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

27
.clang-tidy Normal file
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@@ -0,0 +1,27 @@
Checks: >-
-*,
readability-identifier-naming,
readability-redundant-string-cstr,
readability-redundant-string-init,
readability-simplify-boolean-expr,
performance-unnecessary-value-param,
performance-unnecessary-copy-initialization,
performance-for-range-copy,
performance-implicit-conversion-in-loop,
CheckOptions:
- key: readability-identifier-naming.PrivateMemberPrefix
value: 'm_'
- key: readability-identifier-naming.ClassConstantCase
value: aNy_CasE
# an empty *Prefix needs a *Case to work
- key: readability-identifier-naming.ClassConstantPrefix
value: ''
#- key: readability-identifier-naming.PrivateMemberCase
# value: CamelCase
#- key: readability-identifier-naming.FunctionCase
# value: CamelCase
#- key: readability-identifier-naming.EnumCase
# value: camelBack
WarningsAsErrors: '*'
FormatStyle: 'file'

4
.gitignore vendored
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@@ -7,3 +7,7 @@ build/
.vscode
imgui.ini
test/tdmap.tdmap3

188
include/td/Maths.h Normal file
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@@ -0,0 +1,188 @@
#pragma once
#include <cstdint>
namespace td {
static constexpr float PI = 3.141592653f;
template <typename T>
struct Vec2 {
union {
T x;
T r;
};
union {
T y;
T g;
};
constexpr Vec2(T X = T(0), T Y = T(0)) : x(X), y(Y) {}
};
template <typename T>
inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
return vec2.x == other.x && vec2.y == other.y;
}
template <typename T>
struct Vec3 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
};
template <typename T>
inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
}
template <typename T>
struct Vec4 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
union {
T w;
T a;
};
constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
};
template <typename T>
inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
}
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec3i = Vec3<int>;
using Vec3u = Vec3<unsigned int>;
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec4i = Vec4<int>;
using Vec4u = Vec4<unsigned int>;
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Color = Vec3<unsigned char>;
template <typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[](std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[](std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T* data() {
return reinterpret_cast<T*>(this);
}
const T* data() const {
return reinterpret_cast<const T*>(this);
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
template <typename T>
inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 && mat.x1 == other.x1 &&
mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 && mat.x2 == other.x2 && mat.y2 == other.y2 &&
mat.z2 == other.z2 && mat.w2 == other.w2 && mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 &&
mat.w3 == other.w3;
}
namespace maths {
template<typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
result.x1 = mat.y0;
result.x2 = mat.z0;
result.x3 = mat.w0;
result.y0 = mat.x1;
result.y2 = mat.z1;
result.y3 = mat.w1;
result.z0 = mat.x2;
result.z1 = mat.y2;
result.z3 = mat.w2;
result.w0 = mat.x3;
result.w1 = mat.y3;
result.w2 = mat.z3;
result.x0 = mat.x0;
result.y1 = mat.y1;
result.z2 = mat.z2;
result.w3 = mat.w3;
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
Mat4f Inverse(const Mat4f& mat);
template<typename T>
T Lerp(T v0, T v1, T t) {
return (T(1) - t) * v0 + t * v1;
}
} // namespace maths
} // namespace td

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@@ -2,13 +2,19 @@
#include <cstdint>
#include <fpm/fixed.hpp>
#include <td/Maths.h>
namespace sp {
class DataBuffer;
} // namespace sp
namespace td {
using FpFloat = fpm::fixed_16_16;
enum class Team : std::uint8_t {
Blue = 0,
enum class TeamColor : std::int8_t {
None = -1,
Blue,
Red,
};
@@ -30,7 +36,7 @@ enum class EntityType : std::uint8_t {
Zombie = 0,
Spider,
Pigman,
Skeleton,
Skelon,
Creeper,
Silverfish,
Blaze,
@@ -60,12 +66,22 @@ struct TowerCoords {
std::int16_t y;
};
struct EntityCoords {
FpFloat x;
FpFloat y;
};
using EntityCoords = Vec2<FpFloat>;
using PeerID = std::uint16_t;
using StepsType = std::uint16_t;
enum class Direction : std::uint8_t {
PositiveX = 1 << 0,
NegativeX = 1 << 1,
PositiveY = 1 << 2,
NegativeY = 1 << 3,
};
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, EntityCoords& a_Coords);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, FpFloat& a_Float);
} // namespace td

60
include/td/common/Array.h Normal file
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#pragma once
#include <cstdint>
namespace td {
/**
* Reflectable std::array
*/
template <typename T, std::size_t S>
class Array {
private:
T* m_Data;
public:
Array() : m_Data(new T[S]) {}
Array(const Array& a_Other) : Array() {
*this = a_Other;
}
Array(Array&& a_Other) {
m_Data = a_Other.m_Data;
a_Other.m_Data = nullptr;
}
Array(const std::initializer_list<T>& args) {
std::size_t i = 0;
for(const T& element : args) {
m_Data[i] = element;
i++;
}
}
Array& operator=(const Array& a_Other) {
for (std::size_t i = 0; i < S; i++) {
m_Data[i] = a_Other.m_Data[i];
}
return *this;
}
Array& operator=(Array&& a_Other) {
std::swap(m_Data, a_Other.m_Data);
return *this;
}
T& operator[](std::size_t a_Index) {
return m_Data[a_Index];
}
const T& operator[](std::size_t a_Index) const {
return m_Data[a_Index];
}
~Array() {
delete [] m_Data;
}
};
} // namespace td

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@@ -1,300 +0,0 @@
#pragma once
/**
* \file DataBuffer.h
* \brief File containing the td::DataBuffer class
*/
#include <algorithm>
#include <array>
#include <cassert>
#include <cstdint>
#include <cstring>
#include <string>
#include <td/common/VarInt.h>
#include <vector>
namespace td {
/**
* \class DataBuffer
* \brief Class used to manipulate memory
*/
class DataBuffer {
private:
typedef std::vector<std::uint8_t> Data;
Data m_Buffer;
std::size_t m_ReadOffset;
public:
typedef Data::iterator iterator;
typedef Data::const_iterator const_iterator;
typedef Data::reference reference;
typedef Data::const_reference const_reference;
typedef Data::difference_type difference_type;
DataBuffer();
DataBuffer(const DataBuffer& other);
DataBuffer(const DataBuffer& other, difference_type offset);
DataBuffer(DataBuffer&& other);
DataBuffer(const std::string& str);
DataBuffer& operator=(const DataBuffer& other);
DataBuffer& operator=(DataBuffer&& other);
/**
* \brief Append data to the buffer
*/
template <typename T>
void Append(const T& data) {
std::size_t size = sizeof(data);
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + size);
std::memcpy(&m_Buffer[end_pos], &data, size);
}
/**
* \brief Append data to the buffer
*/
template <typename T>
DataBuffer& operator<<(const T& data) {
Append(data);
return *this;
}
/**
* \brief Append a string to the buffer
* \warning Don't use it for binary data !
* \param str The string to append
*/
DataBuffer& operator<<(const std::string& str);
/**
* \brief Append data to the buffer from another const buffer
* \param data The buffer to append
*/
DataBuffer& operator<<(const DataBuffer& data);
/**
* \brief Append a vector to the buffer by first writing the size
* \param data The vector to append
*/
template <typename T>
DataBuffer& operator<<(const std::vector<T>& data) {
*this << VarInt{data.size()};
for (const auto& element : data) {
*this << element;
}
return *this;
}
/**
* \brief Append an array to the buffer by first writing the size
* \param data The buffer to append
*/
template <typename T, std::size_t Size>
DataBuffer& operator<<(const std::array<T, Size>& data) {
for (const auto& element : data) {
*this << element;
}
return *this;
}
/**
* \brief Read some data from the buffer and assign to desired variable
*/
template <typename T>
DataBuffer& operator>>(T& data) {
assert(m_ReadOffset + sizeof(T) <= GetSize());
data = *(reinterpret_cast<T*>(&m_Buffer[m_ReadOffset]));
m_ReadOffset += sizeof(T);
return *this;
}
/**
* \brief Read some data from the buffer and assign to the new buffer
* \param data The buffer to assign
*/
DataBuffer& operator>>(DataBuffer& data);
/**
* \brief Read a string from the buffer
* \param str The string to assign in the new buffer
* \warning Don't use it for binary data !
*/
DataBuffer& operator>>(std::string& str);
/**
* \brief Read a vector (size + data) from the buffer
* \pre The vector is assumed to be empty
*/
template <typename T>
DataBuffer& operator>>(std::vector<T>& data) {
VarInt arraySize;
*this >> arraySize;
for (std::size_t i = 0; i < arraySize.GetValue(); i++) {
T newElement;
*this >> newElement;
data.push_back(newElement);
}
return *this;
}
/**
* \brief Read an array from the buffer
*/
template <std::size_t Size, typename T>
DataBuffer& operator>>(std::array<T, Size>& data) {
for (std::size_t i = 0; i < Size; i++) {
T newElement;
*this >> newElement;
data[i] = newElement;
}
return *this;
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const char* buffer, std::size_t amount);
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const std::uint8_t* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(char* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(std::uint8_t* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(DataBuffer& buffer, std::size_t amount);
/**
* \brief Resize the buffer
* \param size The new size of the buffer
*/
void Resize(std::size_t size) {
m_Buffer.resize(size);
}
/**
* \brief Reserve some space in the buffer
* \param amount The amount of space to reserve
*/
void Reserve(std::size_t amount) {
m_Buffer.reserve(amount);
}
/**
* \brief Clear the buffer
*/
void Clear() {
m_Buffer.clear();
m_ReadOffset = 0;
}
/**
* \brief When the buffer has been read entirely
*/
bool IsFinished() const {
return m_ReadOffset >= m_Buffer.size();
}
/**
* \brief Get the buffer data
*/
std::uint8_t* data() {
return m_Buffer.data();
}
/**
* \brief Get the buffer data
*/
const std::uint8_t* data() const {
return m_Buffer.data();
}
/**
* \brief Get the read offset
*/
std::size_t GetReadOffset() const {
return m_ReadOffset;
}
/**
* \brief Set the read offset
* \param pos The new read offset
*/
void SetReadOffset(std::size_t pos);
/**
* \brief Get the size of the buffer
*/
std::size_t GetSize() const;
/**
* \brief Get the remaining size of the buffer
*/
std::size_t GetRemaining() const;
/**
* \brief Read a file into the buffer
* \param fileName The name of the file to read
*/
bool ReadFile(const std::string& fileName);
/**
* \brief Write a file into the buffer
* \param fileName The name of the file to write to
*/
bool WriteFile(const std::string& fileName) const;
/**
* \brief Allocate the buffer on the heap
* \warning Don't forget to free the data !
*/
std::uint8_t* HeapAllocatedData() const {
std::uint8_t* newBuffer = new std::uint8_t[GetSize()];
std::memcpy(newBuffer, data(), GetSize());
return newBuffer;
}
/**
* \brief Operator == to compare two DataBuffer
*/
bool operator==(const DataBuffer& other) const {
return m_Buffer == other.m_Buffer;
}
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
};
/**
* \brief Operator << to write a DataBuffer to an ostream
*/
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer);
} // namespace td

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@@ -1,58 +0,0 @@
#pragma once
/**
* \file VarInt.h
* \brief File containing the td::VarInt class
*/
#include <cstddef>
#include <cstdint>
namespace td {
class DataBuffer;
/**
* \class VarInt
* \brief Variable-length format such that smaller numbers use fewer bytes.
*/
class VarInt {
private:
std::uint64_t m_Value;
public:
VarInt() : m_Value(0) {}
/**
* \brief Construct a variable integer from a value
* \param value The value of the variable integer
*/
VarInt(std::uint64_t value) : m_Value(value) {}
/**
* \brief Get the value of the variable integer
*/
std::uint64_t GetValue() const {
return m_Value;
}
/**
* \brief Get the length of the serialized variable integer
*/
std::size_t GetSerializedLength() const;
/**
* \brief Serialize the variable integer
* \param out The buffer to write the serialized variable integer to
* \param var The variable integer to serialize
*/
friend DataBuffer& operator<<(DataBuffer& out, const VarInt& var);
/**
* \brief Deserialize the variable integer
* \param in The buffer to read the serialized variable integer from
* \param var The variable integer to deserialize
*/
friend DataBuffer& operator>>(DataBuffer& in, VarInt& var);
};
} // namespace td

46
include/td/game/Game.h Normal file
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@@ -0,0 +1,46 @@
#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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include/td/game/Mobs.h Normal file
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@@ -0,0 +1,132 @@
#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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@@ -0,0 +1,102 @@
#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

147
include/td/game/Towers.h Normal file
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@@ -0,0 +1,147 @@
#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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@@ -1,26 +1,136 @@
#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

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@@ -1,21 +0,0 @@
#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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@@ -0,0 +1,117 @@
#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

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@@ -0,0 +1,48 @@
#pragma once
#include <string>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_keycode.h>
#include <td/misc/Signal.h>
namespace td {
class Display {
public:
utils::Signal<float> OnAspectRatioChange;
utils::Signal<SDL_Keycode> OnKeyDown;
Display(int a_Width, int a_Height, const std::string& a_Title);
~Display();
void PollEvents();
void Update();
bool IsCloseRequested() {
return m_ShouldClose;
}
float GetAspectRatio() {
return m_AspectRatio;
}
int GetWindowWidth() {
return m_LastWidth;
}
int GetWindowHeight() {
return m_LastHeight;
}
private:
SDL_Window* m_Window;
SDL_GLContext m_GLContext;
int m_LastWidth, m_LastHeight;
float m_AspectRatio;
bool m_ShouldClose;
};
} // namespace td

96
include/td/misc/Shapes.h Normal file
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@@ -0,0 +1,96 @@
#pragma once
#include <cstdint>
namespace td {
namespace utils {
namespace shape {
class Point {
private:
float m_X, m_Y;
public:
Point() : m_X(0), m_Y(0) {}
Point(float x, float y) : m_X(x), m_Y(y) {}
float GetX() const { return m_X; }
float GetY() const { return m_Y; }
void SetX(float x) { m_X = x; }
void SetY(float y) { m_Y = y; }
float Distance(const Point& point) const;
float DistanceSquared(const Point& point) const;
};
class Circle;
class Rectangle {
private:
Point m_Center;
float m_Width, m_Height;
public:
Rectangle() : m_Center(), m_Width(0), m_Height(0) {}
const Point& GetCenter() const { return m_Center; }
float GetCenterX() const { return m_Center.GetX(); }
float GetCenterY() const { return m_Center.GetY(); }
float GetWidth() const { return m_Width; }
float GetHeight() const { return m_Height; }
Point GetTopLeft() const { return { m_Center.GetX() - (m_Width / 2.0f), m_Center.GetY() - (m_Height / 2.0f) }; }
Point GetBottomRight() const { return { m_Center.GetX() + (m_Width / 2.0f), m_Center.GetY() + (m_Height / 2.0f) }; }
void SetCenter(const Point& center) { m_Center = center; }
void SetCenterX(float x) { m_Center.SetX(x); }
void SetCenterY(float y) { m_Center.SetY(y); }
void SetSize(float width, float height) { SetWidth(width); SetHeight(height); }
void SetSize(Point size) { SetSize(size.GetX(), size.GetY()); }
Point GetSize() { return { m_Width, m_Height }; }
void SetWidth(float width) { m_Width = width; }
void SetHeight(float height) { m_Height = height; }
bool CollidesWith(const Point& point) const;
bool CollidesWith(const Rectangle& rect) const;
bool CollidesWith(const Circle& circle) const;
// distance from the closest side of the rectangle
float Distance(const Circle& circle) const;
float DistanceSquared(const Circle& circle) const;
};
class Circle {
private:
Point m_Center;
float m_Radius;
public:
Circle(float x, float y, float radius) : m_Center(x, y), m_Radius(radius) {}
Circle() : m_Radius(0) {}
const Point& GetCenter() const { return m_Center; }
float GetCenterX() const { return m_Center.GetX(); }
float GetCenterY() const { return m_Center.GetY(); }
float GetRadius() const { return m_Radius; }
void SetCenter(const Point& center) { m_Center = center; }
void SetCenterX(float x) { m_Center.SetX(x); }
void SetCenterY(float y) { m_Center.SetY(y); }
void SetRadius(float radius) { m_Radius = radius; }
bool CollidesWith(const Point& point) const;
bool CollidesWith(const Rectangle& rect) const;
bool CollidesWith(const Circle& circle) const;
// distance from the closest side of the rectangle
float Distance(const Rectangle& rect) const;
float DistanceSquared(const Rectangle& rect) const;
};
} // namespace shape
} // namespace utils
} // namespace td

31
include/td/misc/Signal.h Normal file
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#pragma once
#include <algorithm>
#include <functional>
#include <td/common/NonCopyable.h>
#include <vector>
namespace td {
namespace utils {
template <typename... Args>
class Signal : private NonCopyable {
private:
using CallBack = std::function<void(Args...)>;
std::vector<CallBack> m_Callbacks;
public:
void Connect(CallBack&& a_Callback) {
m_Callbacks.push_back(std::move(a_Callback));
}
void operator()(Args... args) const {
for (const CallBack& callback : m_Callbacks) {
callback(args...);
}
}
};
} // namespace utils
} // namespace td

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@@ -1,61 +0,0 @@
#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the td::protocol::PacketDispatcher class
*/
#include <td/common/NonCopyable.h>
#include <td/protocol/packet/Packets.h>
#include <map>
namespace td {
namespace protocol {
/**
* \class Dispatcher
* \brief Class used to dispatch things
*/
template <typename T_Enum, typename T_Handler, typename T>
class Dispatcher : private NonCopyable {
private:
std::map<T_Enum, std::vector<T_Handler*>> m_Handlers;
public:
/**
* \brief Constructor
*/
Dispatcher() {}
/**
* \brief Dispatch a packet
* \param packet The packet to dispatch
*/
void Dispatch(const T& packet);
/**
* \brief Register a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void RegisterHandler(T_Enum type, T_Handler& handler);
/**
* \brief Unregister a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void UnregisterHandler(T_Enum type, T_Handler& handler);
/**
* \brief Unregister a packet handler
* \param handler The packet handler
*/
void UnregisterHandler(T_Handler& handler);
};
} // namespace protocol
} // namespace td
#include "Dispatcher.inl"

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@@ -1,38 +0,0 @@
#pragma once
namespace td {
namespace protocol {
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::Dispatch(const T& packet) {
T_Enum type = packet.GetType();
for (auto* handler : m_Handlers[type])
handler->Check(packet);
}
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::RegisterHandler(T_Enum type, T_Handler& handler) {
auto found = std::find(m_Handlers[type].begin(), m_Handlers[type].end(), &handler);
if (found == m_Handlers[type].end())
m_Handlers[type].push_back(&handler);
}
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::UnregisterHandler(T_Enum type, T_Handler& handler) {
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::UnregisterHandler(T_Handler& handler) {
for (auto& pair : m_Handlers) {
if (pair.second.empty())
continue;
PacketType type = pair.first;
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
}
} // namespace protocol
} // namespace td

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@@ -3,40 +3,40 @@
#include <array>
#include <string>
#include <td/Types.h>
#include <sp/protocol/BitField.h>
namespace td {
namespace protocol {
namespace cdata {
struct PlaceTower {
TowerType m_Type : 4;
PlayerID m_Placer : 4;
sp::BitField<TowerType, 4> m_Type;
sp::BitField<PlayerID, 4> m_Placer;
TowerCoords m_Position;
};
struct UpgradeTower {
TowerID m_Tower : 12;
std::uint8_t m_Upgrade : 4;
sp::BitField<TowerID, 12> m_Tower;
sp::BitField<std::uint8_t, 4> m_Upgrade;
};
struct SpawnTroop {
EntityType m_Type : 5;
std::uint8_t m_Level : 3;
sp::BitField<EntityType, 5> m_Type;
sp::BitField<std::uint8_t, 3> m_Level;
EntityCoords m_Position;
PlayerID m_Sender;
};
struct UseItem {
ShopItem m_Item : 4;
PlayerID m_User : 4;
sp::BitField<ShopItem, 4> m_Item;
sp::BitField<PlayerID, 4> m_User;
EntityCoords m_Position;
};
struct TeamChange {
PlayerID m_Player : 7;
Team m_NewTeam : 1;
sp::BitField<PlayerID, 7> m_Player;
sp::BitField<TeamColor, 1> m_NewTeam;
};
struct PlayerJoin {

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@@ -1,22 +0,0 @@
#pragma once
namespace td {
namespace protocol {
/**
* \def DeclareAllPacket
* \brief Avoids repetitive operations on commands
*/
#define DeclareAllCommand() \
DeclareCommand(End) \
DeclareCommand(PlaceTower) \
DeclareCommand(PlayerJoin) \
DeclareCommand(SpawnTroop) \
DeclareCommand(TeamChange) \
DeclareCommand(UpgradeTower) \
DeclareCommand(UseItem)
} // namespace protocol
} // namespace td

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@@ -1,17 +0,0 @@
#pragma once
/**
* \file CommandDispatcher.h
* \brief File containing the td::protocol::CommandDispatcher class
*/
#include <td/protocol/Dispatcher.h>
#include <td/protocol/command/Commands.h>
namespace td {
namespace protocol {
using CommandDispatcher = Dispatcher<CommandType, CommandVisitor, Command>;
} // namespace protocol
} // namespace td

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@@ -1,19 +0,0 @@
#pragma once
#include <memory>
#include <td/protocol/command/Commands.h>
namespace td {
namespace protocol {
namespace CommandFactory {
template <typename CommandDerived, typename = typename std::enable_if<std::is_base_of<Command, CommandDerived>::value>::type>
std::shared_ptr<CommandDerived> CreateCommand() {
return std::make_shared<CommandDerived>();
}
const std::shared_ptr<Command>& CreateReadOnlyCommand(CommandType a_Type);
} // namespace CommandFactory
} // namespace protocol
} // namespace td

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@@ -1,21 +0,0 @@
#pragma once
#include <memory>
#include <td/common/DataBuffer.h>
namespace td {
namespace protocol {
class Command;
using CommandPtr = std::shared_ptr<Command>;
namespace CommandSerializer {
DataBuffer Serialize(const Command& a_Command);
std::shared_ptr<Command> Deserialize(DataBuffer& a_Data);
} // namespace CommandSerializer
} // namespace protocol
} // namespace td

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@@ -1,39 +0,0 @@
#pragma once
/**
* \file CommandVisitor.h
* \brief File containing the td::protocol::CommandVisitor class
*/
#include <td/protocol/command/Commands.h>
namespace td {
namespace protocol {
#define DeclareCommand(CommandName, ...) \
/** This function is called when the packet processed by CommandVisitor::Check is a CommandName */ \
virtual void Visit(const commands::CommandName&) {}
/**
* \class CommandVisitor
* \brief This class uses double-dispatch in order to find the real type of a packet
*/
class CommandVisitor : private NonCopyable {
protected:
CommandVisitor() {}
virtual ~CommandVisitor() {}
public:
/**
* \brief Calls the right CommandVisitor::Visit method corresponding to the real type of the packet
* \param packet the Command to visit
*/
void Check(const Command& packet);
DeclareAllCommand()
};
#undef DeclareCommand
} // namespace protocol
} // namespace td

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@@ -5,107 +5,63 @@
* \brief File containing the definitions of the lockstep commands
*/
#include <memory>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/protocol/MessageDispatcher.h>
#include <sp/protocol/MessageFactory.h>
#include <td/Types.h>
#include <td/common/NonCopyable.h>
#include <td/protocol/command/CommandData.h>
#include <td/protocol/command/CommandDeclare.h>
#include <memory>
#include <sp/io/SerializableMessage.h>
namespace td {
namespace protocol {
class CommandVisitor;
/** A Command id is 8 bits wide */
using CommandID = std::uint8_t;
#define DeclareCommand(CommandName, ...) /** CommandName */ CommandName,
/**
* \enum CommandType
* \brief Map a Command to an id
*/
enum class CommandType : CommandID {
DeclareAllCommand()
/** The number of Commands */
COMMAND_COUNT
};
#undef DeclareCommand
class Command : private NonCopyable {
public:
/**
* \return The real type of the Command
*/
virtual CommandType GetType() const = 0;
private:
/** Use a CommandVisitor to make double-dispatch possible */
virtual void Accept(CommandVisitor& a_Visitor) const = 0;
friend class CommandVisitor;
enum class CommandID : std::uint8_t {
End = 0,
PlaceTower,
PlayerJoin,
SpawnTroop,
TeamChange,
UpgradeTower,
UseItem,
};
class CommandHandler;
using CommandBase = sp::MessageBase<CommandID, CommandHandler>;
template <typename TData, CommandID ID>
using CommandMessage = sp::ConcreteMessage<TData, CommandBase, ID>;
namespace commands {
/**
* \class ConcreteCommand
* \brief A Command associated with an id and holding data
* \tparam PT The Command type
* \tparam Data The structure holding the data of the Command (in td::protocol::data namespace)
*/
template <CommandType CT, typename Data>
class ConcreteCommand : public Command {
public:
/** The type of the struct holding the data */
using CommandDataType = Data;
/** The structure holding the actual data */
CommandDataType m_Data;
/** Construct the Command with data of type CommandDataType */
ConcreteCommand(const CommandDataType& a_Data = {});
constexpr CommandType GetType() const override {
return CT;
};
private:
void Accept(CommandVisitor& a_Visitor) const override;
};
// define TD_INSTANCIATE_COMMANDS
// before including this file
// if you want to instantiate templates
#ifdef TD_INSTANCIATE_COMMANDS
#define DeclareCommand(CommandName, ...) \
using CommandName = ConcreteCommand<CommandType::CommandName, cdata::CommandName>; \
template class ConcreteCommand<CommandType::CommandName, cdata::CommandName>;
#else
#define DeclareCommand(CommandName, ...) /** Defines the CommandName Command */ \
using CommandName = ConcreteCommand<CommandType::CommandName, cdata::CommandName>;
#endif
DeclareAllCommand()
#undef DeclareCommand
using EndCommand = CommandMessage<cdata::End, CommandID::End>;
using PlaceTowerCommand = CommandMessage<cdata::PlaceTower, CommandID::PlaceTower>;
using PlayerJoinCommand = CommandMessage<cdata::PlayerJoin, CommandID::PlayerJoin>;
using SpawnTroopCommand = CommandMessage<cdata::SpawnTroop, CommandID::SpawnTroop>;
using TeamChangeCommand = CommandMessage<cdata::TeamChange, CommandID::TeamChange>;
using UpgradeTowerCommand = CommandMessage<cdata::UpgradeTower, CommandID::UpgradeTower>;
using UseItemCommand = CommandMessage<cdata::UseItem, CommandID::UseItem>;
} // namespace commands
using LockStep = std::vector<std::shared_ptr<protocol::Command>>;
using AllCommands = std::tuple<commands::EndCommand, commands::PlaceTowerCommand, commands::PlayerJoinCommand,
commands::SpawnTroopCommand, commands::TeamChangeCommand, commands::UpgradeTowerCommand, commands::UseItemCommand>;
class CommandHandler : public sp::GenericHandler<AllCommands> {};
using CommandDispatcher = sp::MessageDispatcher<CommandBase>;
using CommandFactory = sp::MessageFactory<CommandBase, AllCommands>;
using CommandPtr = sp::SerializableMessage<CommandFactory>;
using LockStep = std::vector<CommandPtr>;
} // namespace protocol
} // namespace td

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@@ -3,6 +3,8 @@
#include <td/Types.h>
#include <vector>
#include <td/protocol/command/Commands.h>
#include <td/common/Array.h>
#include <td/game/WorldTypes.h>
// Make it dynamic ?
#define LOCKSTEP_BUFFER_SIZE 10
@@ -41,6 +43,11 @@ struct PlayerLeave {
PlayerID m_PlayerId;
};
struct PredictCommand {
CommandPtr m_Command;
std::uint16_t m_FrameNumber;
};
/** Keep alive */
struct KeepAlive {
std::uint64_t m_KeepAliveId;
@@ -59,7 +66,6 @@ struct ChatMessage {
// TODO: handle players joining in the first second
struct BeginGame {
MapData m_Map;
std::vector<PlayerInfo> m_BlueTeam;
std::vector<PlayerInfo> m_RedTeam;
// optional, used for players joining mid game
@@ -71,6 +77,34 @@ struct LockSteps {
std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
};
struct WorldHeader {
game::TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedCastle, m_BlueCastle;
};
struct WorldData {
game::ChunkList m_Chunks;
};
struct SpawnTroop {
sp::BitField<EntityType, 5> m_Type;
sp::BitField<std::uint8_t, 3> m_Level;
};
struct PlaceTower {
TowerType m_Type;
TowerCoords m_Position;
};
} // namespace pdata
} // namespace protocol
} // namespace td

View File

@@ -1,48 +0,0 @@
#pragma once
/**
* \file PacketDeclare.h
* \brief Holds the definitions of the packets (but not their content)
*/
namespace td {
namespace protocol {
/**
* \enum PacketSender
* \brief Indicate who should send a packet
*/
enum class PacketSenderType {
/** Sent by clients and server */
Both = 1,
/** Sent by clients to the server */
Client,
/** Sent by server to the clients */
Server,
};
enum class PacketSendType {
Reliable = 1,
Unreliable,
UnreliableOrdered,
};
/**
* \def DeclareAllPacket
* \brief Avoids repetitive operations on packets
*/
#define DeclareAllPacket() \
DeclarePacket(ChatMessage, Reliable, Both) \
DeclarePacket(BeginGame, Reliable, Server) \
DeclarePacket(Disconnect, Reliable, Both) \
DeclarePacket(KeepAlive, Reliable, Both) \
DeclarePacket(LockSteps, Unreliable, Both) \
DeclarePacket(LoggingSuccess, Reliable, Server) \
DeclarePacket(PlayerJoin, Reliable, Server) \
DeclarePacket(PlayerLeave, Reliable, Server) \
DeclarePacket(PlayerLogin, Reliable, Client) \
} // namespace protocol
} // namespace td

View File

@@ -1,17 +0,0 @@
#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the td::protocol::PacketDispatcher class
*/
#include <td/protocol/Dispatcher.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace protocol {
using PacketDispatcher = Dispatcher<PacketType, PacketVisitor, Packet>;
} // namespace protocol
} // namespace td

View File

@@ -1,19 +0,0 @@
#pragma once
#include <memory>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace protocol {
namespace PacketFactory {
template <typename PacketDerived, typename = typename std::enable_if<std::is_base_of<Packet, PacketDerived>::value>::type>
std::unique_ptr<PacketDerived> CreatePacket() {
return std::make_unique<PacketDerived>();
}
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type);
} // namespace PacketFactory
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,47 @@
#pragma once
#include <td/protocol/packet/PacketData.h>
namespace td {
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec2<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y;
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec3<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec3<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z;
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec4<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z << a_Vec.w;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec4<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z >> a_Vec.w;
}
namespace game {
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const TeamCastle& a_Castle);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, TeamCastle& a_Castle);
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Spawn& a_Spawn);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Spawn& a_Spawn);
} // namespace game
} // namespace td

View File

@@ -1,21 +0,0 @@
#pragma once
#include <memory>
#include <td/common/DataBuffer.h>
namespace td {
namespace protocol {
class Packet;
using PacketPtr = std::unique_ptr<Packet>;
namespace PacketSerializer {
DataBuffer Serialize(const Packet& a_Packet);
std::unique_ptr<Packet> Deserialize(DataBuffer& a_Data);
} // namespace PacketSerializer
} // namespace protocol
} // namespace td

View File

@@ -1,39 +0,0 @@
#pragma once
/**
* \file PacketVisitor.h
* \brief File containing the td::protocol::PacketVisitor class
*/
#include <td/protocol/packet/Packets.h>
namespace td {
namespace protocol {
#define DeclarePacket(PacketName, ...) \
/** This function is called when the packet processed by PacketVisitor::Check is a PacketName */ \
virtual void Visit(const packets::PacketName&) {}
/**
* \class PacketVisitor
* \brief This class uses double-dispatch in order to find the real type of a packet
*/
class PacketVisitor : private NonCopyable {
protected:
PacketVisitor() {}
virtual ~PacketVisitor() {}
public:
/**
* \brief Calls the right PacketVisitor::Visit method corresponding to the real type of the packet
* \param packet the Packet to visit
*/
void Check(const Packet& packet);
DeclareAllPacket()
};
#undef DeclarePacket
} // namespace protocol
} // namespace td

View File

@@ -7,107 +7,66 @@
#include <td/common/NonCopyable.h>
#include <td/protocol/packet/PacketData.h>
#include <td/protocol/packet/PacketDeclare.h>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/protocol/MessageBase.h>
#include <sp/protocol/MessageDispatcher.h>
#include <sp/protocol/MessageFactory.h>
#include <sp/common/GenericHandler.h>
namespace td {
namespace protocol {
class PacketVisitor;
/** A Packet id is 8 bits wide */
using PacketID = std::uint8_t;
using PeerID = std::uint16_t;
#define DeclarePacket(PacketName, ...) /** PacketName */ PacketName,
/**
* \enum PacketType
* \brief Map a Packet to an id
*/
enum class PacketType : PacketID {
DeclareAllPacket()
/** The number of packets */
PACKET_COUNT
enum class PacketID : std::uint8_t {
ChatMessage = 0,
BeginGame,
Disconnect,
KeepAlive,
LockSteps,
LoggingSuccess,
PlayerJoin,
PlayerLeave,
PlayerLogin,
PredictCommand,
WorldHeader,
WorldData,
};
class PacketHandler;
#undef DeclarePacket
class Packet : private NonCopyable {
public:
/**
* \return The real type of the packet
*/
virtual PacketType GetType() const = 0;
/**
* \brief The network peer who sent the packet
*/
PeerID m_Sender;
private:
/** Use a PacketVisitor to make double-dispatch possible */
virtual void Accept(PacketVisitor& a_Visitor) const = 0;
friend class PacketVisitor;
};
using PacketBase = sp::MessageBase<PacketID, PacketHandler>;
template <typename TData, PacketID ID>
using PacketMessage = sp::ConcreteMessage<TData, PacketBase, ID>;
namespace packets {
/**
* \class ConcretePacket
* \brief A Packet associated with an id and holding data
* \tparam PT The packet type
* \tparam Data The structure holding the data of the packet (in td::protocol::data namespace)
*/
template <PacketType PT, typename Data>
class ConcretePacket : public Packet {
public:
/** The type of the struct holding the data */
using PacketDataType = Data;
/** The structure holding the actual data */
PacketDataType m_Data;
/** Construct the packet with data of type PacketDataType */
ConcretePacket(const PacketDataType& a_Data = {});
constexpr PacketType GetType() const override {
return PT;
};
private:
void Accept(PacketVisitor& a_Visitor) const override;
};
// define TD_INSTANCIATE_PACKETS
// before including this file
// if you want to instantiate templates
#ifdef TD_INSTANCIATE_PACKETS
#define DeclarePacket(PacketName, ...) \
using PacketName = ConcretePacket<PacketType::PacketName, pdata::PacketName>; \
template class ConcretePacket<PacketType::PacketName, pdata::PacketName>;
#else
#define DeclarePacket(PacketName, ...) /** Defines the PacketName packet */ \
using PacketName = ConcretePacket<PacketType::PacketName, pdata::PacketName>;
#endif
DeclareAllPacket()
#undef DeclarePacket
using BeginGamePacket = PacketMessage<pdata::BeginGame, PacketID::BeginGame>;
using ChatMessagePacket = PacketMessage<pdata::ChatMessage, PacketID::ChatMessage>;
using DisconnectPacket = PacketMessage<pdata::Disconnect, PacketID::Disconnect>;
using KeepAlivePacket = PacketMessage<pdata::KeepAlive, PacketID::KeepAlive>;
using LockStepsPacket = PacketMessage<pdata::LockSteps, PacketID::LockSteps>;
using LoggingSuccessPacket = PacketMessage<pdata::LoggingSuccess, PacketID::LoggingSuccess>;
using PlayerJoinPacket = PacketMessage<pdata::PlayerJoin, PacketID::PlayerJoin>;
using PlayerLeavePacket = PacketMessage<pdata::PlayerLeave, PacketID::PlayerLeave>;
using PlayerLoginPacket = PacketMessage<pdata::PlayerLogin, PacketID::PlayerLogin>;
using PredictCommandPacket = PacketMessage<pdata::PredictCommand, PacketID::PredictCommand>;
using WorldHeaderPacket = PacketMessage<pdata::WorldHeader, PacketID::WorldHeader>;
using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
} // namespace packets
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
packets::KeepAlivePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlayerJoinPacket,
packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
class PacketHandler : public sp::GenericHandler<AllPackets> {};
using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
using PacketFactory = sp::MessageFactory<PacketBase, AllPackets>;
} // namespace protocol
} // namespace td

View File

@@ -0,0 +1,41 @@
#pragma once
#include <td/Maths.h>
#include <td/misc/Signal.h>
namespace td {
namespace render {
class Camera {
private:
Mat4f m_ViewMatrix;
Mat4f m_ProjectionMatrix;
Mat4f m_InvViewMatrix;
Mat4f m_InvProjectionMatrix;
float m_CamDistance = 25.0f;
Vec3f m_CamPos{0, m_CamDistance, 0};
Vec2f m_CamLook{};
float m_Yaw = -PI / 2.0f;
float m_Pitch = -PI / 2.0f + 0.0000001f;
public:
utils::Signal<> OnPerspectiveChange;
utils::Signal<> OnViewChange;
const Mat4f& GetViewMatrix() const {
return m_ViewMatrix;
}
const Mat4f& GetProjectionMatrix() const {
return m_ProjectionMatrix;
}
void UpdatePerspective(float a_AspectRatio);
void SetCamPos(const Vec3f& a_NewPos);
};
} // namespace render
} // namespace td

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@@ -0,0 +1,8 @@
#pragma once
#ifdef TD_GL_LOADER_GLEW
#include <GL/glew.h>
#else
#include <glbinding/gl/gl.h>
using namespace gl;
#endif

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@@ -0,0 +1,77 @@
#pragma once
#include <memory>
#include <td/render/Camera.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace render {
class BasicRenderer {
public:
virtual void Render(float a_Lerp) = 0;
virtual ~BasicRenderer() {}
void Render(const GL::VertexArray& a_Vao);
};
template <typename TShader>
class Renderer : public BasicRenderer {
protected:
std::unique_ptr<TShader> m_Shader;
Camera& m_Camera;
public:
Renderer(Camera& a_Camera);
virtual ~Renderer() {}
template <typename T>
float Lerp(const T& a_Mob, float a_LerpFactor, const std::function<float(const T&)>& a_MemberGetter) {
return static_cast<float>(maths::Lerp(a_MemberGetter(a_Mob), a_MemberGetter(*a_Mob.m_Next), a_LerpFactor));
}
};
class RenderPipeline {
private:
std::vector<std::unique_ptr<BasicRenderer>> m_Renderers;
public:
RenderPipeline();
virtual ~RenderPipeline() {}
template <typename T, typename... Args>
void AddRenderer(Args&&... args) {
m_Renderers.push_back(std::make_unique<T>(args...));
}
void Clear() {
m_Renderers.clear();
}
void Render(float a_Lerp) {
for (auto& renderer : m_Renderers) {
renderer->Render(a_Lerp);
}
}
};
template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
a_Camera.OnPerspectiveChange.Connect([this]() {
m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
});
a_Camera.OnViewChange.Connect([this]() {
m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
});
}
} // namespace render
} // namespace td

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@@ -0,0 +1,86 @@
#pragma once
#include <sp/common/NonCopyable.h>
#include <vector>
namespace td {
namespace GL {
struct VertexAttribPointer {
unsigned int m_Index;
unsigned int m_Size;
unsigned int m_Offset;
};
class ElementBuffer : private sp::NonCopyable {
private:
unsigned int m_ID = 0;
std::size_t m_TriangleCount;
public:
ElementBuffer(ElementBuffer&& other) {
std::swap(m_ID, other.m_ID);
m_TriangleCount = other.m_TriangleCount;
}
explicit ElementBuffer(const std::vector<unsigned int>& indicies);
~ElementBuffer();
void Bind() const;
void Unbind() const;
std::size_t GetTriangleCount() const {
return m_TriangleCount;
}
};
class VertexBuffer : private sp::NonCopyable {
private:
unsigned int m_ID = 0, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
VertexBuffer(VertexBuffer&& other) {
std::swap(m_ID, other.m_ID);
m_VertexAttribs = std::move(other.m_VertexAttribs);
m_DataStride = other.m_DataStride;
}
VertexBuffer(const std::vector<float>& data, unsigned int stride);
~VertexBuffer();
void Bind() const;
void Unbind() const;
void AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
void BindVertexAttribs() const;
};
class VertexArray : private sp::NonCopyable {
private:
unsigned int m_ID = 0;
ElementBuffer m_ElementBuffer;
std::vector<VertexBuffer> m_VertexBuffers; // use to destroy vbos when become unused
public:
VertexArray(VertexArray&& other) : m_ElementBuffer(std::move(other.m_ElementBuffer)) {
std::swap(m_ID, other.m_ID);
m_VertexBuffers = std::move(other.m_VertexBuffers);
}
VertexArray(ElementBuffer&& indicies);
~VertexArray();
std::size_t GetVertexCount() const {
return m_ElementBuffer.GetTriangleCount();
}
void BindVertexBuffer(VertexBuffer&& vbo);
void Bind() const;
void Unbind() const;
private:
void BindElementArrayBuffer();
};
} // namespace GL
} // namespace td

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@@ -0,0 +1,25 @@
#pragma once
#include <td/game/World.h>
#include <td/render/loader/GLLoader.h>
namespace td {
namespace render {
namespace WorldLoader {
struct RenderData {
std::vector<float> positions;
std::vector<float> colors;
};
GL::VertexArray LoadMobModel();
GL::VertexArray LoadWorldModel(const td::game::World* world);
GL::VertexArray LoadTileSelectModel();
RenderData LoadTowerModel(const game::TowerPtr& tower);
} // namespace WorldLoader
} // namespace render
} // namespace td

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@@ -0,0 +1,23 @@
#pragma once
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
namespace td {
namespace render {
class EntityRenderer : public Renderer<shader::EntityShader> {
private:
const game::World& m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
public:
EntityRenderer(Camera& a_Camera, const game::World& a_World);
virtual ~EntityRenderer();
virtual void Render(float a_Lerp) override;
};
} // namespace render
} // namespace td

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@@ -0,0 +1,23 @@
#pragma once
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
namespace td {
namespace render {
class TowerRenderer : public Renderer<shader::EntityShader> {
private:
const game::World& m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
public:
TowerRenderer(Camera& a_Camera, const game::World& a_World);
virtual ~TowerRenderer();
virtual void Render(float a_Lerp) override;
};
} // namespace render
} // namespace td

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@@ -0,0 +1,23 @@
#pragma once
#include <td/game/World.h>
#include <td/render/Renderer.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/WorldShader.h>
namespace td {
namespace render {
class WorldRenderer : public Renderer<shader::WorldShader> {
private:
std::unique_ptr<GL::VertexArray> m_WorldVao;
public:
WorldRenderer(Camera& a_Camera, const game::World& a_World);
virtual ~WorldRenderer();
virtual void Render(float a_Lerp) override;
};
} // namespace render
} // namespace td

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@@ -0,0 +1,23 @@
#pragma once
#include <td/render/shader/ShaderProgram.h>
namespace td {
namespace shader {
class CameraShaderProgram : public ShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
public:
CameraShaderProgram() {}
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
virtual void GetAllUniformLocation();
};
} // namespace shader
} // namespace td

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@@ -0,0 +1,24 @@
#pragma once
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace shader {
class EntityShader : public CameraShaderProgram {
private:
unsigned int m_LocationPosition = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
EntityShader();
void SetColorEffect(const Vec3f& color);
void SetModelPos(const Vec3f& pos) const;
};
} // namespace shader
} // namespace td

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@@ -0,0 +1,43 @@
#pragma once
#include <string>
#include <td/Maths.h>
#include <td/render/OpenGL.h>
namespace td {
namespace shader {
class ShaderProgram {
public:
ShaderProgram();
virtual ~ShaderProgram();
void Start() const;
void Stop() const;
protected:
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
virtual void GetAllUniformLocation() = 0;
int GetUniformLocation(const std::string& uniformName) const;
void LoadFloat(unsigned int location, float value) const;
void LoadInt(unsigned int location, int value) const;
void LoadVector(unsigned int location, const Vec2f& vector) const;
void LoadVector(unsigned int location, const Vec3f& vector) const;
void LoadBoolean(unsigned int location, bool value) const;
void LoadMat4(unsigned int location, const Mat4f& mat) const;
void CleanUp() const;
private:
unsigned int m_ProgramID;
unsigned int m_VertexShaderID;
unsigned int m_FragmentShaderID;
unsigned int LoadShaderFromFile(const std::string& file, GLenum type);
unsigned int LoadShader(const std::string& source, GLenum type);
};
} // namespace shader
} // namespace td

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@@ -0,0 +1,14 @@
#pragma once
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace shader {
class WorldShader : public CameraShaderProgram {
public:
WorldShader();
};
} // namespace shader
} // namespace td

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@@ -0,0 +1,63 @@
#pragma once
#include <td/game/World.h>
#include <optional>
namespace td {
namespace sim {
using GameHistory = std::vector<td::protocol::LockStep>;
using GameBuffer = std::vector<std::optional<td::protocol::LockStep>>;
// TODO: OnEnd signal
class ClientSimulation : public protocol::PacketHandler {
private:
std::uint64_t m_StepTime;
game::World& m_World;
GameBuffer m_History;
std::uint64_t m_CurrentTime;
std::uint64_t m_LastTime;
std::size_t m_CurrentStep;
std::shared_ptr<WorldSnapshot> m_LastSnapshot;
std::uint64_t m_LastValidStep;
static const protocol::LockStep EMPTY_LOCKSTEP;
public:
/**
* \brief Replay constructor
* \param a_StepTime in ms
*/
ClientSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime);
/**
* \brief Live update constructor (continuous game updates)
* \param a_StepTime in ms
*/
ClientSimulation(game::World& a_World, std::uint64_t a_StepTime);
/**
* \return the progress [0-1] between two steps
*/
float Update();
void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override;
void Handle(const protocol::packets::PredictCommandPacket& a_Predict) override;
private:
void Step();
/**
* \brief Ticks a_Count times
*/
void FastForward(std::size_t a_Count);
/**
* \brief Tries to recompute simulation if needed (for example in late command receival)
*/
void FastReplay();
};
} // namespace sim
} // namespace td

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@@ -0,0 +1,27 @@
#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::commands::EndCommand& a_End) override;
virtual void Handle(const protocol::commands::PlaceTowerCommand& a_PlaceTower) override;
virtual void Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJoin) override;
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
virtual void Handle(const protocol::commands::TeamChangeCommand& a_TeamChange) override;
virtual void Handle(const protocol::commands::UpgradeTowerCommand& a_UpgradeTower) override;
virtual void Handle(const protocol::commands::UseItemCommand& a_UseItem) override;
};
} // namespace sim
} // namespace td

View File

@@ -24,7 +24,7 @@ class GameHistory {
void FromPacket(td::protocol::pdata::LockSteps&& a_Steps);
td::protocol::packets::LockSteps ToPacket(HistorySizeType a_StartIndex);
td::protocol::packets::LockStepsPacket ToPacket(HistorySizeType a_StartIndex);
};
} // namespace game

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@@ -0,0 +1,22 @@
#pragma once
#include <td/game/World.h>
namespace td {
namespace sim {
// TODO: OnEnd signal
class ServerSimulation {
private:
game::World& m_World;
std::uint64_t m_StepTime;
std::uint64_t m_CurrentTime;
public:
ServerSimulation(game::World& a_World, std::uint64_t a_StepTime);
void Update();
};
} // namespace sim
} // namespace td

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@@ -0,0 +1,18 @@
#pragma once
#include <td/game/WorldTypes.h>
#include <td/game/Mobs.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;
virtual ~IWorldSystem() = default;
};
class WorldTicker {
private:
std::vector<std::unique_ptr<IWorldSystem>> m_Systems;
public:
WorldTicker();
WorldSnapshot NextStep(
const game::World& a_World, 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(WorldSnapshot& a_PreviousState);
template <typename T>
void AddSystem() {
m_Systems.push_back(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

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@@ -1,21 +1,139 @@
#include <iostream>
// #include <td/protocol/packet/PacketVisitor.h>
#include <td/game/GameHistory.h>
#include <td/protocol/command/CommandDispatcher.h>
#include <td/protocol/command/CommandFactory.h>
#include <td/protocol/command/CommandSerializer.h>
#include <td/protocol/command/CommandVisitor.h>
class Test : public td::protocol::CommandVisitor {};
#include <td/protocol/packet/PacketSerialize.h>
#include <fstream>
#include <td/game/World.h>
#include <td/input/Display.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/simulation/ClientSimulation.h>
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <sp/io/MessageStream.h>
#include <sp/io/StdIo.h>
class WorldApply : public td::protocol::PacketHandler {
private:
td::game::World& m_World;
using td::protocol::PacketHandler::Handle;
public:
WorldApply(td::game::World& a_World) : m_World(a_World) {}
void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
m_World.LoadMap(*a_Header);
}
void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
m_World.LoadMap(*a_Data);
}
};
void Save(const td::protocol::PacketBase& header, const td::protocol::PacketBase& data) {
auto comp = std::make_shared<sp::ZlibCompress>();
std::ofstream fStream("test/tdmap.tdmap3");
auto out = std::make_shared<sp::StdOuput>(fStream);
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
stream.WriteMessage(header, false);
stream.WriteMessage(data, false);
}
td::game::World GetWorld() {
auto comp = std::make_shared<sp::ZlibCompress>();
std::ifstream fStream("test/tdmap.tdmap2");
auto out = std::make_shared<sp::StdInput>(fStream);
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
auto header = stream.ReadMessage(td::protocol::PacketID::WorldHeader);
auto data = stream.ReadMessage(td::protocol::PacketID::WorldData);
td::game::World w;
auto wa = std::make_shared<WorldApply>(w);
td::protocol::PacketDispatcher d;
d.RegisterHandler(wa);
d.Dispatch(*header);
d.Dispatch(*data);
Save(*header, *data);
return w;
}
void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSteps) {
const td::FpFloat delta = td::FpFloat(1) / td::FpFloat(75);
for (const auto& lockstep : a_LockSteps) {
a_World.Tick(lockstep, delta);
}
}
td::sim::GameHistory GetCustomHistory() {
constexpr std::size_t MAX_COUNT = 20 * 60 * 40;
td::sim::GameHistory gh(MAX_COUNT);
auto spawn = td::protocol::CommandPtr(
std::make_shared<td::protocol::commands::SpawnTroopCommand>(td::EntityType::Zombie, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0));
gh[0].push_back(spawn);
auto tower = td::protocol::CommandPtr(
std::make_shared<td::protocol::commands::PlaceTowerCommand>(td::TowerType::Archer, 0, td::TowerCoords{77, 13}));
gh[0].push_back(tower);
return gh;
}
int main(int argc, char** argv) {
// Test visitor;
// td::protocol::packets::ChatMessage chat{{"coucou"}};
// visitor.Check(chat);
td::game::World w = GetWorld();
// init GL context
td::Display display(1920, 1080, "Tower-Defense 2");
td::render::Camera cam;
display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio) { cam.UpdatePerspective(a_AspectRatio); });
td::sim::GameHistory gh = GetCustomHistory();
td::render::RenderPipeline renderer;
renderer.AddRenderer<td::render::WorldRenderer>(cam, w);
renderer.AddRenderer<td::render::EntityRenderer>(cam, w);
renderer.AddRenderer<td::render::TowerRenderer>(cam, w);
cam.SetCamPos({77, 7, 13});
cam.UpdatePerspective(display.GetAspectRatio());
td::sim::ClientSimulation simulation(w, 50);
display.OnKeyDown.Connect([&simulation](SDL_Keycode key) {
static int counter = 0;
if (key == SDLK_A) {
auto spawn = td::protocol::CommandPtr(
std::make_shared<td::protocol::commands::SpawnTroopCommand>(td::EntityType::Zombie, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0));
std::array<td::protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps{};
steps[0].push_back(spawn);
td::protocol::packets::LockStepsPacket packet{counter * LOCKSTEP_BUFFER_SIZE * 3, steps};
simulation.Handle(packet);
counter++;
}
});
while (!display.IsCloseRequested()) {
display.PollEvents();
float lerp = simulation.Update();
renderer.Render(lerp);
display.Update();
}
td::protocol::commands::UpgradeTower com{{1, 2}};
std::cout << (unsigned)com.GetType() << std::endl;
td::protocol::CommandDispatcher disptacher;
return 0;
}

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#include <td/Maths.h>
#include <cassert>
#include <cmath>
namespace td {
namespace maths {
template <typename T>
T Length(const Vec3<T>& vect) {
return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
}
template <typename T>
Vec3<T> Normalize(const Vec3<T>& vect) {
T length = Length(vect);
return {vect.x / length, vect.y / length, vect.z / length};
}
template <typename T>
Vec4<T> Normalize(const Vec4<T>& vect) {
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
return {vect.x / length, vect.y / length, vect.z / length, vect.w / length};
}
template <typename T>
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
}
template <typename T>
Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
return {
vect.y * other.z - vect.z * other.y,
vect.z * other.x - vect.x * other.z,
vect.x * other.y - vect.y * other.x,
};
}
template <typename T>
T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
}
template <typename T>
T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
return Length(vect - other);
}
template <typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return {mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w};
}
template <typename T>
Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
Mat4<T> result{};
for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
result.at(i, j) += mat.at(i, k) * other.at(k, j);
}
}
}
return result;
}
template <typename T>
Mat4<T> Identity() {
Mat4<T> result{};
result.x0 = static_cast<T>(1);
result.y1 = static_cast<T>(1);
result.z2 = static_cast<T>(1);
result.w3 = static_cast<T>(1);
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar) {
const float tanHalfFovy = std::tan(fovY / 2.0f);
Mat4f result{};
result.x0 = 1.0f / (aspectRatio * tanHalfFovy);
result.y1 = 1.0f / (tanHalfFovy);
result.z2 = -(zFar + zNear) / (zFar - zNear);
result.z3 = -1.0f;
result.w2 = -(2.0f * zFar * zNear) / (zFar - zNear);
return result;
}
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
const Vec3f f = Normalize(center);
const Vec3f s = Normalize(Cross(f, up));
const Vec3f u = Cross(s, f);
Mat4f result = Identity<float>();
result.x0 = s.x;
result.y0 = s.y;
result.z0 = s.z;
result.x1 = u.x;
result.y1 = u.y;
result.z1 = u.z;
result.x2 = -f.x;
result.y2 = -f.y;
result.z2 = -f.z;
result.w0 = -Dot(s, eye);
result.w1 = -Dot(u, eye);
result.w2 = Dot(f, eye);
return result;
}
Mat4f Inverse(const Mat4f& mat) {
float s0 = mat.at(0, 0) * mat.at(1, 1) - mat.at(1, 0) * mat.at(0, 1);
float s1 = mat.at(0, 0) * mat.at(1, 2) - mat.at(1, 0) * mat.at(0, 2);
float s2 = mat.at(0, 0) * mat.at(1, 3) - mat.at(1, 0) * mat.at(0, 3);
float s3 = mat.at(0, 1) * mat.at(1, 2) - mat.at(1, 1) * mat.at(0, 2);
float s4 = mat.at(0, 1) * mat.at(1, 3) - mat.at(1, 1) * mat.at(0, 3);
float s5 = mat.at(0, 2) * mat.at(1, 3) - mat.at(1, 2) * mat.at(0, 3);
float c5 = mat.at(2, 2) * mat.at(3, 3) - mat.at(3, 2) * mat.at(2, 3);
float c4 = mat.at(2, 1) * mat.at(3, 3) - mat.at(3, 1) * mat.at(2, 3);
float c3 = mat.at(2, 1) * mat.at(3, 2) - mat.at(3, 1) * mat.at(2, 2);
float c2 = mat.at(2, 0) * mat.at(3, 3) - mat.at(3, 0) * mat.at(2, 3);
float c1 = mat.at(2, 0) * mat.at(3, 2) - mat.at(3, 0) * mat.at(2, 2);
float c0 = mat.at(2, 0) * mat.at(3, 1) - mat.at(3, 0) * mat.at(2, 1);
float det = s0 * c5 - s1 * c4 + s2 * c3 + s3 * c2 - s4 * c1 + s5 * c0;
assert(det != 0 && "Determinant equals 0 !");
float invdet = 1.0 / det;
Mat4f result;
result.at(0, 0) = (mat.at(1, 1) * c5 - mat.at(1, 2) * c4 + mat.at(1, 3) * c3) * invdet;
result.at(0, 1) = (-mat.at(0, 1) * c5 + mat.at(0, 2) * c4 - mat.at(0, 3) * c3) * invdet;
result.at(0, 2) = (mat.at(3, 1) * s5 - mat.at(3, 2) * s4 + mat.at(3, 3) * s3) * invdet;
result.at(0, 3) = (-mat.at(2, 1) * s5 + mat.at(2, 2) * s4 - mat.at(2, 3) * s3) * invdet;
result.at(1, 0) = (-mat.at(1, 0) * c5 + mat.at(1, 2) * c2 - mat.at(1, 3) * c1) * invdet;
result.at(1, 1) = (mat.at(0, 0) * c5 - mat.at(0, 2) * c2 + mat.at(0, 3) * c1) * invdet;
result.at(1, 2) = (-mat.at(3, 0) * s5 + mat.at(3, 2) * s2 - mat.at(3, 3) * s1) * invdet;
result.at(1, 3) = (mat.at(2, 0) * s5 - mat.at(2, 2) * s2 + mat.at(2, 3) * s1) * invdet;
result.at(2, 0) = (mat.at(1, 0) * c4 - mat.at(1, 1) * c2 + mat.at(1, 3) * c0) * invdet;
result.at(2, 1) = (-mat.at(0, 0) * c4 + mat.at(0, 1) * c2 - mat.at(0, 3) * c0) * invdet;
result.at(2, 2) = (mat.at(3, 0) * s4 - mat.at(3, 1) * s2 + mat.at(3, 3) * s0) * invdet;
result.at(2, 3) = (-mat.at(2, 0) * s4 + mat.at(2, 1) * s2 - mat.at(2, 3) * s0) * invdet;
result.at(3, 0) = (-mat.at(1, 0) * c3 + mat.at(1, 1) * c1 - mat.at(1, 2) * c0) * invdet;
result.at(3, 1) = (mat.at(0, 0) * c3 - mat.at(0, 1) * c1 + mat.at(0, 2) * c0) * invdet;
result.at(3, 2) = (-mat.at(3, 0) * s3 + mat.at(3, 1) * s1 - mat.at(3, 2) * s0) * invdet;
result.at(3, 3) = (mat.at(2, 0) * s3 - mat.at(2, 1) * s1 + mat.at(2, 2) * s0) * invdet;
return result;
}
} // namespace maths
} // namespace td

29
src/td/Types.cpp Normal file
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#include <td/Types.h>
#include <sp/common/DataBuffer.h>
#include <sp/common/ByteSwapping.h>
#include <sp/common/DataBufferOperators.h>
namespace td {
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords) {
return a_Buffer << a_Coords.x << a_Coords.y;
}
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float) {
auto raw = a_Float.raw_value();
return a_Buffer << raw;
}
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, EntityCoords& a_Coords) {
return a_Buffer >> a_Coords.x >> a_Coords.y;
}
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, FpFloat& a_Float) {
auto raw = a_Float.raw_value();
a_Buffer >> raw;
a_Float = FpFloat::from_raw_value(raw);
return a_Buffer;
}
} // namespace td

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@@ -1,163 +0,0 @@
#include <td/common/DataBuffer.h>
#include <fstream>
#include <iomanip>
#include <sstream>
#include <td/misc/Format.h>
#include <td/misc/Log.h>
namespace td {
DataBuffer::DataBuffer() : m_ReadOffset(0) {}
DataBuffer::DataBuffer(const DataBuffer& other) : m_Buffer(other.m_Buffer), m_ReadOffset(other.m_ReadOffset) {}
DataBuffer::DataBuffer(DataBuffer&& other) : m_Buffer(std::move(other.m_Buffer)), m_ReadOffset(std::move(other.m_ReadOffset)) {}
DataBuffer::DataBuffer(const std::string& str) : m_Buffer(str.begin(), str.end()), m_ReadOffset(0) {}
DataBuffer::DataBuffer(const DataBuffer& other, Data::difference_type offset) : m_ReadOffset(0) {
m_Buffer.reserve(other.GetSize() - static_cast<std::size_t>(offset));
std::copy(other.m_Buffer.begin() + offset, other.m_Buffer.end(), std::back_inserter(m_Buffer));
}
DataBuffer& DataBuffer::operator<<(const std::string& str) {
std::size_t strlen = str.length() + 1; // including null character
Resize(GetSize() + strlen);
std::memcpy(m_Buffer.data() + GetSize() - strlen, str.data(), strlen);
return *this;
}
DataBuffer& DataBuffer::operator<<(const DataBuffer& data) {
m_Buffer.insert(m_Buffer.end(), data.begin(), data.end());
return *this;
}
DataBuffer& DataBuffer::operator>>(std::string& str) {
std::size_t stringSize = strlen(reinterpret_cast<const char*>(m_Buffer.data()) + m_ReadOffset) + 1; // including null character
str.resize(stringSize);
std::copy(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset),
m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset + stringSize), str.begin());
m_ReadOffset += stringSize;
str.resize(stringSize - 1);
return *this;
}
DataBuffer& DataBuffer::operator>>(DataBuffer& data) {
data.Resize(GetSize() - m_ReadOffset);
std::copy(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), m_Buffer.end(), data.begin());
m_ReadOffset = m_Buffer.size();
return *this;
}
void DataBuffer::WriteSome(const char* buffer, std::size_t amount) {
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + amount);
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
}
void DataBuffer::WriteSome(const std::uint8_t* buffer, std::size_t amount) {
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + amount);
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
}
void DataBuffer::ReadSome(char* buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
m_ReadOffset += amount;
}
void DataBuffer::ReadSome(std::uint8_t* buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
m_ReadOffset += amount;
}
void DataBuffer::ReadSome(DataBuffer& buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
buffer.Resize(amount);
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer.begin());
m_ReadOffset += amount;
}
DataBuffer& DataBuffer::operator=(const DataBuffer& other) {
m_Buffer = other.m_Buffer;
m_ReadOffset = other.m_ReadOffset;
return *this;
}
DataBuffer& DataBuffer::operator=(DataBuffer&& other) {
m_Buffer = std::move(other.m_Buffer);
m_ReadOffset = std::move(other.m_ReadOffset);
return *this;
}
void DataBuffer::SetReadOffset(std::size_t pos) {
assert(pos <= GetSize());
m_ReadOffset = pos;
}
std::size_t DataBuffer::GetSize() const {
return m_Buffer.size();
}
std::size_t DataBuffer::GetRemaining() const {
return m_Buffer.size() - m_ReadOffset;
}
DataBuffer::iterator DataBuffer::begin() {
return m_Buffer.begin();
}
DataBuffer::iterator DataBuffer::end() {
return m_Buffer.end();
}
DataBuffer::const_iterator DataBuffer::begin() const {
return m_Buffer.begin();
}
DataBuffer::const_iterator DataBuffer::end() const {
return m_Buffer.end();
}
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer) {
for (unsigned char u : buffer)
os << std::hex << std::setfill('0') << std::setw(2) << static_cast<int>(u) << " ";
os << std::dec;
return os;
}
bool DataBuffer::ReadFile(const std::string& fileName) {
try {
std::ifstream file(fileName, std::istream::binary);
std::ostringstream ss;
ss << file.rdbuf();
const std::string& s = ss.str();
m_Buffer = DataBuffer::Data(s.begin(), s.end());
m_ReadOffset = 0;
} catch (std::exception& e) {
utils::LOGE(utils::Format("[IO] Failed to read file %s ! reason : %s", fileName.c_str(), e.what()));
return false;
}
return m_Buffer.size() > 0;
}
bool DataBuffer::WriteFile(const std::string& fileName) const {
try {
std::ofstream file(fileName, std::ostream::binary);
file.write(reinterpret_cast<const char*>(m_Buffer.data()), static_cast<std::streamsize>(m_Buffer.size()));
file.flush();
} catch (std::exception& e) {
utils::LOGE(utils::Format("[IO] Failed to read file %s ! reason : %s", fileName.c_str(), e.what()));
return false;
}
return true;
}
} // namespace td

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@@ -1,52 +0,0 @@
#include <td/common/VarInt.h>
#include <stdexcept>
#include <td/common/DataBuffer.h>
namespace td {
static constexpr int SEGMENT_BITS = 0x7F;
static constexpr int CONTINUE_BIT = 0x80;
std::size_t VarInt::GetSerializedLength() const {
DataBuffer buffer;
buffer << *this;
return buffer.GetSize();
}
DataBuffer& operator<<(DataBuffer& out, const VarInt& var) {
std::uint64_t value = var.m_Value;
while (true) {
if ((value & ~static_cast<std::uint64_t>(SEGMENT_BITS)) == 0) {
out << static_cast<std::uint8_t>(value);
return out;
}
out << static_cast<std::uint8_t>((value & SEGMENT_BITS) | CONTINUE_BIT);
value >>= 7;
}
}
DataBuffer& operator>>(DataBuffer& in, VarInt& var) {
var.m_Value = 0;
unsigned int position = 0;
std::uint8_t currentByte;
while (true) {
in.ReadSome(&currentByte, 1);
var.m_Value |= static_cast<std::uint64_t>(currentByte & SEGMENT_BITS) << position;
if ((currentByte & CONTINUE_BIT) == 0)
break;
position += 7;
if (position >= 8 * sizeof(var.m_Value))
throw std::runtime_error("VarInt is too big");
}
return in;
}
} // namespace td

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src/td/game/Game.cpp Normal file
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#include <td/game/Game.h>

24
src/td/game/Mobs.cpp Normal file
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#include <td/game/Mobs.h>
namespace td {
namespace game {
const MobStats* GetMobStats(MobType type, std::uint8_t level) {
static MobStats stats;
return &stats;
}
const TowerImmunities& GetMobTowerImmunities(MobType type, std::uint8_t level) {
static TowerImmunities ti;
return ti;
}
const EffectImmunities& GetMobEffectImmunities(MobType type, std::uint8_t level) {
static EffectImmunities ei;
return ei;
}
} // namespace game
} // namespace td

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@@ -1,30 +1,81 @@
#include <td/game/World.h>
#include <td/Constants.h>
#include <limits>
#include <td/simulation/WorldTicker.h>
namespace td {
namespace game {
World::World() : m_WorldStates(std::numeric_limits<StepsType>::max()), m_OffsetTime(0) {}
class ColorTileVisitor : public TileHandler {
private:
const World& m_World;
const Color* m_Result;
void World::Tick(float a_Delta) {
m_OffsetTime += a_Delta;
public:
ColorTileVisitor(const World& a_World) : m_World(a_World), m_Result(nullptr) {}
if (GetCursorPos() > m_WorldStates.size()) {
if (!m_GameHistory.HasLockStep(GetCursorPos())) {
// oupsi
return;
}
WorldState& lastState = m_WorldStates.back();
WorldState nextState = lastState.GetNextState(m_GameHistory.GetLockStep(GetCursorPos()));
m_WorldStates.push_back(std::move(nextState));
virtual void Handle(const EmptyTile& a_Tile) override {}
virtual void Handle(const TowerTile& a_Tile) override {
m_Result = &m_World.GetTowerTileColorPalette()[a_Tile->m_ColorPaletteRef];
}
virtual void Handle(const WalkableTile& a_Tile) override {
m_Result = &m_World.GetWalkableTileColor();
}
virtual void Handle(const DecorationTile& a_Tile) override {
m_Result = &m_World.GetDecorationPalette()[a_Tile->m_ColorPaletteRef];
}
const Color* GetResult() {
return m_Result;
}
};
World::World() : m_CurrentState(std::make_shared<sim::WorldSnapshot>()), m_NextState(m_CurrentState) {}
const Color* World::GetTileColor(const TilePtr& tile) const {
ColorTileVisitor visitor(*this);
tile->Dispatch(visitor);
return visitor.GetResult();
}
std::uint16_t World::GetCursorPos() {
return (std::uint16_t) m_OffsetTime * TPS;
bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
m_TowerPlacePalette = a_WorldHeader.m_TowerPlacePalette;
m_WalkablePalette = a_WorldHeader.m_WalkablePalette;
m_DecorationPalette = a_WorldHeader.m_DecorationPalette;
m_Background = a_WorldHeader.m_Background;
GetRedTeam().GetSpawn() = a_WorldHeader.m_RedSpawn;
GetBlueTeam().GetSpawn() = a_WorldHeader.m_BlueSpawn;
m_SpawnColorPalette = a_WorldHeader.m_SpawnColorPalette;
GetRedTeam().GetCastle() = a_WorldHeader.m_RedCastle;
// GetRedTeam().GetCastle().SetTeam(&GetRedTeam());
GetBlueTeam().GetCastle() = a_WorldHeader.m_BlueCastle;
// GetBlueTeam().GetCastle().SetTeam(&GetBlueTeam());
m_TilePalette = a_WorldHeader.m_TilePalette;
return true;
}
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
m_Chunks = a_WorldData.m_Chunks;
return true;
}
const std::shared_ptr<sim::WorldSnapshot>& World::Tick(const protocol::LockStep& a_LockStep, FpFloat a_Delta) {
m_CurrentState = m_NextState;
m_NextState = std::make_shared<sim::WorldSnapshot>(m_Ticker.NextStep(*this, *m_NextState, a_LockStep, a_Delta));
return m_CurrentState;
}
void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::shared_ptr<sim::WorldSnapshot>& a_Next) {
m_CurrentState = a_Current;
m_NextState = a_Next;
}
} // namespace game

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@@ -1,43 +0,0 @@
#include <td/game/WorldState.h>
#include <td/Constants.h>
#include <td/protocol/command/CommandVisitor.h>
namespace td {
namespace game {
class CommandHandler : public protocol::CommandVisitor {
private:
WorldState& m_WorldState;
public:
CommandHandler(WorldState& a_WorldState) : m_WorldState(a_WorldState) {}
void Visit(const protocol::commands::End&) override {}
void Visit(const protocol::commands::PlaceTower&) override {}
void Visit(const protocol::commands::PlayerJoin&) override {}
void Visit(const protocol::commands::SpawnTroop&) override {}
void Visit(const protocol::commands::TeamChange&) override {}
void Visit(const protocol::commands::UpgradeTower&) override {}
void Visit(const protocol::commands::UseItem&) override {}
};
WorldState WorldState::GetNextState(const protocol::LockStep& a_Step) {
WorldState newState = *this;
CommandHandler handler(*this);
for (auto command : a_Step) {
handler.Check(*command);
}
newState.Tick(STEP_PERIOD);
return newState;
}
void WorldState::Tick(float a_Delta) {
// move mobs
// process towers
// process damages
}
} // namespace game
} // namespace td

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@@ -0,0 +1,37 @@
#include <td/game/WorldTypes.h>
namespace td {
namespace game {
const int BITS_IN_BYTE = 8;
const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
static unsigned int countBits(unsigned int number) {
// log function in base 2
// take only integer part
return static_cast<unsigned int>(std::log2(number) + 1);
}
TileIndex Chunk::GetTileIndex(std::uint16_t tileNumber) const {
const std::uint8_t bitsPerTile = countBits(m_Palette.size());
const std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
const std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
const std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
const Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
td::game::Chunk::ChunkData::value_type value;
if (startLong == endLong) {
value = (m_Data[startLong] >> startOffset);
} else {
int endOffset = BITS_IN_LONG - startOffset;
value = (m_Data[startLong] >> startOffset | m_Data[endLong] << endOffset);
}
value &= individualValueMask;
return m_Palette.at(value);
}
} // namespace game
} // namespace td

184
src/td/input/Display.cpp Normal file
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@@ -0,0 +1,184 @@
#include <td/input/Display.h>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <imgui.h>
#include <imgui_impl_opengl3.h>
#include <imgui_impl_sdl3.h>
#include <td/misc/Format.h>
#include <td/misc/Log.h>
namespace td {
Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
m_LastWidth(0), m_LastHeight(0), m_AspectRatio(1), m_ShouldClose(false) {
m_Window = SDL_CreateWindow(a_Title.c_str(), a_Width, a_Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
m_LastWidth = a_Width;
m_LastHeight = a_Height;
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
// Prepare and create context
#ifdef __ANDROID__
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
m_GLContext = SDL_GL_CreateContext(m_Window);
if (!m_GLContext) {
utils::LOGE(utils::Format("Could not create context! SDL error: %s", SDL_GetError()));
}
int major, minor, mask;
int r, g, b, a, depth;
int mBuffers, mSamples;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &mBuffers);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &mSamples);
const char* mask_desc;
if (mask & SDL_GL_CONTEXT_PROFILE_CORE) {
mask_desc = "core";
} else if (mask & SDL_GL_CONTEXT_PROFILE_COMPATIBILITY) {
mask_desc = "compatibility";
} else if (mask & SDL_GL_CONTEXT_PROFILE_ES) {
mask_desc = "es";
} else {
mask_desc = "?";
}
utils::LOG(utils::Format(
"GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth));
utils::LOG(utils::Format(
"MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
SDL_GL_MakeCurrent(m_Window, m_GLContext);
GLenum error = glewInit();
if (error) {
utils::LOGE(utils::Format("Error initializing glew : %s", glewGetErrorString(error)));
}
// WindowResizeEvent(WindowWidth, WindowHeight);
// vsync
SDL_GL_SetSwapInterval(1);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
// Setup scaling
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
// ImGuiStyle& style = ImGui::GetStyle();
// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this
// // requires resetting Style + calling this again)
// style.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave
// // both here for documentation purpose)
ImFontConfig cfg;
cfg.SizePixels = 13 * main_scale * 2;
io.Fonts->AddFontDefault(&cfg);
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(m_Window, m_GLContext);
ImGui_ImplOpenGL3_Init("#version 330");
}
void Display::PollEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
case SDL_EVENT_WINDOW_CLOSE_REQUESTED: {
m_ShouldClose = true;
break;
}
case SDL_EVENT_WINDOW_RESIZED: {
m_LastWidth = event.window.data1;
m_LastHeight = event.window.data2;
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
OnAspectRatioChange(m_AspectRatio);
break;
}
case SDL_EVENT_KEY_DOWN: {
if(!event.key.repeat)
OnKeyDown(event.key.key);
break;
}
default:
break;
}
ImGui_ImplSDL3_ProcessEvent(&event);
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
}
void Display::Update() {
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
// glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(m_Window);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
Display::~Display() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_GL_DestroyContext(m_GLContext);
SDL_DestroyWindow(m_Window);
SDL_Quit();
}
} // namespace td

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@@ -1,24 +0,0 @@
#include <td/protocol/command/CommandFactory.h>
#include <array>
#include <cassert>
#include <functional>
namespace td {
namespace protocol {
namespace CommandFactory {
using CommandCreator = std::function<std::shared_ptr<Command>()>;
#define DeclareCommand(CommandName, ...) std::make_shared<commands::CommandName>(),
static std::array<std::shared_ptr<Command>, static_cast<std::size_t>(CommandType::COMMAND_COUNT)> Commands = {DeclareAllCommand()};
const std::shared_ptr<Command>& CreateReadOnlyCommand(CommandType a_Type) {
assert(a_Type < CommandType::COMMAND_COUNT);
return Commands[static_cast<std::size_t>(a_Type)];
}
} // namespace CommandFactory
} // namespace protocol
} // namespace td

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@@ -1,229 +0,0 @@
#include <td/protocol/command/CommandSerializer.h>
#include <td/protocol/command/CommandFactory.h>
#include <td/protocol/command/CommandVisitor.h>
#include <td/misc/Format.h>
#include <td/misc/Log.h>
namespace td {
namespace protocol {
namespace CommandSerializer {
#define DeclareCommand(CommandName, ...) \
void Visit(const commands::CommandName& a_Command) override { \
const auto& commandData = a_Command.m_Data; \
SerializeCommandData(commandData); \
} \
\
void SerializeCommandData(const commands::CommandName::CommandDataType& a_Command);
class Serializer : public CommandVisitor {
private:
DataBuffer& m_Buffer;
public:
Serializer(DataBuffer& a_Buffer) : m_Buffer(a_Buffer) {}
void Serialize(const Command& a_Command) {
m_Buffer << static_cast<CommandID>(a_Command.GetType());
Check(a_Command);
}
DeclareAllCommand()
};
#undef DeclareCommand
#define DeclareCommand(CommandName, ...) \
void Visit(const commands::CommandName& a_Command) override { \
auto commandPtr = CommandFactory::CreateCommand<commands::CommandName>(); \
auto& commandData = commandPtr->m_Data; \
\
DeserializeCommandData(commandData); \
\
m_Command = std::move(commandPtr); \
} \
\
void DeserializeCommandData(commands::CommandName::CommandDataType& a_Command);
class Deserializer : public CommandVisitor {
private:
DataBuffer& m_Buffer;
CommandPtr m_Command;
public:
Deserializer(DataBuffer& a_Buffer) : m_Buffer(a_Buffer) {}
bool Deserialize(const CommandPtr& a_Command) {
try {
Check(*a_Command.get());
} catch (std::exception& e) {
utils::LOGE(utils::Format("[CommandSerializer::Deserializer] %s", e.what()));
return false;
}
return true;
}
CommandPtr& GetCommand() {
return m_Command;
}
DeclareAllCommand()
};
DataBuffer Serialize(const Command& a_Command) {
DataBuffer buffer;
Serializer serializer(buffer);
serializer.Serialize(a_Command);
return buffer;
}
std::shared_ptr<Command> Deserialize(DataBuffer& a_Data) {
CommandID commandId;
a_Data >> commandId;
if (commandId >= static_cast<CommandID>(CommandType::COMMAND_COUNT))
return nullptr;
CommandType commandType = CommandType(commandId);
// for double-dispatch
const CommandPtr& emptyCommand = CommandFactory::CreateReadOnlyCommand(commandType);
Deserializer deserializer(a_Data);
if (deserializer.Deserialize(emptyCommand)) {
CommandPtr command = std::move(deserializer.GetCommand());
return command;
}
return nullptr;
}
//---------------------------------------------
// Command serializer implementation
//----------------------------------------------
void Serializer::SerializeCommandData(const cdata::End& a_Command) {}
void Deserializer::DeserializeCommandData(cdata::End& a_Command) {}
void Serializer::SerializeCommandData(const cdata::PlaceTower& a_Command) {
m_Buffer << static_cast<std::uint8_t>((static_cast<std::uint8_t>(a_Command.m_Type) << 4 | a_Command.m_Placer & 0xF))
<< a_Command.m_Position;
}
void Deserializer::DeserializeCommandData(cdata::PlaceTower& a_Command) {
std::uint8_t union1;
m_Buffer >> union1 >> a_Command.m_Position;
a_Command.m_Type = td::TowerType(union1 >> 4);
a_Command.m_Placer = union1 & 0xF;
}
void Serializer::SerializeCommandData(const cdata::PlayerJoin& a_Command) {
m_Buffer << a_Command.m_ID << a_Command.m_Name;
}
void Deserializer::DeserializeCommandData(cdata::PlayerJoin& a_Command) {
m_Buffer >> a_Command.m_ID >> a_Command.m_Name;
}
void Serializer::SerializeCommandData(const cdata::SpawnTroop& a_Command) {
m_Buffer << static_cast<std::uint8_t>(static_cast<std::uint8_t>(a_Command.m_Type) << 3 | a_Command.m_Level & 0x7)
<< a_Command.m_Position << a_Command.m_Sender;
}
void Deserializer::DeserializeCommandData(cdata::SpawnTroop& a_Command) {
std::uint8_t union1;
m_Buffer >> union1 >> a_Command.m_Position >> a_Command.m_Sender;
a_Command.m_Type = td::EntityType(union1 >> 3);
a_Command.m_Level = union1 & 0x7;
}
void Serializer::SerializeCommandData(const cdata::TeamChange& a_Command) {
m_Buffer << static_cast<std::uint8_t>(a_Command.m_Player << 1 | static_cast<std::uint8_t>(a_Command.m_NewTeam));
}
void Deserializer::DeserializeCommandData(cdata::TeamChange& a_Command) {
std::uint8_t union1;
m_Buffer >> union1;
a_Command.m_Player = union1 >> 1;
a_Command.m_NewTeam = td::Team(union1 & 1);
}
void Serializer::SerializeCommandData(const cdata::UpgradeTower& a_Command) {
m_Buffer << static_cast<std::uint16_t>(a_Command.m_Tower << 4 | a_Command.m_Upgrade & 0xF);
}
void Deserializer::DeserializeCommandData(cdata::UpgradeTower& a_Command) {
std::uint16_t union1;
m_Buffer >> union1;
a_Command.m_Tower = union1 >> 4;
a_Command.m_Upgrade = union1 & 0xF;
}
void Serializer::SerializeCommandData(const cdata::UseItem& a_Command) {
m_Buffer << static_cast<std::uint8_t>(static_cast<std::uint8_t>(a_Command.m_Item) << 4 | a_Command.m_User & 0xF)
<< a_Command.m_Position;
}
void Deserializer::DeserializeCommandData(cdata::UseItem& a_Command) {
std::uint8_t union1;
m_Buffer >> union1 >> a_Command.m_Position;
a_Command.m_Item = td::ShopItem(union1 >> 4);
a_Command.m_User = union1 & 0xF;
}
} // namespace CommandSerializer
} // namespace protocol
} // namespace td

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@@ -1,11 +0,0 @@
#include <td/protocol/command/CommandVisitor.h>
namespace td {
namespace protocol {
void CommandVisitor::Check(const Command& a_Command) {
a_Command.Accept(*this);
}
} // namespace protocol
} // namespace td

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@@ -1,18 +0,0 @@
#define TD_INSTANCIATE_COMMANDS
#include <td/protocol/command/Commands.h>
#include <td/protocol/command/CommandVisitor.h>
namespace td {
namespace protocol {
template <CommandType CT, typename Data>
commands::ConcreteCommand<CT, Data>::ConcreteCommand(const CommandDataType& a_Data) : m_Data(a_Data) {}
template <CommandType CT, typename Data>
void commands::ConcreteCommand<CT, Data>::Accept(CommandVisitor& a_Visitor) const {
a_Visitor.Visit(*this);
}
} // namespace protocol
} // namespace td

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@@ -0,0 +1,9 @@
#include <td/protocol/packet/PacketSerialize.h>
namespace td {
namespace game {
} // namespace game
} // namespace td

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@@ -1,26 +0,0 @@
#include <td/protocol/packet/PacketFactory.h>
#include <array>
#include <cassert>
#include <functional>
namespace td {
namespace protocol {
namespace PacketFactory {
using PacketCreator = std::function<std::unique_ptr<Packet>()>;
#define DeclarePacket(PacketName, ...) std::make_unique<packets::PacketName>(),
static std::array<std::unique_ptr<Packet>, static_cast<std::size_t>(PacketType::PACKET_COUNT)> Packets = {
DeclareAllPacket()
};
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type) {
assert(a_Type < PacketType::PACKET_COUNT);
return Packets[static_cast<std::size_t>(a_Type)];
}
} // namespace PacketFactory
} // namespace protocol
} // namespace td

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@@ -0,0 +1,33 @@
#include <td/protocol/packet/PacketData.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <sp/common/DataBufferOperators.h>
namespace td {
namespace game {
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const TeamCastle& a_Castle) {
return a_Buffer << a_Castle.GetCenterX() << a_Castle.GetCenterY();
}
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, TeamCastle& a_Castle) {
float x, y;
a_Buffer >> x >> y;
a_Castle.SetCenter({x, y});
return a_Buffer;
}
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Spawn& a_Spawn) {
return a_Buffer << a_Spawn.GetCenterX() << a_Spawn.GetCenterY();
}
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Spawn& a_Spawn) {
float x, y;
a_Buffer >> x >> y;
a_Spawn.SetCenter({x, y});
return a_Buffer;
}
} // namespace game
} // namespace td

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@@ -1,262 +0,0 @@
#include <td/protocol/packet/PacketSerializer.h>
#include <td/protocol/command/CommandSerializer.h>
#include <td/protocol/packet/PacketFactory.h>
#include <td/protocol/packet/PacketVisitor.h>
#include <td/misc/Format.h>
#include <td/misc/Log.h>
namespace td {
namespace protocol {
namespace PacketSerializer {
#define DeclarePacket(PacketName, ...) \
void Visit(const packets::PacketName& a_Packet) override { \
const auto& packetData = a_Packet.m_Data; \
SerializePacketData(packetData); \
} \
\
void SerializePacketData(const packets::PacketName::PacketDataType& a_Packet);
class Serializer : public PacketVisitor {
private:
DataBuffer& m_Buffer;
public:
Serializer(DataBuffer& a_Buffer) : m_Buffer(a_Buffer) {}
void Serialize(const Packet& a_Packet) {
m_Buffer << static_cast<PacketID>(a_Packet.GetType());
Check(a_Packet);
}
DeclareAllPacket()
};
#undef DeclarePacket
#define DeclarePacket(PacketName, ...) \
void Visit(const packets::PacketName& a_Packet) override { \
auto packetPtr = PacketFactory::CreatePacket<packets::PacketName>(); \
auto& packetData = packetPtr->m_Data; \
\
DeserializePacketData(packetData); \
\
m_Packet = std::move(packetPtr); \
} \
\
void DeserializePacketData(packets::PacketName::PacketDataType& a_Packet);
class Deserializer : public PacketVisitor {
private:
DataBuffer& m_Buffer;
PacketPtr m_Packet;
public:
Deserializer(DataBuffer& a_Buffer) : m_Buffer(a_Buffer) {}
bool Deserialize(const PacketPtr& a_Packet) {
try {
Check(*a_Packet.get());
} catch (std::exception& e) {
utils::LOGE(utils::Format("[PacketSerializer::Deserializer] %s", e.what()));
return false;
}
return true;
}
PacketPtr& GetPacket() {
return m_Packet;
}
DeclareAllPacket()
};
DataBuffer Serialize(const Packet& a_Packet) {
DataBuffer buffer;
Serializer serializer(buffer);
serializer.Serialize(a_Packet);
return buffer;
}
std::unique_ptr<Packet> Deserialize(DataBuffer& a_Data) {
PacketID packetId;
a_Data >> packetId;
if (packetId >= static_cast<PacketID>(PacketType::PACKET_COUNT))
return nullptr;
PacketType packetType = PacketType(packetId);
// for double-dispatch
const PacketPtr& emptyPacket = PacketFactory::CreateReadOnlyPacket(packetType);
Deserializer deserializer(a_Data);
if (deserializer.Deserialize(emptyPacket)) {
PacketPtr packet = std::move(deserializer.GetPacket());
return packet;
}
return nullptr;
}
//---------------------------------------------
// Packet serializer implementation
//----------------------------------------------
void Serializer::SerializePacketData(const pdata::PlayerLogin& a_Packet) {
m_Buffer << a_Packet.m_PlayerName;
}
void Deserializer::DeserializePacketData(pdata::PlayerLogin& a_Packet) {
m_Buffer >> a_Packet.m_PlayerName;
}
void Serializer::SerializePacketData(const pdata::LoggingSuccess& a_Packet) {
m_Buffer << a_Packet.m_PlayerId;
}
void Deserializer::DeserializePacketData(pdata::LoggingSuccess& a_Packet) {
m_Buffer >> a_Packet.m_PlayerId;
}
void Serializer::SerializePacketData(const pdata::PlayerJoin& a_Packet) {
m_Buffer << a_Packet.m_Player;
}
void Deserializer::DeserializePacketData(pdata::PlayerJoin& a_Packet) {
m_Buffer >> a_Packet.m_Player;
}
void Serializer::SerializePacketData(const pdata::PlayerLeave& a_Packet) {
m_Buffer << a_Packet.m_PlayerId;
}
void Deserializer::DeserializePacketData(pdata::PlayerLeave& a_Packet) {
m_Buffer >> a_Packet.m_PlayerId;
}
void Serializer::SerializePacketData(const pdata::KeepAlive& a_Packet) {
m_Buffer << a_Packet.m_KeepAliveId;
}
void Deserializer::DeserializePacketData(pdata::KeepAlive& a_Packet) {
m_Buffer >> a_Packet.m_KeepAliveId;
}
void Serializer::SerializePacketData(const pdata::Disconnect& a_Packet) {
m_Buffer << a_Packet.m_Reason;
}
void Deserializer::DeserializePacketData(pdata::Disconnect& a_Packet) {
m_Buffer >> a_Packet.m_Reason;
}
void Serializer::SerializePacketData(const pdata::ChatMessage& a_Packet) {
m_Buffer << a_Packet.m_Text;
}
void Deserializer::DeserializePacketData(pdata::ChatMessage& a_Packet) {
m_Buffer >> a_Packet.m_Text;
}
void Serializer::SerializePacketData(const pdata::LockSteps& a_Packet) {
m_Buffer << a_Packet.m_FirstFrameNumber;
for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
auto& lockStep = a_Packet.m_LockSteps[i];
m_Buffer << VarInt{lockStep.size()};
for (int j = 0; j < lockStep.size(); i++) {
auto command = lockStep[j];
m_Buffer << CommandSerializer::Serialize(*command);
}
}
}
void Deserializer::DeserializePacketData(pdata::LockSteps& a_Packet) {
m_Buffer >> a_Packet.m_FirstFrameNumber;
for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
VarInt lockStepSize;
m_Buffer >> lockStepSize;
for (std::size_t j = 0; j < lockStepSize.GetValue(); i++) {
auto command = CommandSerializer::Deserialize(m_Buffer);
if (command) {
a_Packet.m_LockSteps[i].push_back(command);
} else {
throw std::runtime_error("Failed to deserialise command");
}
}
}
}
void Serializer::SerializePacketData(const pdata::BeginGame& a_Packet) {
m_Buffer << a_Packet.m_Map << a_Packet.m_BlueTeam << a_Packet.m_RedTeam << a_Packet.m_Map;
}
void Deserializer::DeserializePacketData(pdata::BeginGame& a_Packet) {
m_Buffer >> a_Packet.m_Map >> a_Packet.m_BlueTeam >> a_Packet.m_RedTeam >> a_Packet.m_Map;
}
} // namespace PacketSerializer
} // namespace protocol
} // namespace td

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@@ -1,11 +0,0 @@
#include <td/protocol/packet/PacketVisitor.h>
namespace td {
namespace protocol {
void PacketVisitor::Check(const Packet& a_Packet) {
a_Packet.Accept(*this);
}
} // namespace protocol
} // namespace td

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@@ -1,23 +0,0 @@
#define TD_INSTANCIATE_PACKETS
#include <td/protocol/packet/Packets.h>
#include <td/protocol/packet/PacketVisitor.h>
namespace td {
namespace protocol {
template <PacketType PT, typename Data>
packets::ConcretePacket<PT, Data>::ConcretePacket(const PacketDataType& a_Data) : m_Data(a_Data) {}
template <PacketType PT, typename Data>
void packets::ConcretePacket<PT, Data>::Accept(PacketVisitor& a_Visitor) const {
a_Visitor.Visit(*this);
}
#define DeclarePacket(PacketName, packetSendType, packetSenderType) \
static_assert(static_cast<unsigned>(PacketSendType::packetSendType) && static_cast<unsigned>(PacketSenderType::packetSenderType));
DeclareAllPacket()
} // namespace protocol
} // namespace td

28
src/td/render/Camera.cpp Normal file
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#include <td/render/Camera.h>
#include <cmath>
namespace td {
namespace render {
void Camera::UpdatePerspective(float a_AspectRatio) {
m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
OnPerspectiveChange();
}
void Camera::SetCamPos(const Vec3f& a_NewPos) {
Vec3f front = {
std::cos(m_Yaw) * std::cos(m_Pitch),
std::sin(m_Pitch),
std::sin(m_Yaw) * std::cos(m_Pitch)
};
m_CamPos = a_NewPos;
m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
OnViewChange();
}
} // namespace render
} // namespace td

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#include <td/render/Renderer.h>
#include <td/render/OpenGL.h>
namespace td {
namespace render {
void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
a_Vao.Bind();
glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount());
// glDrawElements(GL_TRIANGLES, a_Vao.GetVertexCount(), GL_UNSIGNED_INT, nullptr);
a_Vao.Unbind();
}
RenderPipeline::RenderPipeline() {
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LESS);
glFrontFace(GL_CCW);
}
} // namespace render
} // namespace td

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#include <td/render/loader/GLLoader.h>
#include <td/render/OpenGL.h>
namespace td {
namespace GL {
VertexArray::~VertexArray() {
if (m_ID != 0)
glDeleteVertexArrays(1, &m_ID);
}
VertexArray::VertexArray(ElementBuffer&& indicies) : m_ElementBuffer(std::move(indicies)) {
glGenVertexArrays(1, &m_ID);
Bind();
BindElementArrayBuffer();
// Unbind();
}
void VertexArray::Bind() const {
glBindVertexArray(m_ID);
}
void VertexArray::Unbind() const {
glBindVertexArray(0);
}
void VertexArray::BindVertexBuffer(VertexBuffer&& VertexBuffer) {
VertexBuffer.Bind();
VertexBuffer.BindVertexAttribs();
m_VertexBuffers.push_back(std::move(VertexBuffer));
}
void VertexArray::BindElementArrayBuffer() {
m_ElementBuffer.Bind();
}
VertexBuffer::~VertexBuffer() {
if (m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
glGenBuffers(1, &m_ID);
Bind();
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof(float)), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
Unbind();
}
void VertexBuffer::Bind() const {
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VertexBuffer::Unbind() const {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
VertexAttribPointer pointer {
.m_Index = index,
.m_Size = coordinateSize,
.m_Offset = offset
};
m_VertexAttribs.push_back(pointer);
}
void VertexBuffer::BindVertexAttribs() const {
for (const VertexAttribPointer& pointer : m_VertexAttribs) {
glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float),
reinterpret_cast<GLvoid*>(static_cast<std::size_t>(pointer.m_Offset)));
glEnableVertexAttribArray(pointer.m_Index);
}
}
ElementBuffer::ElementBuffer(const std::vector<unsigned int>& indicies) {
m_TriangleCount = indicies.size();
glGenBuffers(1, &m_ID);
Bind();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(indicies.size() * sizeof(unsigned int)), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(indicies.size() * sizeof(unsigned int)), indicies.data());
Unbind();
}
ElementBuffer::~ElementBuffer() {
if (m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
void ElementBuffer::Bind() const {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ID);
}
void ElementBuffer::Unbind() const {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
} // namespace GL
} // namespace td

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#include <td/render/loader/WorldLoader.h>
#include <iostream>
#include <string.h>
#include <td/game/World.h>
namespace td {
namespace render {
namespace WorldLoader {
const static int POSITION_VERTEX_SIZE = 3;
// const static int TEXTURE_VERTEX_SIZE = 2;
GL::VertexArray LoadWorldModel(const td::game::World* world) {
std::vector<float> positions;
std::vector<float> colors;
for (const auto& [coords, chunk] : world->GetChunks()) {
std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth;
std::int32_t chunkY = coords.y * td::game::Chunk::ChunkHeight;
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
td::game::TileIndex tileIndex = chunk->GetTileIndex(tileNumber);
td::game::TilePtr tile = world->GetTilePtr(tileIndex);
if (!tile)
continue;
positions.insert(
positions.end(), {static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY),
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY + 1)});
const td::Color* tileColor = world->GetTileColor(tile);
for (int i = 0; i < 6; i++) {
int color = 255;
color |= tileColor->r << 24;
color |= tileColor->g << 16;
color |= tileColor->b << 8;
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
}
}
}
}
for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
const game::Spawn& spawn = world->GetTeam(TeamColor(spawnColor)).GetSpawn();
float fromX = spawn.GetTopLeft().GetX(), toX = spawn.GetBottomRight().GetX();
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
positions.insert(positions.end(), {fromX, 0, fromY, fromX, 0, toY, toX, 0, fromY, fromX, 0, toY, toX, 0, toY, toX, 0, fromY});
for (int i = 0; i < 6; i++) {
int color = 255;
color |= world->GetSpawnColor(TeamColor(spawnColor)).r << 24;
color |= world->GetSpawnColor(TeamColor(spawnColor)).g << 16;
color |= world->GetSpawnColor(TeamColor(spawnColor)).b << 8;
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
}
}
for (int castleColor = 0; castleColor < 2; castleColor++) {
const game::TeamCastle& castle = world->GetTeam(TeamColor(castleColor)).GetCastle();
float fromX = castle.GetTopLeft().GetX(), toX = castle.GetBottomRight().GetX();
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
positions.insert(positions.end(), {fromX, 0, fromY, fromX, 0, toY, toX, 0, fromY, fromX, 0, toY, toX, 0, toY, toX, 0, fromY});
for (int i = 0; i < 6; i++) {
int color = 255;
color |= world->GetSpawnColor(TeamColor(castleColor)).r << 24;
color |= world->GetSpawnColor(TeamColor(castleColor)).g << 16;
color |= world->GetSpawnColor(TeamColor(castleColor)).b << 8;
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
}
}
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.AddVertexAttribPointer(1, 1, 0);
std::vector<unsigned int> indexes(positions.size() / 3, 0);
for (size_t i = 0; i < indexes.size(); i++) {
indexes[i] = i + 1;
}
GL::ElementBuffer indexVBO(indexes);
GL::VertexArray worldVao(std::move(indexVBO)); // each pos = 3 vertecies
worldVao.Bind();
worldVao.BindVertexBuffer(std::move(positionVBO));
worldVao.BindVertexBuffer(std::move(colorVBO));
worldVao.Unbind();
return worldVao;
}
GL::VertexArray LoadTileSelectModel() {
std::vector<float> positions = {
-0.5f,
-0.5f,
-1.0f,
0.5f,
-0.5f,
-1.0f,
0.0f,
0.5f,
-1.0f,
1,
.01,
1,
0,
.01,
1,
0,
1,
1,
};
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
float colorFloat;
memcpy(reinterpret_cast<std::uint8_t*>(&colorFloat), &color, sizeof(float));
std::vector<float> colors(6, colorFloat);
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.AddVertexAttribPointer(1, 1, 0);
std::vector<unsigned int> indexes(positions.size() / 3, 0);
// for (size_t i = 0; i < indexes.size(); i++) {
// indexes[i] = i + 1;
// }
GL::ElementBuffer indexVBO(indexes);
GL::VertexArray tileSelectVao(std::move(indexVBO));
tileSelectVao.Bind();
tileSelectVao.BindVertexBuffer(std::move(positionVBO));
tileSelectVao.BindVertexBuffer(std::move(colorVBO));
tileSelectVao.Unbind();
return tileSelectVao;
}
RenderData LoadTowerModel(const game::TowerPtr& tower) {
RenderData renderData;
float towerX, towerDX;
float towerY, towerDY;
if (tower->GetSize() == game::TowerSize::Little) {
towerX = tower->GetCenterX() - 1.5f;
towerDX = tower->GetCenterX() + 1.5f;
towerY = tower->GetCenterY() - 1.5f;
towerDY = tower->GetCenterY() + 1.5f;
} else {
towerX = tower->GetCenterX() - 2.5f;
towerDX = tower->GetCenterX() + 2.5f;
towerY = tower->GetCenterY() - 2.5f;
towerDY = tower->GetCenterY() + 2.5f;
}
std::vector<float> positions = {towerDX, 0.001, towerY, towerX, 0.001, towerY, towerX, 0.001, towerDY, towerDX, 0.001, towerY,
towerX, 0.001, towerDY, towerDX, 0.001, towerDY};
renderData.positions = positions;
std::uint8_t towerType = static_cast<std::uint8_t>(tower->GetType());
std::uint8_t r = 10 * towerType + 40, g = 5 * towerType + 30, b = 10 * towerType + 20;
float colorFloat;
int color = r << 24 | g << 16 | b << 8 | 255;
memcpy(&colorFloat, &color, sizeof(int));
std::vector<float> colors(6, colorFloat);
renderData.colors = colors;
return renderData;
}
GL::VertexArray LoadMobModel() {
std::vector<float> positions = {
-0.5, 0, -0.5,
-0.5, 0, 0.5,
0.5, 0, -0.5,
0.5, 0, -0.5,
-0.5, 0, 0.5,
0.5, 0, 0.5
};
std::vector<unsigned int> indexes(positions.size() / 3, 0);
// for (size_t i = 0; i < indexes.size(); i++) {
// indexes[i] = i + 1;
// }
GL::ElementBuffer indexVBO(indexes);
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
GL::VertexArray mobVao(std::move(indexVBO)); // each pos = 1 color
mobVao.Bind();
mobVao.BindVertexBuffer(std::move(positionVBO));
mobVao.Unbind();
return mobVao;
}
} // namespace WorldLoader
} // namespace render
} // namespace td

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#include <td/render/renderer/EntityRenderer.h>
#include <td/render/loader/WorldLoader.h>
namespace td {
namespace render {
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
m_Shader->Start();
m_Shader->SetColorEffect({1, 0, 1});
}
EntityRenderer::~EntityRenderer() {}
void EntityRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& mob : m_World.GetMobList()) {
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
m_Shader->SetModelPos({x, 1, z});
Renderer::Render(*m_EntityVao);
}
}
} // namespace render
} // namespace td

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#include <td/render/renderer/TowerRenderer.h>
#include <td/render/loader/WorldLoader.h>
namespace td {
namespace render {
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
m_Shader->Start();
m_Shader->SetColorEffect({0, 0, 1});
}
TowerRenderer::~TowerRenderer() {}
void TowerRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& tower : m_World.GetTowers()) {
m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
Renderer::Render(*m_EntityVao);
}
}
} // namespace render
} // namespace td

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#include <td/render/renderer/WorldRenderer.h>
#include <td/render/loader/WorldLoader.h>
#include <imgui.h>
namespace td {
namespace render {
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera) {
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(&a_World));
}
WorldRenderer::~WorldRenderer() {}
void WorldRenderer::Render(float a_Lerp) {
m_Shader->Start();
Renderer::Render(*m_WorldVao);
ImGui::ShowDemoWindow();
}
} // namespace render
} // namespace td

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#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace shader {
void CameraShaderProgram::SetProjectionMatrix(const Mat4f& proj) const {
LoadMat4(m_LocationProjection, proj);
}
void CameraShaderProgram::SetViewMatrix(const Mat4f& view) const {
LoadMat4(m_LocationView, view);
}
void CameraShaderProgram::GetAllUniformLocation() {
m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
}
} // namespace shader
} // namespace td

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#include <td/render/shader/EntityShader.h>
namespace td {
namespace shader {
// TODO: update ES shaders
#ifdef __ANDROID__
static const char vertexSource[] =
R"(#version 300 es
precision mediump float;
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 modelPosition;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
}
)";
static const char fragmentSource[] =
R"(#version 300 es
precision mediump float;
flat in int pass_color;
out vec4 out_color;
uniform vec3 ColorEffect;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
out_color = vec4(intermediate_color, a);
}
)";
#else
static const char vertexSource[] = R"(
#version 330
layout(location = 0) in vec3 position;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 modelPosition;
void main(void){
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
}
)";
static const char fragmentSource[] = R"(
#version 330
out vec4 out_color;
uniform vec3 ColorEffect;
void main(void){
vec4 color = vec4(ColorEffect, 1.0);
if (color.a <= 0.1)
discard;
out_color = color;
}
)";
#endif
EntityShader::EntityShader() : CameraShaderProgram() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
void EntityShader::GetAllUniformLocation() {
CameraShaderProgram::GetAllUniformLocation();
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
}
void EntityShader::SetColorEffect(const Vec3f& color) {
LoadVector(m_LocationColorEffect, color);
}
void EntityShader::SetModelPos(const Vec3f& pos) const {
LoadVector(m_LocationPosition, pos);
}
} // namespace shader
} // namespace td

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/*
* ShaderProgram.cpp
*
* Created on: 31 janv. 2020
* Author: simon
*/
#include <td/render/shader/ShaderProgram.h>
#include <td/misc/Log.h>
#include <td/misc/Format.h>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
namespace td {
namespace shader {
ShaderProgram::ShaderProgram() :
m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
}
ShaderProgram::~ShaderProgram() {
CleanUp();
}
void ShaderProgram::Start() const {
glUseProgram(m_ProgramID);
}
void ShaderProgram::Stop() const {
glUseProgram(0);
}
int ShaderProgram::GetUniformLocation(const std::string& uniformName) const {
const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
if (location == -1) {
utils::LOGD(utils::Format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
}
return location;
}
void ShaderProgram::LoadFloat(unsigned int location, float value) const {
glUniform1f(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadInt(unsigned int location, int value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadVector(unsigned int location,
const Vec2f& vector) const {
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
}
void ShaderProgram::LoadVector(unsigned int location,
const Vec3f& vector) const {
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
}
void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadMat4(unsigned int location, const Mat4f& mat) const {
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat));
}
void ShaderProgram::CleanUp() const {
Stop();
glDetachShader(m_ProgramID, m_VertexShaderID);
glDetachShader(m_ProgramID, m_FragmentShaderID);
glDeleteShader(m_VertexShaderID);
glDeleteShader(m_FragmentShaderID);
glDeleteProgram(m_ProgramID);
}
void ShaderProgram::LoadProgramFile(const std::string& vertexFile,
const std::string& fragmentFile) {
m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertexShaderID);
glAttachShader(m_ProgramID, m_FragmentShaderID);
glLinkProgram(m_ProgramID);
glValidateProgram(m_ProgramID);
GetAllUniformLocation();
}
void ShaderProgram::LoadProgram(const std::string& vertexSource,
const std::string& fragmentSource) {
m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertexShaderID);
glAttachShader(m_ProgramID, m_FragmentShaderID);
glLinkProgram(m_ProgramID);
glValidateProgram(m_ProgramID);
GetAllUniformLocation();
}
unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
unsigned int shaderID = glCreateShader(type);
const char* c_str = source.c_str();
int* null = 0;
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
glCompileShader(shaderID);
GLint compilesuccessful;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
if (!compilesuccessful) {
GLsizei size;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
std::vector<char> shaderError(static_cast<std::size_t>(size));
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
utils::LOGE("Could not compile shader !");
utils::LOGE(shaderError.data());
utils::LOGD(utils::Format("\nShader source : \n"
"------------------------------------------------------------------------------------------------------------------------------------\n"
"%s\n"
"------------------------------------------------------------------------------------------------------------------------------------\n"
, source.c_str()));
}
return shaderID;
}
unsigned int ShaderProgram::LoadShaderFromFile(const std::string& file, GLenum type) {
std::stringstream stream;
std::ifstream fileStream(file);
if (fileStream) {
stream << fileStream.rdbuf();
} else {
return 0;
}
return LoadShader(stream.str(), type);
}
} // namespace shader
} // namespace td

View File

@@ -0,0 +1,89 @@
#include <td/render/shader/WorldShader.h>
namespace td {
namespace shader {
// TODO: GLES Shaders
#ifdef __ANDROID__
static const char vertexSource[] =
R"(#version 300 es
precision mediump float;
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}
)";
static const char fragmentSource[] =
R"(#version 300 es
precision mediump float;
flat in int pass_color;
out vec4 out_color;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
out_color = vec4(r, g, b, a);
}
)";
#else
static const char vertexSource[] = R"(
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}
)";
static const char fragmentSource[] = R"(
#version 330
flat in int pass_color;
out vec4 out_color;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
out_color = vec4(r, g, b, a);
}
)";
#endif
WorldShader::WorldShader() : CameraShaderProgram() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
} // namespace shader
} // namespace td

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@@ -0,0 +1,95 @@
#include <td/simulation/ClientSimulation.h>
#include <chrono>
namespace td {
namespace sim {
const protocol::LockStep ClientSimulation::EMPTY_LOCKSTEP;
std::uint64_t GetTime() {
return static_cast<std::uint64_t>(
std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock().now().time_since_epoch()).count());
}
ClientSimulation::ClientSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime) :
m_StepTime(a_StepTime),
m_World(a_World),
m_CurrentTime(0),
m_LastTime(GetTime()),
m_CurrentStep(0),
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
m_LastValidStep(0) {
m_History.reserve(a_History.size());
for (auto&& lockstep : a_History) {
m_History.emplace_back(std::move(lockstep));
}
Step();
}
ClientSimulation::ClientSimulation(game::World& a_World, std::uint64_t a_StepTime) :
m_StepTime(a_StepTime),
m_World(a_World),
m_History(std::numeric_limits<std::uint16_t>::max()),
m_CurrentTime(0),
m_LastTime(GetTime()),
m_CurrentStep(0),
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
m_LastValidStep(0) {
Step();
}
float ClientSimulation::Update() {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
m_CurrentTime += GetTime() - m_LastTime;
m_LastTime = GetTime();
if (m_CurrentTime > m_StepTime) {
Step();
m_CurrentTime -= m_StepTime;
}
return (float)m_CurrentTime / (float)m_StepTime;
}
void ClientSimulation::Step() {
const auto& step = m_History[m_CurrentStep];
if (step.has_value()) {
m_LastSnapshot = m_World.Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
m_LastValidStep = m_CurrentStep;
} else {
m_World.Tick(EMPTY_LOCKSTEP, FpFloat(m_StepTime) / FpFloat(1000));
}
m_CurrentStep++;
}
void ClientSimulation::Handle(const protocol::packets::LockStepsPacket& a_LockSteps) {
const auto& steps = a_LockSteps->m_LockSteps;
for (std::size_t i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
m_History[a_LockSteps->m_FirstFrameNumber + i] = steps[i];
}
FastReplay();
}
void ClientSimulation::Handle(const protocol::packets::PredictCommandPacket& a_Predict) {
}
void ClientSimulation::FastForward(std::size_t a_Count) {
for (std::size_t i = 0; i < a_Count; i++) {
Step();
}
}
void ClientSimulation::FastReplay() {
if (m_LastValidStep >= m_CurrentStep)
return;
m_World.ResetSnapshots(m_LastSnapshot, m_LastSnapshot);
const std::size_t stepCount = m_CurrentStep - m_LastValidStep;
m_CurrentStep = m_LastValidStep;
FastForward(stepCount);
}
} // namespace sim
} // namespace td

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@@ -0,0 +1,35 @@
#include <td/simulation/CommandApply.h>
namespace td {
namespace sim {
CommandApply::CommandApply(const game::World& a_World, WorldSnapshot& a_Snapshot) : m_World(a_World), m_Snapshot(a_Snapshot) {}
void CommandApply::Handle(const protocol::commands::EndCommand& a_End) {
(void) m_World;
}
void CommandApply::Handle(const protocol::commands::PlaceTowerCommand& a_PlaceTower) {
static game::TowerFactory factory;
auto tower = std::shared_ptr<game::Tower>(factory.CreateMessage(*a_PlaceTower->m_Type).release());
tower->m_Builder = *a_PlaceTower->m_Placer;
tower->SetCenter(utils::shape::Point(a_PlaceTower->m_Position.x, a_PlaceTower->m_Position.y));
m_Snapshot.m_Towers.push_back(tower);
}
void CommandApply::Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJoin) {}
void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
auto zombie = std::make_shared<game::Zombie>();
zombie->m_Position = a_SpawnTroop->m_Position;
m_Snapshot.m_Mobs.push_back(zombie);
}
void CommandApply::Handle(const protocol::commands::TeamChangeCommand& a_TeamChange) {}
void CommandApply::Handle(const protocol::commands::UpgradeTowerCommand& a_UpgradeTower) {}
void CommandApply::Handle(const protocol::commands::UseItemCommand& a_UseItem) {}
} // namespace sim
} // namespace td

View File

@@ -1,4 +1,4 @@
#include <td/game/GameHistory.h>
#include <td/simulation/GameHistory.h>
namespace td {
namespace game {
@@ -17,19 +17,19 @@ bool GameHistory::HasLockStep(HistorySizeType a_Index) const {
return m_History[a_Index].has_value();
}
void GameHistory::FromPacket(td::protocol::pdata::LockSteps&& a_Steps) {
void GameHistory::FromPacket(protocol::pdata::LockSteps&& a_Steps) {
for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
protocol::LockStep& step = a_Steps.m_LockSteps[i];
SetLockStep(i + a_Steps.m_FirstFrameNumber, std::move(step));
}
}
td::protocol::packets::LockSteps GameHistory::ToPacket(HistorySizeType a_StartIndex) {
protocol::packets::LockStepsPacket GameHistory::ToPacket(HistorySizeType a_StartIndex) {
std::array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps;
for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
steps[i] = GetLockStep(a_StartIndex + i);
}
return {{a_StartIndex, std::move(steps)}};
return {a_StartIndex, std::move(steps)};
}
} // namespace game

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@@ -0,0 +1,53 @@
#include <td/simulation/WorldTicker.h>
#include <td/simulation/system/EntityMove.h>
#include <td/simulation/CommandApply.h>
namespace td {
namespace sim {
WorldTicker::WorldTicker() {
AddSystem<EntityMove>();
}
WorldSnapshot WorldTicker::NextStep(
const game::World& a_World, WorldSnapshot& a_PreviousState, const protocol::LockStep& a_LockStep, FpFloat a_Delta) {
WorldSnapshot next = CreateNext(a_PreviousState);
Tick(a_World, next, a_Delta);
ApplySteps(a_World, next, a_LockStep);
return next;
}
void WorldTicker::ApplySteps(const game::World& a_World, WorldSnapshot& a_State, const protocol::LockStep& a_LockStep) {
CommandApply cmdHandler(a_World, a_State);
for (const auto& cmd : a_LockStep) {
cmd->Dispatch(cmdHandler);
}
}
void WorldTicker::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
for (const auto& system : m_Systems) {
system->Tick(a_World, a_State, a_Delta);
}
}
WorldSnapshot WorldTicker::CreateNext(WorldSnapshot& a_PreviousState) {
static game::MobFactory mobFactory;
WorldSnapshot next {
.m_Towers = a_PreviousState.m_Towers,
.m_Teams = a_PreviousState.m_Teams
};
next.m_Mobs.reserve(a_PreviousState.m_Mobs.size());
// creating a "linked list" of mobs between steps
for (auto& mob : a_PreviousState.m_Mobs) {
game::MobPtr newMob = std::shared_ptr<game::Mob>(mobFactory.CreateMessage(mob->GetId()).release());
*newMob = *mob;
mob->m_Next = newMob;
next.m_Mobs.push_back(newMob);
}
return next;
}
} // namespace sim
} // namespace td

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@@ -0,0 +1,13 @@
#include <td/simulation/system/EntityMove.h>
namespace td {
namespace sim {
void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
for (auto& mob : a_State.m_Mobs) {
mob->m_Position.x += a_Delta;
}
}
} // namespace sim
} // namespace td

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@@ -1,17 +0,0 @@
#include <td/protocol/command/CommandFactory.h>
#include <td/misc/Test.h>
static int Test() {
for (std::size_t i = 0; i < static_cast<int>(td::protocol::CommandType::COMMAND_COUNT); i++) {
td::protocol::CommandType commandType = td::protocol::CommandType(i);
if (td::protocol::CommandFactory::CreateReadOnlyCommand(commandType)->GetType() != commandType)
return TD_TEST_FAILED;
}
return TD_TEST_SUCCESSFUL;
}
int main() {
return Test();
}

View File

@@ -1,93 +0,0 @@
#include <td/protocol/command/CommandSerializer.h>
#include <td/misc/Test.h>
#include <td/protocol/command/CommandFactory.h>
namespace tp = td::protocol;
class Comparator {
public:
bool operator()(const tp::cdata::End& left, const tp::cdata::End& right) {
return true;
}
bool operator()(const tp::cdata::PlaceTower& left, const tp::cdata::PlaceTower& right) {
return left.m_Placer == right.m_Placer && left.m_Position.x == right.m_Position.x && left.m_Position.y == right.m_Position.y &&
left.m_Type == right.m_Type;
}
bool operator()(const tp::cdata::PlayerJoin& left, const tp::cdata::PlayerJoin& right) {
return left.m_ID == right.m_ID && left.m_Name == right.m_Name;
}
bool operator()(const tp::cdata::SpawnTroop& left, const tp::cdata::SpawnTroop& right) {
return left.m_Level == right.m_Level && left.m_Position.x == right.m_Position.x && left.m_Position.y == right.m_Position.y &&
left.m_Sender == right.m_Sender && left.m_Type == right.m_Type;
}
bool operator()(const tp::cdata::TeamChange& left, const tp::cdata::TeamChange& right) {
return left.m_NewTeam == right.m_NewTeam && left.m_Player == right.m_Player;
}
bool operator()(const tp::cdata::UpgradeTower& left, const tp::cdata::UpgradeTower& right) {
return left.m_Tower == right.m_Tower && left.m_Upgrade == right.m_Upgrade;
}
bool operator()(const tp::cdata::UseItem& left, const tp::cdata::UseItem& right) {
return left.m_Item == right.m_Item && left.m_Position.x == right.m_Position.x && left.m_Position.y == right.m_Position.y &&
left.m_User == right.m_User;
}
};
template <typename Command_T, typename Command_Data_T = typename Command_T::CommandDataType>
static int TestCommand(const Command_T& command) {
td::DataBuffer buffer = tp::CommandSerializer::Serialize(command);
auto abstractCommand = tp::CommandSerializer::Deserialize(buffer);
td_test_assert(abstractCommand);
Command_T* command2 = dynamic_cast<Command_T*>(abstractCommand.get());
td_test_assert(command2);
td_test_assert(command.GetType() == command2->GetType());
return Comparator{}(command.m_Data, command2->m_Data);
}
#define DeclareCommand(Command, ...) td_test_assert(TestCommand<tp::commands::Command>({}));
static int TestAllCommands() {
td_test_assert(TestCommand<tp::commands::End>({}));
td_test_assert(TestCommand<tp::commands::PlaceTower>({tp::cdata::PlaceTower{
td::TowerType::Necromancer,
8,
td::TowerCoords{-50, 69},
}}));
td_test_assert(TestCommand<tp::commands::PlayerJoin>({tp::cdata::PlayerJoin{
4,
"Persson",
}}));
td_test_assert(TestCommand<tp::commands::SpawnTroop>({tp::cdata::SpawnTroop{
td::EntityType::Blaze,
4,
td::EntityCoords{td::FpFloat{54}, td::FpFloat{58}},
2,
}}));
td_test_assert(TestCommand<tp::commands::TeamChange>({tp::cdata::TeamChange{
7,
td::Team::Red,
}}));
td_test_assert(TestCommand<tp::commands::UpgradeTower>({tp::cdata::UpgradeTower{
69,
3,
}}));
td_test_assert(TestCommand<tp::commands::UseItem>({tp::cdata::UseItem{
td::ShopItem::Freeze,
5,
td::EntityCoords{td::FpFloat{24}, td::FpFloat{-69}},
}}));
DeclareAllCommand()
return TD_TEST_SUCCESSFUL;
}
int main() {
return TestAllCommands();
}

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@@ -1,17 +0,0 @@
#include <td/protocol/packet/PacketFactory.h>
#include <td/misc/Test.h>
static int Test() {
for (std::size_t i = 0; i < static_cast<int>(td::protocol::PacketType::PACKET_COUNT); i++) {
td::protocol::PacketType packetType = td::protocol::PacketType(i);
if (td::protocol::PacketFactory::CreateReadOnlyPacket(packetType)->GetType() != packetType)
return TD_TEST_FAILED;
}
return TD_TEST_SUCCESSFUL;
}
int main() {
return Test();
}

View File

@@ -1,36 +0,0 @@
#include <td/protocol/packet/PacketSerializer.h>
#include <td/misc/Test.h>
#include <td/protocol/packet/PacketFactory.h>
namespace tp = td::protocol;
template <typename Packet_T, typename Packet_Data_T = typename Packet_T::PacketDataType>
static int TestPacket() {
Packet_T packet;
td::DataBuffer buffer = tp::PacketSerializer::Serialize(packet);
auto abstractPacket = tp::PacketSerializer::Deserialize(buffer);
td_test_assert(abstractPacket);
Packet_T* packet2 = dynamic_cast<Packet_T*>(abstractPacket.get());
td_test_assert(packet2);
td_test_assert(packet.GetType() == packet2->GetType());
return std::memcmp(&packet.m_Data, &packet2->m_Data, sizeof(Packet_Data_T));
}
#define DeclarePacket(Packet, ...) TestPacket<tp::packets::Packet>();
static int TestAllPackets() {
DeclareAllPacket()
return TD_TEST_SUCCESSFUL;
}
int main() {
return TestAllPackets();
}

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@@ -1,13 +1,26 @@
add_rules("mode.debug", "mode.release")
add_requires("fpm")
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
add_requires("splib 2.3.0", "zlib")
add_requires("libsdl3 3.2.16", "glew", "fpm", "enet6")
set_languages("c++17")
set_warnings("all")
if is_mode("release") then
set_warnings("all", "error")
end
target("Tower-Defense2")
add_includedirs("include", {public = true})
set_kind("static")
set_kind("binary")
add_files("src/**.cpp")
add_packages("fpm", {public = true})
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
set_rundir(".")
add_defines("TD_GL_LOADER_GLEW")
@@ -25,72 +38,3 @@ for _, file in ipairs(os.files("test/**.cpp")) do
add_tests("compile_and_run")
end
--
-- If you want to known more usage about xmake, please see https://xmake.io
--
-- ## FAQ
--
-- You can enter the project directory firstly before building project.
--
-- $ cd projectdir
--
-- 1. How to build project?
--
-- $ xmake
--
-- 2. How to configure project?
--
-- $ xmake f -p [macosx|linux|iphoneos ..] -a [x86_64|i386|arm64 ..] -m [debug|release]
--
-- 3. Where is the build output directory?
--
-- The default output directory is `./build` and you can configure the output directory.
--
-- $ xmake f -o outputdir
-- $ xmake
--
-- 4. How to run and debug target after building project?
--
-- $ xmake run [targetname]
-- $ xmake run -d [targetname]
--
-- 5. How to install target to the system directory or other output directory?
--
-- $ xmake install
-- $ xmake install -o installdir
--
-- 6. Add some frequently-used compilation flags in xmake.lua
--
-- @code
-- -- add debug and release modes
-- add_rules("mode.debug", "mode.release")
--
-- -- add macro definition
-- add_defines("NDEBUG", "_GNU_SOURCE=1")
--
-- -- set warning all as error
-- set_warnings("all", "error")
--
-- -- set language: c99, c++11
-- set_languages("c99", "c++11")
--
-- -- set optimization: none, faster, fastest, smallest
-- set_optimize("fastest")
--
-- -- add include search directories
-- add_includedirs("/usr/include", "/usr/local/include")
--
-- -- add link libraries and search directories
-- add_links("tbox")
-- add_linkdirs("/usr/local/lib", "/usr/lib")
--
-- -- add system link libraries
-- add_syslinks("z", "pthread")
--
-- -- add compilation and link flags
-- add_cxflags("-stdnolib", "-fno-strict-aliasing")
-- add_ldflags("-L/usr/local/lib", "-lpthread", {force = true})
--
-- @endcode
--