too many things

This commit is contained in:
2025-07-18 13:11:18 +02:00
parent b788caafa6
commit 6d0e56eb46
26 changed files with 529 additions and 191 deletions

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#pragma once
#include <td/game/World.h>
#include <td/protocol/command/Commands.h>
namespace td {
namespace sim {
class CommandApply : public protocol::CommandHandler {
private:
const game::World& m_World;
WorldSnapshot& m_Snapshot;
public:
CommandApply(const game::World& a_World, WorldSnapshot& a_Snapshot);
virtual void Handle(const protocol::cdata::SpawnTroop& a_SpawnTroop) override;
};
} // namespace sim
} // namespace td

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#pragma once
#include <optional>
#include <td/protocol/command/Commands.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace game {
class GameHistory {
private:
using HistorySizeType = std::uint16_t;
std::vector<std::optional<protocol::LockStep>> m_History;
HistorySizeType m_Cursor;
public:
GameHistory();
void SetLockStep(HistorySizeType a_Index, protocol::LockStep&& a_LockStep);
const protocol::LockStep& GetLockStep(HistorySizeType a_Index) const;
bool HasLockStep(HistorySizeType a_Index) const;
const protocol::LockStep& GetNextStep();
bool HasNextStep() const;
void FromPacket(td::protocol::pdata::LockSteps&& a_Steps);
td::protocol::packets::LockStepsPacket ToPacket(HistorySizeType a_StartIndex);
};
} // namespace game
} // namespace td

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#pragma once
#include <td/game/World.h>
namespace td {
namespace sim {
using GameHistory = std::vector<td::protocol::LockStep>;
class RealTimeSimulation {
private:
std::uint64_t m_StepTime;
game::World& m_World;
GameHistory m_History;
std::uint64_t m_CurrentTime;
std::uint64_t m_LastTime;
std::size_t m_CurrentStep;
public:
RealTimeSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime);
void Update();
};
} // namespace sim
} // namespace td

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#pragma once
#include <td/game/WorldTypes.h>
namespace td {
namespace sim {
struct WorldSnapshot {
game::MobList m_Mobs;
game::TowerList m_Towers;
game::TeamList m_Teams;
};
} // namespace sim
} // namespace td

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#pragma once
#include <td/protocol/command/Commands.h>
#include <td/simulation/WorldSnapshot.h>
namespace td {
namespace game {
class World;
}
namespace sim {
class IWorldSystem {
public:
virtual void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) = 0;
};
class WorldTicker {
private:
std::vector<std::unique_ptr<IWorldSystem>> m_Systems;
public:
WorldTicker();
WorldSnapshot NextStep(
const game::World& a_World, const WorldSnapshot& a_PreviousState, const protocol::LockStep& a_LockStep, FpFloat a_Delta);
private:
void ApplySteps(const game::World& a_World, WorldSnapshot& a_State, const protocol::LockStep& a_LockStep);
void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta);
WorldSnapshot CreateNext(const WorldSnapshot& a_PreviousState);
template <typename T>
void AddSystem() {
m_Systems.push_back(std::move(std::make_unique<T>()));
}
};
} // namespace sim
} // namespace td

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#pragma once
#include <td/simulation/WorldTicker.h>
namespace td {
namespace sim {
class EntityMove : public IWorldSystem {
public:
virtual void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) override;
};
} // namespace sim
} // namespace td