remove glm dependency
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@@ -1,5 +1,6 @@
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#pragma once
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#include "Defines.h"
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#include "Towers.h"
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#include "Types.h"
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#include "Team.h"
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@@ -9,8 +10,6 @@
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#include <vector>
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#include <memory>
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#include <glm/glm.hpp>
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namespace td {
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namespace game {
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@@ -48,13 +47,13 @@ class MobStats {
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private:
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float m_Damage;
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float m_Speed;
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glm::vec2 m_Size;
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Vec2f m_Size;
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std::uint16_t m_MoneyCost;
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std::uint16_t m_ExpCost;
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std::uint16_t m_MaxLife;
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std::uint16_t m_ExpReward;
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public:
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MobStats(float damage, float speed, glm::vec2 size, std::uint16_t moneyCost,
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MobStats(float damage, float speed, Vec2f size, std::uint16_t moneyCost,
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std::uint16_t expCost, std::uint16_t expReward,
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std::uint16_t maxLife) : m_Damage(damage), m_Speed(speed),
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m_Size(size), m_MoneyCost(moneyCost), m_ExpCost(expCost),
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@@ -63,7 +62,7 @@ public:
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float GetDamage() const { return m_Damage; }
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float GetMovementSpeed() const { return m_Speed; }
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const glm::vec2& GetSize() const { return m_Size; }
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const Vec2f& GetSize() const { return m_Size; }
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std::uint16_t GetMoneyCost() const { return m_MoneyCost; }
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std::uint16_t GetExpCost() const { return m_ExpCost; }
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std::uint16_t GetExpReward() const { return m_ExpReward; }
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@@ -4,7 +4,6 @@
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#include <vector>
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#include <map>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <array>
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#include "Mobs.h"
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@@ -196,10 +195,10 @@ public:
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return m_TilePalette.at(index - 1);
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}
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bool CanPlaceLittleTower(const glm::vec2& worldPos, PlayerID player) const;
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bool CanPlaceBigTower(const glm::vec2& worldPos, PlayerID player) const;
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bool CanPlaceLittleTower(const Vec2f& worldPos, PlayerID player) const;
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bool CanPlaceBigTower(const Vec2f& worldPos, PlayerID player) const;
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TowerPtr GetTower(const glm::vec2& position) const; // returns null if no tower is here
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TowerPtr GetTower(const Vec2f& position) const; // returns null if no tower is here
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const std::unordered_map<ChunkCoord, ChunkPtr>& GetChunks() const { return m_Chunks; }
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@@ -44,7 +44,7 @@ public:
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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 PlaceTower(game::TowerType type, const Vec2f& 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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