Merge branch 'experimental' into dev

This commit is contained in:
2025-08-04 10:22:42 +02:00
97 changed files with 3654 additions and 2069 deletions

46
include/td/game/Game.h Normal file
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#pragma once
#include <td/game/World.h>
namespace td {
namespace game {
enum class GameState : std::uint8_t {
Lobby,
Game,
EndGame,
Disconnected,
Closed
};
typedef std::map<std::uint8_t, Player> PlayerList;
class Game {
protected:
World* m_World;
GameState m_GameState = GameState::Lobby;
PlayerList m_Players;
public:
Game(World* world);
virtual ~Game();
virtual void Tick(std::uint64_t delta);
GameState GetGameState() const { return m_GameState; }
void SetGameState(GameState gameState) { m_GameState = gameState; };
const World* GetWorld() const { return m_World; }
World* GetWorld() { return m_World; }
const PlayerList& GetPlayers() const { return m_Players; }
PlayerList& GetPlayers() { return m_Players; }
const Player* GetPlayerById(PlayerID id) const;
Player* GetPlayerById(PlayerID id);
};
} // namespace game
} // 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 = StepsType;
std::vector<std::optional<protocol::LockStep>> m_History;
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;
void FromPacket(td::protocol::pdata::LockSteps&& a_Steps);
td::protocol::packets::LockSteps ToPacket(HistorySizeType a_StartIndex);
};
} // namespace game
} // namespace td

132
include/td/game/Mobs.h Normal file
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#pragma once
#include <td/game/Towers.h>
#include <td/Maths.h>
#include <td/Types.h>
#include <td/game/Team.h>
#include <memory>
#include <vector>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/MessageFactory.h>
namespace td {
using Vec2fp = Vec2<FpFloat>;
namespace game {
enum class EffectType : std::uint8_t {
Slowness = 0,
Stun,
Fire,
Poison,
Heal,
};
enum class MobType : std::uint8_t {
Zombie = 0,
Spider,
Skeleton,
Pigman,
Creeper,
Silverfish,
Blaze,
Witch,
Slime,
Giant,
MOB_COUNT
};
typedef std::uint32_t MobID;
typedef std::uint8_t MobLevel;
typedef std::vector<TowerType> TowerImmunities;
typedef std::vector<EffectType> EffectImmunities;
struct MobStats {
float m_Damage;
float m_Speed;
Vec2f m_Size;
std::uint16_t m_MoneyCost;
std::uint16_t m_ExpCost;
std::uint16_t m_MaxLife;
std::uint16_t m_ExpReward;
};
struct EffectDuration {
EffectType type;
float duration; // in seconds
Tower* tower; // the tower that gived the effect
};
const MobStats* GetMobStats(MobType type, std::uint8_t level);
const TowerImmunities& GetMobTowerImmunities(MobType type, std::uint8_t level);
const EffectImmunities& GetMobEffectImmunities(MobType type, std::uint8_t level);
class MobHandler;
struct MobData {};
class Mob : public sp::MessageBase<MobType, MobHandler> {
public:
MobID m_ID;
MobLevel m_Level;
PlayerID m_Sender;
float m_Health;
Vec2fp m_Position;
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the last tower that damaged the mob
float m_HitCooldown;
TeamCastle* m_CastleTarget;
// utils::CooldownTimer m_AttackTimer;
MobPtr m_Next;
Mob() {}
Mob& operator=(const Mob& a_Other) = default;
};
template <MobType ID>
using ConcreteMob = sp::ConcreteMessage<MobData, Mob, ID>;
using Zombie = ConcreteMob<MobType::Zombie>;
using Spider = ConcreteMob<MobType::Spider>;
using Skeleton = ConcreteMob<MobType::Skeleton>;
using PigMan = ConcreteMob<MobType::Pigman>;
using Creeper = ConcreteMob<MobType::Creeper>;
using Silverfish = ConcreteMob<MobType::Silverfish>;
using Blaze = ConcreteMob<MobType::Blaze>;
using Witch = ConcreteMob<MobType::Witch>;
using Slime = ConcreteMob<MobType::Slime>;
using Giant = ConcreteMob<MobType::Giant>;
using AllMobs = std::tuple<Zombie, Spider, Skeleton, PigMan, Creeper, Silverfish, Blaze, Witch, Slime, Giant>;
class MobHandler : public sp::GenericHandler<AllMobs> {};
using MobFactory = sp::MessageFactory<Mob, AllMobs>;
class MobListener {
public:
virtual void OnMobSpawn(Mob* mob) {
MobHandler h;
}
virtual void OnMobDie(Mob* mob) {}
virtual void OnMobDamage(Mob* target, float damage, Tower* damager) {}
virtual void OnMobTouchCastle(Mob* damager, TeamCastle* enemyCastle) {}
virtual void OnMobCastleDamage(Mob* damager, TeamCastle* enemyCastle, float damage) {}
};
using MobList = std::vector<MobPtr>;
// typedef utils::ObjectNotifier<MobListener> MobNotifier;
} // namespace game
} // namespace td

102
include/td/game/Team.h Normal file
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#pragma once
#include <td/Types.h>
#include <td/misc/Shapes.h>
#include <vector>
#include <memory>
#include <cmath>
namespace td {
namespace game {
class Player;
class Spawn : public utils::shape::Rectangle {
private:
Direction m_Direction;
public:
Spawn() : m_Direction(Direction::PositiveX) {
SetWidth(5);
SetHeight(5);
}
Direction GetDirection() const { return m_Direction; }
void SetDirection(Direction direction) { m_Direction = direction; }
};
class Team;
class TeamCastle : public utils::shape::Rectangle {
private:
float m_Life;
public:
static constexpr int CastleMaxLife = 1000;
TeamCastle() : m_Life(CastleMaxLife) {
SetWidth(5);
SetHeight(5);
}
float GetLife() const { return m_Life; }
void SetLife(float life) { m_Life = life; }
void Damage(float damage) { m_Life = std::max(0.0f, m_Life - damage); }
void SetShape(utils::shape::Rectangle rect) {
SetCenter(rect.GetCenter());
SetSize(rect.GetSize());
}
};
class Team {
private:
std::vector<Player*> m_Players;
TeamColor m_Color;
Spawn m_Spawn;
TeamCastle m_TeamCastle;
public:
Team(TeamColor color) : m_Color(color) {}
void AddPlayer(Player* newPlayer);
void RemovePlayer(const Player* player);
TeamColor GetColor() const;
const Spawn& GetSpawn() const { return m_Spawn; }
Spawn& GetSpawn() { return m_Spawn; }
const TeamCastle& GetCastle() const { return m_TeamCastle; }
TeamCastle& GetCastle() { return m_TeamCastle; }
std::uint8_t GetPlayerCount() const;
};
struct TeamList {
std::array<Team, 2> m_Teams;
TeamList() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}{
}
Team& operator[](std::size_t a_Index) {
return m_Teams[a_Index];
}
Team& operator[](TeamColor a_Index) {
return m_Teams[static_cast<std::size_t>(a_Index)];
}
const Team& operator[](std::size_t a_Index) const {
return m_Teams[a_Index];
}
const Team& operator[](TeamColor a_Index) const {
return m_Teams[static_cast<std::size_t>(a_Index)];
}
};
} // namespace game
} // namespace td

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include/td/game/Towers.h Normal file
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#pragma once
#include <memory>
#include <string>
#include <td/misc/Shapes.h>
#include <td/Types.h>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/protocol/MessageFactory.h>
namespace td {
namespace game {
class World;
class Mob;
typedef std::shared_ptr<Mob> MobPtr;
enum class TowerSize : std::uint8_t {
Little = 3, // 3x3
Big = 5, // 5x5
};
enum class TowerPath : std::uint8_t {
Top = 0,
Base, // Base Path
Bottom
};
class TowerStats {
private:
float m_Rate;
float m_Damage;
std::uint8_t m_Range;
public:
TowerStats(float rate, float damage, std::uint8_t range) : m_Rate(rate), m_Damage(damage), m_Range(range) {}
float GetDamageRate() const {
return m_Rate;
}
float GetDamage() const {
return m_Damage;
}
std::uint8_t GetRange() const {
return m_Range;
}
};
class TowerLevel {
private:
// 1, 2, 3, 4
std::uint8_t m_Level : 3;
// 0 : base path 1 : top path (if there is bottom path) 2 : bottom path (if there is top path)
TowerPath m_Path : 2;
public:
TowerLevel() : m_Level(1), m_Path(TowerPath::Base) {}
TowerLevel(std::uint8_t level, TowerPath path) : m_Level(level), m_Path(path) {}
std::uint8_t GetLevel() const {
return m_Level;
}
TowerPath GetPath() const {
return m_Path;
}
void SetLevel(std::uint8_t level) {
m_Level = level;
}
void SetPath(TowerPath path) {
m_Path = path;
}
// operator to sort maps
friend bool operator<(const TowerLevel& level, const TowerLevel& other) {
return level.GetLevel() + static_cast<std::uint8_t>(level.GetPath()) * 4 <
other.GetLevel() + static_cast<std::uint8_t>(other.GetPath()) * 4;
}
};
using TowerID = std::uint16_t;
class TowerHandler;
class Tower : public utils::shape::Circle, public sp::MessageBase<TowerType, TowerHandler> {
public:
TowerID m_ID;
TowerLevel m_Level{};
PlayerID m_Builder;
public:
Tower() : m_ID(0), m_Level({}), m_Builder(0) {}
virtual TowerType GetType() const = 0;
virtual TowerSize GetSize() const = 0;
virtual void Tick(std::uint64_t delta, World* world) = 0;
};
struct TowerData {};
template <TowerType Type, TowerSize Size>
class ConcreteTower : public sp::ConcreteMessage<TowerData, Tower, Type, false> {
public:
using HandlerType = typename sp::ConcreteMessage<TowerData, Tower, Type, false>::HandlerType;
virtual TowerSize GetSize() const override {
return Size;
}
virtual TowerType GetType() const override {
return Type;
}
virtual void Tick(std::uint64_t delta, World* world) override {}
virtual void Dispatch(HandlerType& handler) const override {
handler.Handle(*this);
}
};
using TowerPtr = std::shared_ptr<Tower>;
using ArcherTower = ConcreteTower<TowerType::Archer, TowerSize::Little>;
using ArtilleryTower = ConcreteTower<TowerType::Artillery, TowerSize::Little>;
using IceTower = ConcreteTower<TowerType::Ice, TowerSize::Little>;
using LeachTower = ConcreteTower<TowerType::Leach, TowerSize::Big>;
using MageTower = ConcreteTower<TowerType::Mage, TowerSize::Little>;
using NecromancerTower = ConcreteTower<TowerType::Necromancer, TowerSize::Big>;
using PoisonTower = ConcreteTower<TowerType::Poison, TowerSize::Little>;
using QuakeTower = ConcreteTower<TowerType::Quake, TowerSize::Little>;
using SorcererTower = ConcreteTower<TowerType::Sorcerer, TowerSize::Little>;
using TurretTower = ConcreteTower<TowerType::Turret, TowerSize::Big>;
using ZeusTower = ConcreteTower<TowerType::Zeus, TowerSize::Little>;
using AllTowers = std::tuple<ArcherTower, ArtilleryTower, IceTower, LeachTower, MageTower, NecromancerTower, PoisonTower, QuakeTower,
SorcererTower, TurretTower, ZeusTower>;
using TowerFactory = sp::MessageFactory<Tower, AllTowers>;
class TowerHandler : public sp::GenericHandler<AllTowers> {};
} // namespace game
} // namespace td

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#pragma once
#include <td/game/GameHistory.h>
#include <td/game/WorldState.h>
#include <vector>
#include <td/simulation/WorldTicker.h>
#include <td/game/WorldTypes.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace game {
class World {
private:
std::vector<WorldState> m_WorldStates;
GameHistory m_GameHistory;
protected:
TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
float m_OffsetTime;
ChunkList m_Chunks;
SpawnColorPalette m_SpawnColorPalette;
TilePalette m_TilePalette;
std::shared_ptr<sim::WorldSnapshot> m_CurrentState;
std::shared_ptr<sim::WorldSnapshot> m_NextState;
private:
sim::WorldTicker m_Ticker;
public:
World();
void Tick(float a_Delta);
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
bool LoadMap(const protocol::pdata::WorldData& worldData);
bool LoadMapFromFile(const std::string& fileName);
bool SaveMap(const std::string& fileName) const;
void SpawnMobAt(MobID id, MobType type, std::uint8_t level, PlayerID sender, float x, float y, Direction dir);
TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder);
TowerPtr RemoveTower(TowerID id);
TilePtr GetTile(std::int32_t x, std::int32_t y) const;
const TowerTileColorPalette& GetTowerTileColorPalette() const {
return m_TowerPlacePalette;
}
const Color& GetWalkableTileColor() const {
return m_WalkablePalette;
}
const std::vector<Color>& GetDecorationPalette() const {
return m_DecorationPalette;
}
const Color& GetBackgroundColor() const {
return m_Background;
}
const TilePalette& GetTilePalette() const {
return m_TilePalette;
}
TilePtr GetTilePtr(TileIndex index) const {
if (index == 0)
return TilePtr(nullptr);
return m_TilePalette.at(index - 1);
}
bool CanPlaceLittleTower(const Vec2f& worldPos, PlayerID player) const;
bool CanPlaceBigTower(const Vec2f& worldPos, PlayerID player) const;
TowerPtr GetTower(const Vec2f& position) const; // returns null if no tower is here
const ChunkList& GetChunks() const {
return m_Chunks;
}
const Color& GetSpawnColor(TeamColor color) const {
return m_SpawnColorPalette[static_cast<std::size_t>(color)];
}
const SpawnColorPalette& GetSpawnColors() const {
return m_SpawnColorPalette;
}
const MobList& GetMobList() const {
return m_CurrentState->m_Mobs;
}
MobList& GetMobList() {
return m_CurrentState->m_Mobs;
}
const Color* GetTileColor(const TilePtr& tile) const;
Team& GetRedTeam() {
return m_CurrentState->m_Teams[TeamColor::Red];
}
const Team& GetRedTeam() const {
return m_CurrentState->m_Teams[TeamColor::Red];
}
Team& GetBlueTeam() {
return m_CurrentState->m_Teams[TeamColor::Blue];
}
const Team& GetBlueTeam() const {
return m_CurrentState->m_Teams[TeamColor::Red];
}
Team& GetTeam(TeamColor team) {
return m_CurrentState->m_Teams[team];
}
const Team& GetTeam(TeamColor team) const {
return m_CurrentState->m_Teams[team];
}
const TeamList& GetTeams() const {
return m_CurrentState->m_Teams;
}
const TowerList& GetTowers() const {
return m_CurrentState->m_Towers;
}
TowerPtr GetTowerById(TowerID tower);
const Player* GetPlayerById(PlayerID id) const;
const std::shared_ptr<sim::WorldSnapshot>& Tick(const protocol::LockStep& a_LockStep, FpFloat a_Delta);
void ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::shared_ptr<sim::WorldSnapshot>& a_Next);
private:
std::uint16_t GetCursorPos();
void TickMobs(std::uint64_t delta);
void CleanDeadMobs();
};
} // namespace game
} // namespace td
} // namespace td

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#pragma once
#include <td/protocol/command/Commands.h>
namespace td {
namespace game {
class WorldState {
private:
// list of players, mobs, towers, castles
public:
WorldState() {}
WorldState GetNextState(const protocol::LockStep& a_Step);
private:
void Tick(float a_Delta);
};
} // namespace game
} // namespace td

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#pragma once
#include <td/Maths.h>
#include <td/game/Team.h>
#include <td/game/Towers.h>
#include <sp/io/SerializableMessage.h>
namespace td {
namespace game {
using ChunkCoord = Vec2<std::int16_t>;
class Game;
enum class TileType : std::uint8_t {
None = 0,
Tower,
Walk,
Decoration,
/*Heal,
Lava,
Bedrock,
Freeze,
Ice,*/
};
static constexpr Color BLACK{0, 0, 0};
static constexpr Color WHITE{255, 255, 255};
static constexpr Color RED{255, 0, 0};
static constexpr Color GREEN{0, 255, 0};
static constexpr Color BLUE{0, 0, 255};
class TileHandler;
using Tile = sp::MessageBase<TileType, TileHandler>;
template <TileType ID, typename TileData>
using ConcreteTile = sp::ConcreteMessage<TileData, Tile, ID>;
namespace data {
struct EmptyData {};
struct TowerTileData {
std::uint8_t m_ColorPaletteRef;
TeamColor m_TeamOwner;
};
struct WalkableTileData {
Direction m_Direction;
};
struct DecorationTileData {
std::uint16_t m_ColorPaletteRef;
};
} // namespace data
using EmptyTile = ConcreteTile<TileType::None, data::EmptyData>;
using TowerTile = ConcreteTile<TileType::Tower, data::TowerTileData>;
using WalkableTile = ConcreteTile<TileType::Walk, data::WalkableTileData>;
using DecorationTile = ConcreteTile<TileType::Decoration, data::DecorationTileData>;
using AllTiles = std::tuple<EmptyTile, TowerTile, WalkableTile, DecorationTile>;
using TileFactory = sp::MessageFactory<Tile, AllTiles>;
class TileHandler : public sp::GenericHandler<AllTiles> {};
using TilePtr = sp::SerializableMessage<TileFactory>;
// typedef std::shared_ptr<Tile> TilePtr;
typedef std::vector<std::uint16_t> ChunkPalette;
typedef std::shared_ptr<WalkableTile> WalkableTilePtr;
typedef std::uint32_t TileIndex;
// 32 x 32 area
struct Chunk {
enum { ChunkWidth = 32, ChunkHeight = 32, ChunkSize = ChunkWidth * ChunkHeight };
using ChunkData = std::array<std::uint16_t, ChunkSize>;
using ChunkPackedData = std::vector<uint64_t>;
// stores index of tile palette
ChunkPalette m_Palette;
ChunkPackedData m_Data;
TileIndex GetTileIndex(std::uint16_t tileNumber) const;
};
typedef std::shared_ptr<Chunk> ChunkPtr;
typedef std::array<Color, 2> TowerTileColorPalette;
typedef std::vector<TilePtr> TilePalette;
typedef std::array<Color, 2> SpawnColorPalette;
typedef std::vector<TowerPtr> TowerList;
using ChunkList = std::unordered_map<ChunkCoord, ChunkPtr>;
} // namespace game
} // namespace td
namespace std {
template <>
struct hash<td::game::ChunkCoord> {
std::size_t operator()(const td::game::ChunkCoord& key) const noexcept {
return std::hash<std::int16_t>()(key.x << 16 | key.y);
}
};
} // namespace std