too many things
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@@ -1,5 +1,6 @@
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#pragma once
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#include <td/simulation/WorldTicker.h>
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#include <td/game/WorldTypes.h>
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#include <td/protocol/packet/Packets.h>
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@@ -19,11 +20,10 @@ class World {
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TilePalette m_TilePalette;
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MobList m_Mobs;
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sim::WorldSnapshot m_CurrentState;
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TowerList m_Towers;
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TeamList m_Teams;
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private:
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sim::WorldTicker m_Ticker;
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public:
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World();
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@@ -34,8 +34,6 @@ class World {
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bool LoadMapFromFile(const std::string& fileName);
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bool SaveMap(const std::string& fileName) const;
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void Tick(std::uint64_t delta);
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void SpawnMobAt(MobID id, MobType type, std::uint8_t level, PlayerID sender, float x, float y, Direction dir);
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TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder);
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@@ -83,47 +81,49 @@ class World {
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}
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const MobList& GetMobList() const {
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return m_Mobs;
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return m_CurrentState.m_Mobs;
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}
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MobList& GetMobList() {
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return m_Mobs;
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return m_CurrentState.m_Mobs;
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}
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const Color* GetTileColor(TilePtr tile) const;
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Team& GetRedTeam() {
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return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
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return m_CurrentState.m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
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}
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const Team& GetRedTeam() const {
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return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
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return m_CurrentState.m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
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}
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Team& GetBlueTeam() {
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return m_Teams[static_cast<std::uint8_t>(TeamColor::Blue)];
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return m_CurrentState.m_Teams[static_cast<std::uint8_t>(TeamColor::Blue)];
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}
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const Team& GetBlueTeam() const {
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return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
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return m_CurrentState.m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
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}
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Team& GetTeam(TeamColor team) {
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return m_Teams[static_cast<std::uint8_t>(team)];
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return m_CurrentState.m_Teams[static_cast<std::uint8_t>(team)];
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}
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const Team& GetTeam(TeamColor team) const {
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return m_Teams[static_cast<std::uint8_t>(team)];
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return m_CurrentState.m_Teams[static_cast<std::uint8_t>(team)];
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}
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const TeamList& GetTeams() const {
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return m_Teams;
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return m_CurrentState.m_Teams;
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}
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const TowerList& GetTowers() const {
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return m_Towers;
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return m_CurrentState.m_Towers;
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}
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TowerPtr GetTowerById(TowerID tower);
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const Player* GetPlayerById(PlayerID id) const;
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void Tick(const protocol::LockStep& a_LockStep, FpFloat a_Delta);
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private:
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void TickMobs(std::uint64_t delta);
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void CleanDeadMobs();
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