feat: sync game
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@@ -4,13 +4,17 @@
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namespace td {
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namespace server {
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ServerGame::ServerGame(server::Server* server) : game::Game(&m_ServerWorld), m_Server(server), m_ServerWorld(server, this) {
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ServerGame::ServerGame(server::Server* server) : game::Game(&m_ServerWorld), m_Server(server), m_ServerWorld(server, this),
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m_GoldMineTimer{ 1000, std::bind(&ServerGame::updateGoldMines, this) },
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m_MobStatesTimer{ 5000, std::bind(&ServerGame::updateMobStates, this) },
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m_EndGameCooldown{ 1000 * 10 } {
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bindListener(this);
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}
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void ServerGame::tick(std::uint64_t delta) {
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if (m_GameState == game::GameState::Game) {
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Game::tick(delta);
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m_MobStatesTimer.update(delta);
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updatePlayerStats();
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} else if (m_GameState == game::GameState::EndGame) {
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if (m_EndGameCooldown.update(delta)) {
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@@ -55,6 +59,14 @@ void ServerGame::updateGoldMines() {
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}
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}
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void ServerGame::updateMobStates() {
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protocol::UpdateMobStatesPacket packet;
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for (auto mob : m_World->getMobList()) {
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packet.addMobState({ mob->getMobID(), mob->getCenter(), mob->getHealth(), mob->getDirection() });
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}
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m_Server->broadcastPacket(&packet);
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}
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void ServerGame::balanceTeams() {
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for (auto& playerInfo : Game::m_Players) {
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game::Player& player = playerInfo.second;
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@@ -66,5 +66,13 @@ void ServerWorld::OnMobDie(game::Mob* mob) {
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}
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}
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void ServerWorld::OnMobCastleDamage(game::Mob* damager, game::TeamCastle* enemyCastle, float damage) {
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// calling base class event
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World::OnMobCastleDamage(damager, enemyCastle, damage);
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protocol::UpdateCastleLifePacket packet(enemyCastle->getLife(), enemyCastle->getTeam()->getColor());
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m_Server->broadcastPacket(&packet);
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}
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} // namespace server
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} // namespace td
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