GIGA REFACTOR
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@@ -24,29 +24,29 @@ private:
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public:
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Client(render::Renderer* renderer) : m_Renderer(renderer), m_Game(std::make_unique<ClientGame>(this)), m_Connected(false) {}
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const ClientGame& getGame() const { return *m_Game; }
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const ClientConnexion& getConnexion() const { return m_Connexion; }
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render::Renderer* getRenderer() const { return m_Renderer; }
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const ClientGame& GetGame() const { return *m_Game; }
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const ClientConnexion& GetConnexion() const { return m_Connexion; }
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render::Renderer* GetRenderer() const { return m_Renderer; }
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ClientGame& getGame() { return *m_Game; }
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ClientConnexion& getConnexion() { return m_Connexion; }
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ClientGame& GetGame() { return *m_Game; }
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ClientConnexion& GetConnexion() { return m_Connexion; }
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void tick(std::uint64_t delta);
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void Tick(std::uint64_t delta);
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void render();
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void Render();
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bool connect(const network::IPAddresses& addresses, std::uint16_t port);
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void closeConnection();
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bool Connect(const network::IPAddresses& addresses, std::uint16_t port);
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void CloseConnection();
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bool isConnected() const { return m_Connexion.getSocketStatus() == network::Socket::Connected; }
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bool IsConnected() const { return m_Connexion.GetSocketStatus() == network::Socket::Connected; }
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void selectTeam(game::TeamColor team);
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void sendMobs(const std::vector<protocol::MobSend>& mobSends);
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void placeTower(game::TowerType type, const glm::vec2& position);
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void upgradeTower(game::TowerID tower, game::TowerLevel level);
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void removeTower(game::TowerID tower);
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void SelectTeam(game::TeamColor team);
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void SendMobs(const std::vector<protocol::MobSend>& mobSends);
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void PlaceTower(game::TowerType type, const glm::vec2& position);
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void UpgradeTower(game::TowerID tower, game::TowerLevel level);
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void RemoveTower(game::TowerID tower);
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private:
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void reset();
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void Reset();
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};
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} // namespace client
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