refactor: use of unique_ptr instead of new
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@@ -36,14 +36,14 @@ void ClientGame::tick(std::uint64_t delta) {
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}
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}
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void ClientGame::HandlePacket(protocol::PlayerJoinPacket* packet) {
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void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
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game::Player player(packet->getPlayerID());
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player.setName(packet->getPlayerName());
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m_Players.insert({ player.getID(), player });
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}
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void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
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void ClientGame::HandlePacket(const protocol::PlayerLeavePacket* packet) {
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game::Player* player = &m_Players[packet->getPlayerID()];
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if (player->getTeamColor() != game::TeamColor::None) {
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m_Teams[(std::size_t)player->getTeamColor()].removePlayer(player);
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@@ -51,7 +51,7 @@ void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
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m_Players.erase(player->getID());
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}
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void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
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void ClientGame::HandlePacket(const protocol::PlayerListPacket* packet) {
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for (auto pair : packet->getPlayers()) {
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std::uint8_t playerID = pair.first;
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protocol::PlayerInfo playerInfo = pair.second;
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@@ -66,7 +66,7 @@ void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
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m_Player = &m_Players[m_ConnexionID];
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}
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void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdatePlayerTeamPacket* packet) {
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game::Player* player = &m_Players[packet->getPlayerID()];
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if (player->getTeamColor() == game::TeamColor::None) { //join a team
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getTeam(packet->getSelectedTeam()).addPlayer(player);
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@@ -79,27 +79,27 @@ void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
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player->setTeamColor(packet->getSelectedTeam());
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}
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void ClientGame::HandlePacket(protocol::UpdateGameStatePacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdateGameStatePacket* packet) {
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setGameState(packet->getGameState());
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}
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void ClientGame::HandlePacket(protocol::ConnexionInfoPacket* packet) {
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void ClientGame::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
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m_ConnexionID = packet->getConnectionID();
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}
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void ClientGame::HandlePacket(protocol::UpdateLobbyTimePacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdateLobbyTimePacket* packet) {
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m_LobbyTime = packet->getRemainingTime();
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}
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void ClientGame::HandlePacket(protocol::UpdateMoneyPacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdateMoneyPacket* packet) {
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m_Player->setGold(packet->getGold());
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}
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void ClientGame::HandlePacket(protocol::DisconnectPacket* packet) {
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void ClientGame::HandlePacket(const protocol::DisconnectPacket* packet) {
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m_GameState = game::GameState::Disconnected;
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}
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void ClientGame::HandlePacket(protocol::WorldDataPacket* packet) {
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void ClientGame::HandlePacket(const protocol::WorldDataPacket* packet) {
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m_WorldRenderer.loadModels();
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// set cam pos to player spawn
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const game::Spawn& spawn = m_World->getTeam(m_Player->getTeamColor()).getSpawn();
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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(const 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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