#pragma once #include "game/BaseGame.h" #include "protocol/PacketHandler.h" #include "WorldClient.h" #include "render/WorldRenderer.h" #include "render/Renderer.h" namespace td { namespace client { class Client; class ClientGame : public protocol::PacketHandler, public game::Game { private: Client* m_Client; std::uint8_t m_ConnexionID; std::uint32_t m_LobbyTime = 0; game::Player* m_Player = nullptr; render::Renderer* m_Renderer; client::WorldClient m_WorldClient; render::WorldRenderer m_WorldRenderer; public: ClientGame(Client* client); virtual ~ClientGame(); virtual void tick(std::uint64_t delta); void renderWorld(); std::uint32_t getLobbyTime() const { return m_LobbyTime; } const game::Player* getPlayer() const { return m_Player; } const WorldClient& getWorld() const { return m_WorldClient; } Client* getClient() const { return m_Client; } render::Renderer* getRenderer() const { return m_Renderer; } virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet); virtual void HandlePacket(const protocol::PlayerJoinPacket* packet); virtual void HandlePacket(const protocol::PlayerLeavePacket* packet); virtual void HandlePacket(const protocol::PlayerListPacket* packet); virtual void HandlePacket(const protocol::UpdatePlayerTeamPacket* packet); virtual void HandlePacket(const protocol::UpdateGameStatePacket* packet); virtual void HandlePacket(const protocol::UpdateLobbyTimePacket* packet); virtual void HandlePacket(const protocol::UpdateMoneyPacket* packet); virtual void HandlePacket(const protocol::DisconnectPacket* packet); virtual void HandlePacket(const protocol::WorldDataPacket* packet); virtual void HandlePacket(const protocol::WorldAddTowerPacket* packet); }; } // namespace client } // namespace td