too many things
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@@ -1,44 +0,0 @@
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#include <td/game/GameHistory.h>
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namespace td {
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namespace game {
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GameHistory::GameHistory() : m_History(std::numeric_limits<HistorySizeType>::max()), m_Cursor(0) {}
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void GameHistory::SetLockStep(HistorySizeType a_Index, protocol::LockStep&& a_LockStep) {
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m_History[a_Index] = std::move(a_LockStep);
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}
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const protocol::LockStep& GameHistory::GetLockStep(HistorySizeType a_Index) const {
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return *m_History[a_Index];
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}
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bool GameHistory::HasLockStep(HistorySizeType a_Index) const {
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return m_History[a_Index].has_value();
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}
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const protocol::LockStep& GameHistory::GetNextStep() {
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return GetLockStep(m_Cursor++);
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}
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bool GameHistory::HasNextStep() const {
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return HasLockStep(m_Cursor);
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}
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void GameHistory::FromPacket(td::protocol::pdata::LockSteps&& a_Steps) {
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for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
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protocol::LockStep& step = a_Steps.m_LockSteps[i];
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SetLockStep(i + a_Steps.m_FirstFrameNumber, std::move(step));
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}
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}
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td::protocol::packets::LockStepsPacket GameHistory::ToPacket(HistorySizeType a_StartIndex) {
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Array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps;
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for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
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steps[i] = GetLockStep(a_StartIndex + i);
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}
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return {a_StartIndex, std::move(steps)};
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}
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} // namespace game
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} // namespace td
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@@ -1,9 +1,11 @@
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#include <td/game/World.h>
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#include <td/simulation/WorldTicker.h>
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namespace td {
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namespace game {
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World::World() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}} {
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World::World() : m_CurrentState{.m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}} {
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}
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@@ -55,5 +57,9 @@ bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
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return true;
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}
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void World::Tick(const protocol::LockStep& a_LockStep, FpFloat a_Delta) {
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m_CurrentState = m_Ticker.NextStep(*this, m_CurrentState, a_LockStep, a_Delta);
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}
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} // namespace game
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} // namespace td
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44
src/td/game/WorldTypes.cpp
Normal file
44
src/td/game/WorldTypes.cpp
Normal file
@@ -0,0 +1,44 @@
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#include <td/game/WorldTypes.h>
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#include <sp/common/DataBuffer.h>
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namespace td {
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namespace game {
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sp::DataBuffer& operator>>(sp::DataBuffer& buffer, TileType& tile) {
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std::uint8_t raw;
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buffer >> raw;
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tile = TileType(raw);
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return buffer;
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}
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sp::DataBuffer& operator>>(sp::DataBuffer& buffer, TilePtr& tile) {
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game::TileType tileType;
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buffer >> tileType;
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switch (tileType) {
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case game::TileType::Tower: {
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auto tilePtr = std::make_shared<game::TowerTile>();
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buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
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tile = tilePtr;
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break;
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}
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case game::TileType::Walk: {
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auto tilePtr = std::make_shared<game::WalkableTile>();
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buffer >> tilePtr->direction;
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tile = tilePtr;
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break;
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}
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case game::TileType::Decoration: {
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auto tilePtr = std::make_shared<game::DecorationTile>();
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buffer >> tilePtr->color_palette_ref;
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tile = tilePtr;
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break;
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}
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default:
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break;
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}
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return buffer;
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}
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} // namespace game
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} // namespace td
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