GIGA REFACTOR

This commit is contained in:
2022-03-02 18:51:42 +01:00
parent 553b2f6aad
commit 6df59b1487
92 changed files with 1807 additions and 1785 deletions

View File

@@ -5,105 +5,105 @@ namespace td {
namespace server {
ServerGame::ServerGame(server::Server* server) : game::Game(&m_ServerWorld), m_Server(server), m_ServerWorld(server, this),
m_GoldMineTimer{ 1000, std::bind(&ServerGame::updateGoldMines, this) },
m_MobStatesTimer{ 5000, std::bind(&ServerGame::updateMobStates, this) },
m_EndGameCooldown{ 1000 * 10 } {
bindListener(this);
m_GoldMineTimer{ 1000, std::bind(&ServerGame::UpdateGoldMines, this) },
m_MobStatesTimer{ 5000, std::bind(&ServerGame::UpdateMobStates, this) },
m_EndGameCooldown{ 1000 * 10 } {
BindListener(this);
}
void ServerGame::tick(std::uint64_t delta) {
void ServerGame::Tick(std::uint64_t delta) {
if (m_GameState == game::GameState::Game) {
Game::tick(delta);
m_MobStatesTimer.update(delta);
updatePlayerStats();
Game::Tick(delta);
m_MobStatesTimer.Update(delta);
UpdatePlayerStats();
} else if (m_GameState == game::GameState::EndGame) {
if (m_EndGameCooldown.update(delta)) {
notifyListeners(&game::GameListener::OnGameClose);
if (m_EndGameCooldown.Update(delta)) {
NotifyListeners(&game::GameListener::OnGameClose);
}
}
}
void ServerGame::startGame() {
balanceTeams();
void ServerGame::StartGame() {
BalanceTeams();
protocol::WorldBeginDataPacket headerMapData(m_World);
m_Server->broadcastPacket(&headerMapData);
m_Server->BroadcastPacket(&headerMapData);
protocol::WorldDataPacket mapData(m_World);
m_Server->broadcastPacket(&mapData);
m_Server->BroadcastPacket(&mapData);
m_GameState = game::GameState::Game;
}
void ServerGame::updatePlayerStats() {
m_GoldMineTimer.update();
void ServerGame::UpdatePlayerStats() {
m_GoldMineTimer.Update();
}
void ServerGame::updateGoldMines() {
for (auto& pair : m_Server->getPlayers()) {
void ServerGame::UpdateGoldMines() {
for (auto& pair : m_Server->GetPlayers()) {
game::Player* player = &pair.second;
player->addGold(player->getGoldPerSecond());
player->AddGold(player->GetGoldPerSecond());
// Update player money and exp every second
protocol::UpdateMoneyPacket moneyPacket(player->getGold());
m_Server->getConnexions()[player->getID()].sendPacket(&moneyPacket);
protocol::UpdateMoneyPacket moneyPacket(player->GetGold());
m_Server->GetConnexions()[player->GetID()].SendPacket(&moneyPacket);
protocol::UpdateExpPacket expPacket(player->getExp());
m_Server->getConnexions()[player->getID()].sendPacket(&expPacket);
protocol::UpdateExpPacket expPacket(player->GetExp());
m_Server->GetConnexions()[player->GetID()].SendPacket(&expPacket);
}
}
void ServerGame::updateMobStates() {
void ServerGame::UpdateMobStates() {
protocol::UpdateMobStatesPacket packet;
for (auto mob : m_World->getMobList()) {
packet.addMobState({ mob->getMobID(), mob->getCenter(), mob->getHealth(), mob->getDirection() });
for (auto mob : m_World->GetMobList()) {
packet.addMobState({ mob->GetMobID(), mob->GetCenter(), mob->GetHealth(), mob->GetDirection() });
}
m_Server->broadcastPacket(&packet);
m_Server->BroadcastPacket(&packet);
}
void ServerGame::balanceTeams() {
void ServerGame::BalanceTeams() {
for (auto& playerInfo : Game::m_Players) {
game::Player& player = playerInfo.second;
if (player.getTeamColor() == game::TeamColor::None) {
game::Team& redTeam = getRedTeam();
game::Team& blueTeam = getBlueTeam();
if (blueTeam.getPlayerCount() > redTeam.getPlayerCount()) {
player.setTeamColor(game::TeamColor::Red);
redTeam.addPlayer(&player);
if (player.GetTeamColor() == game::TeamColor::None) {
game::Team& redTeam = GetRedTeam();
game::Team& blueTeam = GetBlueTeam();
if (blueTeam.GetPlayerCount() > redTeam.GetPlayerCount()) {
player.SetTeamColor(game::TeamColor::Red);
redTeam.AddPlayer(&player);
} else {
player.setTeamColor(game::TeamColor::Blue);
blueTeam.addPlayer(&player);
player.SetTeamColor(game::TeamColor::Blue);
blueTeam.AddPlayer(&player);
}
protocol::UpdatePlayerTeamPacket packet(player.getID(), player.getTeamColor());
m_Server->broadcastPacket(&packet);
protocol::UpdatePlayerTeamPacket packet(player.GetID(), player.GetTeamColor());
m_Server->BroadcastPacket(&packet);
}
}
}
void ServerGame::OnGameStateUpdate(game::GameState newState) {
setGameState(newState);
SetGameState(newState);
protocol::UpdateGameStatePacket packet(newState);
m_Server->broadcastPacket(&packet);
m_Server->BroadcastPacket(&packet);
}
void ServerGame::OnGameBegin() {
notifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::Game);
startGame();
NotifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::Game);
StartGame();
}
void ServerGame::OnGameEnd() {
notifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::EndGame);
m_EndGameCooldown.applyCooldown();
NotifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::EndGame);
m_EndGameCooldown.ApplyCooldown();
}
void ServerGame::OnGameClose() {
notifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::Closed);
NotifyListeners(&game::GameListener::OnGameStateUpdate, game::GameState::Closed);
// Disconnect clients
protocol::DisconnectPacket packet("Game finished");
m_Server->broadcastPacket(&packet);
m_Server->BroadcastPacket(&packet);
// Closing server
m_Server->close();
m_Server->Close();
}
} // namespace game