refactor: format all files
This commit is contained in:
@@ -445,7 +445,7 @@ public:
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virtual PacketType getType() const { return PacketType::WorldAddTower; }
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};
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class WorldRemoveTowerPacket : public Packet{
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class WorldRemoveTowerPacket : public Packet {
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private:
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game::TowerID m_TowerID;
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public:
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@@ -11,9 +11,9 @@ namespace render {
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class VertexCache {
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typedef std::vector<float> Vector;
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typedef std::pair<Vector::iterator, Vector::iterator> ElementsIndex;
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typedef std::pair<ElementsIndex, ElementsIndex> DataIndex;
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typedef std::vector<float> Vector;
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typedef std::pair<Vector::iterator, Vector::iterator> ElementsIndex;
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typedef std::pair<ElementsIndex, ElementsIndex> DataIndex;
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private:
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Vector m_Positions;
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@@ -8,7 +8,7 @@ namespace render {
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namespace WorldLoader {
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struct RenderData{
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struct RenderData {
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std::vector<float> positions;
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std::vector<float> colors;
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};
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File diff suppressed because it is too large
Load Diff
@@ -18,9 +18,9 @@ void Mob::addEffect(EffectType effectType, float durationSec) {
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if (isImmuneTo(effectType))
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return;
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if (hasEffect(effectType)) {
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auto it = std::find_if(m_Effects.begin(), m_Effects.end(), [&effectType](EffectDuration effect){ return effect.first == effectType;});
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auto it = std::find_if(m_Effects.begin(), m_Effects.end(), [&effectType](EffectDuration effect) { return effect.first == effectType;});
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EffectDuration& effect = *it;
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if(effect.second < durationSec)
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if (effect.second < durationSec)
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effect.second = durationSec; // setting new duration if it's greater then the actual
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} else {
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m_Effects.push_back({ effectType, durationSec });
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@@ -42,7 +42,7 @@ void Mob::updateEffects(std::uint64_t delta) {
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}
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bool Mob::hasEffect(EffectType type) {
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return std::find_if(m_Effects.begin(), m_Effects.end(), [&type](EffectDuration effect){ return effect.first == type;}) != m_Effects.end();
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return std::find_if(m_Effects.begin(), m_Effects.end(), [&type](EffectDuration effect) { return effect.first == type;}) != m_Effects.end();
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}
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@@ -117,7 +117,7 @@ void ClientGame::PlaceTower(game::TowerType type, const glm::vec2& position) {
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m_Client->getConnexion().sendPacket(&packet);
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}
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void ClientGame::HandlePacket(protocol::WorldAddTowerPacket* packet){
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void ClientGame::HandlePacket(protocol::WorldAddTowerPacket* packet) {
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m_WorldRenderer.addTower(m_WorldClient.placeTowerAt(packet->getTowerID(), packet->getTowerType(), packet->getTowerX(), packet->getTowerY(), packet->getBuilder()));
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}
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@@ -25,7 +25,7 @@ void WorldClient::HandlePacket(protocol::SpawnMobPacket* packet) {
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packet->getMobX(), packet->getMobY(), packet->getMobDirection());
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}
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void WorldClient::OnArrowShot(game::MobPtr target, game::Tower* tower){
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void WorldClient::OnArrowShot(game::MobPtr target, game::Tower* tower) {
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World::OnArrowShot(target, tower);
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}
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@@ -46,13 +46,13 @@ void ServerWorld::spawnMobs(game::MobType type, std::uint8_t level, game::Player
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}
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}
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game::TowerPtr ServerWorld::placeTowerAt(game::TowerType type, std::int32_t x, std::int32_t y, game::PlayerID builder){
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game::TowerPtr ServerWorld::placeTowerAt(game::TowerType type, std::int32_t x, std::int32_t y, game::PlayerID builder) {
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game::TowerPtr tower = World::placeTowerAt(m_CurrentTowerID, type, x, y, builder);
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m_CurrentTowerID++;
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return tower;
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}
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void ServerWorld::OnArrowShot(game::MobPtr target, game::Tower* shooter){
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void ServerWorld::OnArrowShot(game::MobPtr target, game::Tower* shooter) {
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World::OnArrowShot(target, shooter);
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}
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@@ -29,7 +29,7 @@ void AutoTimer::reset() {
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m_LastTime = getTime();
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}
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bool Timer::update(std::uint64_t delta){
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bool Timer::update(std::uint64_t delta) {
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m_InternalTime += delta;
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if (m_InternalTime >= m_Interval) {
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m_InternalTime %= m_Interval;
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@@ -38,7 +38,7 @@ bool Timer::update(std::uint64_t delta){
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return false;
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}
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void Timer::reset(){
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void Timer::reset() {
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m_InternalTime = 0;
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}
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@@ -23,7 +23,7 @@ bool TCPSocket::Connect(const IPAddress& address, unsigned short port) {
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if (this->GetStatus() == Connected)
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return true;
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struct addrinfo hints{};
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struct addrinfo hints {};
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memset(&hints, 0, sizeof(addrinfo));
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struct addrinfo* result = nullptr;
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@@ -4,7 +4,7 @@
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namespace td {
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namespace render {
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void VertexCache::addData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors){
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void VertexCache::addData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors) {
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ElementsIndex positionsIndexes;
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positionsIndexes.first = m_Positions.end();
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m_Positions.insert(m_Positions.end(), positions.begin(), positions.end());
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@@ -15,12 +15,12 @@ void VertexCache::addData(std::uint64_t index, std::vector<float> positions, std
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m_Colors.insert(m_Colors.end(), colors.begin(), colors.end());
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colorsIndexes.second = m_Colors.end() - 1;
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m_Indexes.insert({index, {positionsIndexes, colorsIndexes}});
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m_Indexes.insert({ index, {positionsIndexes, colorsIndexes} });
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}
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void VertexCache::removeData(std::uint64_t index){
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void VertexCache::removeData(std::uint64_t index) {
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auto it = m_Indexes.find(index);
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if(it != m_Indexes.end()){
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if (it != m_Indexes.end()) {
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DataIndex indexes = it->second;
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ElementsIndex positionsIndexes = indexes.first;
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ElementsIndex colorsIndexes = indexes.second;
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@@ -32,13 +32,13 @@ void VertexCache::removeData(std::uint64_t index){
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}
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}
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void VertexCache::clear(){
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void VertexCache::clear() {
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m_Positions.clear();
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m_Colors.clear();
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m_Indexes.clear();
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}
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void VertexCache::updateVertexArray(){
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void VertexCache::updateVertexArray() {
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m_VertexArray = std::make_unique<GL::VertexArray>(m_Colors.size()); // one color per vertex
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GL::VertexBuffer positionsBuffer(m_Positions, 2);
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@@ -62,7 +62,7 @@ void WorldRenderer::renderMobs() const {
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}
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void WorldRenderer::renderTowers() const {
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if(!m_TowersCache.isEmpty())
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if (!m_TowersCache.isEmpty())
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m_Renderer->renderVAO(m_TowersCache.getVertexArray());
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}
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@@ -152,13 +152,13 @@ void WorldRenderer::detectClick() {
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}
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}
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void WorldRenderer::addTower(game::TowerPtr tower){
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void WorldRenderer::addTower(game::TowerPtr tower) {
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const WorldLoader::RenderData& renderData = WorldLoader::loadTowerModel(tower);
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m_TowersCache.addData(tower->getID(), renderData.positions, renderData.colors);
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m_TowersCache.updateVertexArray();
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}
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void WorldRenderer::removeTower(game::TowerPtr tower){
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void WorldRenderer::removeTower(game::TowerPtr tower) {
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m_TowersCache.removeData(tower->getID());
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m_TowersCache.updateVertexArray();
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}
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@@ -231,7 +231,7 @@ void capValues(int* values, int& value) {
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for (int j = 0; j < 16; j++) {
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total += values[j];
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}
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if(total == 13)
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if (total == 13)
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value--;
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}
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@@ -278,7 +278,7 @@ void renderSummonMenu() {
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ImGui::PopID();
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}
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ImGui::PopItemWidth();
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if(ImGui::Button("Send")){
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if (ImGui::Button("Send")) {
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std::cout << "Sending Troops ...\n";
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}
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ImGui::End();
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@@ -188,7 +188,7 @@ GL::VertexArray loadTileSelectModel() {
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return tileSelectVao;
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}
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RenderData loadTowerModel(game::TowerPtr tower){
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RenderData loadTowerModel(game::TowerPtr tower) {
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RenderData renderData;
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float towerX = tower->getX() - 1;
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