add basic entity movement
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@@ -1,7 +1,10 @@
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#include <cassert>
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#include <td/Maths.h>
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#include <td/game/World.h>
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#include <td/game/WorldTypes.h>
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#include <td/simulation/WorldTicker.h>
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#include <td/protocol/packet/PacketSerialize.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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@@ -89,5 +92,14 @@ void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::
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m_NextState = a_Next;
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}
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TilePtr World::GetTile(std::int32_t x, std::int32_t y) const {
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ChunkCoord coords{static_cast<std::int16_t>(x / Chunk::ChunkWidth), static_cast<std::int16_t>(y / Chunk::ChunkHeight)};
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auto it = m_Chunks.find(coords);
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assert(it != m_Chunks.end());
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auto chunk = it->second;
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Vec2i inchunkCoords{x % Chunk::ChunkWidth, y % Chunk::ChunkHeight};
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return GetTilePtr(chunk->GetTileIndex(inchunkCoords.y * Chunk::ChunkWidth + inchunkCoords.x));
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}
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} // namespace game
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} // namespace td
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@@ -1,3 +1,4 @@
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#include <td/Types.h>
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#include <td/simulation/CommandApply.h>
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namespace td {
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@@ -24,6 +25,10 @@ void CommandApply::Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJ
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void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
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auto zombie = std::make_shared<game::Zombie>();
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zombie->m_Position = a_SpawnTroop->m_Position;
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// TODO: make it spawn dependant
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zombie->m_Direction = Direction::PositiveY;
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m_Snapshot.m_Mobs.push_back(zombie);
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}
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@@ -1,11 +1,61 @@
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#include <td/Maths.h>
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#include <td/Types.h>
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#include <td/game/WorldTypes.h>
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#include <td/simulation/system/EntityMove.h>
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#include <td/game/World.h>
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namespace td {
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namespace sim {
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static Vec2i GetUnitDirection(Direction a_Direction) {
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switch (a_Direction) {
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case Direction::PositiveX:
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return {1, 0};
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case Direction::NegativeX:
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return {-1, 0};
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case Direction::PositiveY:
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return {0, 1};
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case Direction::NegativeY:
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return {0, -1};
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}
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return {0, 0};
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}
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class DirectionTileVisitor : public game::TileHandler {
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private:
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Direction m_Direction;
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public:
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DirectionTileVisitor() {}
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virtual void Handle(const game::EmptyTile& a_Tile) override {}
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virtual void Handle(const game::TowerTile& a_Tile) override {}
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virtual void Handle(const game::DecorationTile& a_Tile) override {}
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virtual void Handle(const game::WalkableTile& a_Tile) override {
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m_Direction = a_Tile->m_Direction;
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}
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const Direction GetDirection() {
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return m_Direction;
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}
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};
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void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
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for (auto& mob : a_State.m_Mobs) {
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mob->m_Position.x += a_Delta;
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auto tile = a_World.GetTile(static_cast<std::int32_t>(mob->m_Position.x), static_cast<std::int32_t>(mob->m_Position.y));
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Direction direction = mob->m_Direction;
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if (tile) {
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DirectionTileVisitor visitor;
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tile->Dispatch(visitor);
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direction = visitor.GetDirection();
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}
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auto directVector = GetUnitDirection(direction);
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mob->m_Position.x += directVector.x * a_Delta;
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mob->m_Position.y += directVector.y * a_Delta;
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}
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}
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