and again
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@@ -176,6 +176,11 @@ Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
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Mat4f Inverse(const Mat4f& mat);
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template<typename T>
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T Lerp(T v0, T v1, T t) {
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return (T(1) - t) * v0 + t * v1;
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}
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} // namespace maths
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@@ -9,6 +9,10 @@
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#include <memory>
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#include <vector>
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#include <sp/protocol/ConcreteMessage.h>
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#include <sp/common/GenericHandler.h>
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#include <sp/protocol/MessageFactory.h>
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namespace td {
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using Vec2fp = Vec2<FpFloat>;
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@@ -65,152 +69,33 @@ const MobStats* GetMobStats(MobType type, std::uint8_t level);
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const TowerImmunities& GetMobTowerImmunities(MobType type, std::uint8_t level);
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const EffectImmunities& GetMobEffectImmunities(MobType type, std::uint8_t level);
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class Mob {
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protected:
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float m_Health;
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class MobHandler;
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private:
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Vec2fp m_Position;
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struct MobData {};
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class Mob : public sp::MessageBase<MobType, MobHandler> {
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public:
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MobID m_ID;
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PlayerID m_Sender;
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MobLevel m_Level;
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PlayerID m_Sender;
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float m_Health;
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Vec2fp m_Position;
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Direction m_Direction;
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std::vector<EffectDuration> m_Effects;
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const Tower* m_LastDamage; // the last tower that damaged the mob
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float m_HitCooldown;
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// utils::Timer m_EffectFireTimer;
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// utils::Timer m_EffectPoisonTimer;
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// utils::Timer m_EffectHealTimer;
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TeamCastle* m_CastleTarget;
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// utils::CooldownTimer m_AttackTimer;
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public:
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level), m_HitCooldown(0), m_CastleTarget(nullptr) {}
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MobPtr m_Next;
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virtual ~Mob() {}
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Mob() {}
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virtual MobType GetType() const = 0;
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virtual bool OnDeath(World* world) {
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return true;
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}
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Vec2fp& GetPosition() {
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return m_Position;
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}
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MobID GetMobID() const {
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return m_ID;
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}
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const TowerImmunities& GetTowerImmunities() const {
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return GetMobTowerImmunities(GetType(), m_Level);
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}
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const EffectImmunities& GetEffectImmunities() const {
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return GetMobEffectImmunities(GetType(), m_Level);
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}
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PlayerID GetSender() const {
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return m_Sender;
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}
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MobLevel GetLevel() const {
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return m_Level;
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}
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const MobStats* GetStats() const {
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return GetMobStats(GetType(), m_Level);
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}
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void SetHealth(float newHealth) {
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m_Health = newHealth;
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}
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float GetHealth() const {
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return m_Health;
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}
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bool IsDead() const {
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return m_Health <= 0;
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}
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bool IsAlive() const {
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return m_Health > 0;
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}
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const Tower* GetLastDamageTower() {
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return m_LastDamage;
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}
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bool HasReachedEnemyCastle() {
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return m_CastleTarget != nullptr;
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}
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void Damage(float dmg, const Tower* damager) {
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m_Health = std::max(0.0f, m_Health - dmg);
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m_LastDamage = damager;
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m_HitCooldown = 0.1;
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}
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void Heal(float heal) {
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m_Health = std::min(static_cast<float>(GetStats()->m_MaxLife), m_Health + heal);
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}
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void SetMobReachedCastle(TeamCastle* castle) {
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m_CastleTarget = castle;
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} // used when mob is in front of the castle
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bool IsImmuneTo(TowerType type);
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bool IsImmuneTo(EffectType type);
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void AddEffect(EffectType type, float durationSec, Tower* tower);
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bool HasEffect(EffectType type);
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bool HasTakenDamage() {
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return m_HitCooldown > 0;
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}
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// // returns a float between 0 and 1 excluded
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// float GetTileX() {
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// return GetCenterX() - static_cast<float>(static_cast<std::int32_t>(GetCenterX()));
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// }
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// // returns a float between 0 and 1 excluded
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// float GetTileY() {
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// return GetCenterY() - static_cast<float>(static_cast<std::int32_t>(GetCenterY()));
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// }
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Direction GetDirection() const {
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return m_Direction;
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}
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void SetDirection(Direction dir) {
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m_Direction = dir;
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}
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protected:
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void InitMob() {
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m_Health = static_cast<float>(GetStats()->m_MaxLife);
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// SetSize(GetStats()->m_Size.x, GetStats()->m_Size.y);
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}
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private:
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void UpdateEffects(std::uint64_t delta, World* world);
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void AttackCastle(std::uint64_t delta, World* world);
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void Move(std::uint64_t delta, World* world);
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void Walk(std::uint64_t delta, World* world);
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void MoveBack(const TeamCastle& castle, World* world);
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void ChangeDirection(const WalkableTile& tile, World* world);
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bool IsTouchingCastle(const TeamCastle& castle) const;
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EffectDuration& GetEffect(EffectType type);
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Mob& operator=(const Mob& a_Other) = default;
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};
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typedef std::shared_ptr<Mob> MobPtr;
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template <MobType MT>
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class ConcreteMob : public Mob {
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public:
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ConcreteMob(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) {
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InitMob();
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}
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virtual ~ConcreteMob() {}
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virtual constexpr MobType GetType() const override {
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return MT;
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}
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};
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template <MobType ID>
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using ConcreteMob = sp::ConcreteMessage<MobData, Mob, ID>;
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using Zombie = ConcreteMob<MobType::Zombie>;
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using Spider = ConcreteMob<MobType::Spider>;
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@@ -223,16 +108,17 @@ using Witch = ConcreteMob<MobType::Witch>;
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using Slime = ConcreteMob<MobType::Slime>;
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using Giant = ConcreteMob<MobType::Giant>;
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namespace MobFactory {
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using AllMobs = std::tuple<Zombie, Spider, Skeleton, PigMan, Creeper, Silverfish, Blaze, Witch, Slime, Giant>;
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MobPtr CreateMob(MobID id, MobType type, std::uint8_t level, PlayerID sender);
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std::string GetMobName(MobType type);
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class MobHandler : public sp::GenericHandler<AllMobs> {};
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} // namespace MobFactory
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using MobFactory = sp::MessageFactory<Mob, AllMobs>;
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class MobListener {
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public:
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virtual void OnMobSpawn(Mob* mob) {}
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virtual void OnMobSpawn(Mob* mob) {
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MobHandler h;
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}
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virtual void OnMobDie(Mob* mob) {}
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virtual void OnMobDamage(Mob* target, float damage, Tower* damager) {}
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@@ -21,6 +21,7 @@ class World {
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TilePalette m_TilePalette;
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sim::WorldSnapshot m_CurrentState;
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sim::WorldSnapshot m_NextState;
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private:
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sim::WorldTicker m_Ticker;
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@@ -9,7 +9,7 @@
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#include <sp/protocol/ConcreteMessage.h>
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#include <sp/protocol/MessageDispatcher.h>
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#include <sp/protocol/MessageFactory.h>
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#include <sp/protocol/MessageHandler.h>
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#include <sp/common/GenericHandler.h>
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#include <td/Types.h>
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#include <td/common/NonCopyable.h>
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#include <td/protocol/command/CommandData.h>
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@@ -33,7 +33,7 @@ class CommandHandler;
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using CommandBase = sp::MessageBase<CommandID, CommandHandler>;
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template <typename TData, CommandID ID>
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using CommandMessage = sp::ConcreteMessage<TData, CommandID, ID, CommandHandler>;
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using CommandMessage = sp::ConcreteMessage<TData, CommandBase, ID>;
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namespace commands {
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@@ -51,7 +51,7 @@ using UseItemCommand = CommandMessage<cdata::UseItem, CommandID::UseItem>;
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using AllCommands = std::tuple<commands::EndCommand, commands::PlaceTowerCommand, commands::PlayerJoinCommand,
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commands::SpawnTroopCommand, commands::TeamChangeCommand, commands::UpgradeTowerCommand, commands::UseItemCommand>;
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class CommandHandler : public sp::MessageHandler<AllCommands> {};
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class CommandHandler : public sp::GenericHandler<AllCommands> {};
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using CommandDispatcher = sp::MessageDispatcher<CommandBase>;
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@@ -12,7 +12,7 @@
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#include <sp/protocol/MessageBase.h>
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#include <sp/protocol/MessageDispatcher.h>
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#include <sp/protocol/MessageFactory.h>
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#include <sp/protocol/MessageHandler.h>
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#include <sp/common/GenericHandler.h>
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namespace td {
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namespace protocol {
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@@ -37,7 +37,7 @@ using PacketBase = sp::MessageBase<PacketID, PacketHandler>;
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template <typename TData, PacketID ID>
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using PacketMessage = sp::ConcreteMessage<TData, PacketID, ID, PacketHandler>;
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using PacketMessage = sp::ConcreteMessage<TData, PacketBase, ID>;
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namespace packets {
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@@ -61,7 +61,7 @@ using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePack
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packets::KeepAlivePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlayerJoinPacket,
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packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
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class PacketHandler : public sp::MessageHandler<AllPackets> {};
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class PacketHandler : public sp::GenericHandler<AllPackets> {};
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using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
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@@ -10,7 +10,8 @@ namespace render {
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class BasicRenderer {
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public:
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virtual void Render() = 0;
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virtual void Render(float a_Lerp) = 0;
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virtual ~BasicRenderer() {}
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void Render(const GL::VertexArray& a_Vao);
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};
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@@ -24,6 +25,11 @@ class Renderer : public BasicRenderer {
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public:
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Renderer(Camera& a_Camera);
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virtual ~Renderer() {}
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template <typename T>
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float Lerp(const T& a_Mob, float a_LerpFactor, const std::function<float(const T&)>& a_MemberGetter) {
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return static_cast<float>(maths::Lerp(a_MemberGetter(a_Mob), a_MemberGetter(*a_Mob.m_Next), a_LerpFactor));
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}
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};
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class RenderPipeline {
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@@ -32,7 +38,7 @@ class RenderPipeline {
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public:
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RenderPipeline();
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~RenderPipeline() = default;
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virtual ~RenderPipeline() {}
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template <typename T, typename... Args>
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void AddRenderer(Args&&... args) {
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@@ -43,9 +49,9 @@ class RenderPipeline {
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m_Renderers.clear();
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}
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void Render() {
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void Render(float a_Lerp) {
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for (auto& renderer : m_Renderers) {
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renderer->Render();
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renderer->Render(a_Lerp);
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}
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}
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};
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@@ -16,7 +16,7 @@ class EntityRenderer : public Renderer<shader::EntityShader> {
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EntityRenderer(Camera& a_Camera, const game::World& a_World);
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virtual ~EntityRenderer();
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virtual void Render() override;
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virtual void Render(float a_Lerp) override;
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};
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} // namespace render
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@@ -10,14 +10,13 @@ namespace render {
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class WorldRenderer : public Renderer<shader::WorldShader> {
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private:
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const game::World& m_World;
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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public:
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WorldRenderer(Camera& a_Camera, const game::World& a_World);
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virtual ~WorldRenderer();
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virtual void Render() override;
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virtual void Render(float a_Lerp) override;
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};
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} // namespace render
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@@ -14,7 +14,7 @@ class CommandApply : public protocol::CommandHandler {
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public:
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CommandApply(const game::World& a_World, WorldSnapshot& a_Snapshot);
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virtual void Handle(const protocol::cdata::SpawnTroop& a_SpawnTroop) override;
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virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
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};
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} // namespace sim
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@@ -17,9 +17,18 @@ class RealTimeSimulation {
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std::size_t m_CurrentStep;
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public:
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/**
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* \param a_StepTime in ms
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*/
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RealTimeSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime);
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void Update();
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/**
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* \return the progress [0-1] between two steps
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*/
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float Update();
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private:
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void Step();
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};
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} // namespace sim
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@@ -23,12 +23,12 @@ class WorldTicker {
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WorldTicker();
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WorldSnapshot NextStep(
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const game::World& a_World, const WorldSnapshot& a_PreviousState, const protocol::LockStep& a_LockStep, FpFloat a_Delta);
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const game::World& a_World, WorldSnapshot& a_PreviousState, const protocol::LockStep& a_LockStep, FpFloat a_Delta);
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private:
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void ApplySteps(const game::World& a_World, WorldSnapshot& a_State, const protocol::LockStep& a_LockStep);
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void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta);
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WorldSnapshot CreateNext(const WorldSnapshot& a_PreviousState);
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WorldSnapshot CreateNext(WorldSnapshot& a_PreviousState);
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template <typename T>
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void AddSystem() {
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Block a user