#include #include namespace td { namespace server { GameStateHandler::GameStateHandler(GameState& a_GameState, PlayerID a_PlayerId) : m_GameState(a_GameState), m_PlayerId(a_PlayerId) {} // TODO: redo this void GameStateHandler::Handle(const protocol::packets::SpawnTroopPacket& a_Packet) { static const EntityCoords DEFAULT_POS(td::FpFloat(77), td::FpFloat(13)); td::protocol::commands::SpawnTroopCommand spawn(*a_Packet->m_Type, *a_Packet->m_Level, DEFAULT_POS, m_PlayerId); m_GameState.m_Simulation.Handle(spawn); } // TODO: and this void GameStateHandler::Handle(const protocol::packets::PlaceTowerPacket& a_Packet) { td::protocol::commands::PlaceTowerCommand place(a_Packet->m_Type, m_PlayerId, a_Packet->m_Position); m_GameState.m_Simulation.Handle(place); } } // namespace server } // namespace td