restructure project
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60
include/td/protocol/packets/WorldBeginDataPacket.h
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60
include/td/protocol/packets/WorldBeginDataPacket.h
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#pragma once
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#include "td/protocol/Protocol.h"
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#include "td/game/BaseGame.h"
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namespace td {
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namespace protocol {
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struct WorldHeader {
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game::TowerTileColorPalette m_TowerPlacePalette;
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Color m_WalkablePalette;
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std::vector<Color> m_DecorationPalette;
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Color m_Background;
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game::SpawnColorPalette m_SpawnColorPalette;
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game::TilePalette m_TilePalette;
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game::Spawn m_RedSpawn, m_BlueSpawn;
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game::TeamCastle m_RedCastle, m_BlueCastle;
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const game::World* m_World;
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};
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class WorldBeginDataPacket : public Packet {
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private:
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WorldHeader m_Header;
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public:
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WorldBeginDataPacket() {}
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WorldBeginDataPacket(const game::World* world) {
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m_Header.m_World = world;
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}
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virtual ~WorldBeginDataPacket() {}
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virtual DataBuffer Serialize(bool packetID = true) const;
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virtual void Deserialize(DataBuffer& data);
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virtual void Dispatch(PacketHandler* handler) const;
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virtual PacketType GetType() const { return PacketType::WorldBeginData; }
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const game::TowerTileColorPalette& GetTowerTilePalette() const { return m_Header.m_TowerPlacePalette; }
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const Color& GetWalkableTileColor() const { return m_Header.m_WalkablePalette; }
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const std::vector<Color>& GetDecorationPalette() const { return m_Header.m_DecorationPalette; }
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const Color& GetBackgroundColor() const { return m_Header.m_Background; }
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const game::Spawn& GetRedSpawn() const { return m_Header.m_RedSpawn; }
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const game::Spawn& GetBlueSpawn() const { return m_Header.m_BlueSpawn; }
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const game::SpawnColorPalette& GetSpawnPalette() const { return m_Header.m_SpawnColorPalette; }
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const game::TeamCastle& GetRedCastle() const { return m_Header.m_RedCastle; }
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const game::TeamCastle& GetBlueCastle() const { return m_Header.m_BlueCastle; }
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const game::TilePalette GetTilePalette() const { return m_Header.m_TilePalette; }
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void setWorldHeader(const WorldHeader& header) { m_Header = header; }
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};
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} // namespace protocol
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} // namespace td
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