added npc
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629c9ba7b1
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5df2216da6
@ -10,13 +10,14 @@ namespace ZL {
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void LocalClient::Connect(const std::string& host, uint16_t port) {
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generateBoxes();
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initializeNPCs();
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lastUpdateMs = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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}
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void LocalClient::generateBoxes() {
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serverBoxes.clear();
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std::random_device rd;
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std::mt19937 gen(rd());
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@ -64,20 +65,101 @@ namespace ZL {
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std::cout << "LocalClient: Generated " << serverBoxes.size() << " boxes\n";
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}
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Eigen::Vector3f LocalClient::generateRandomPosition() {
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_real_distribution<> distrib(-50.0, 50.0);
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return Eigen::Vector3f(
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen) + 45000.0f
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);
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}
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void LocalClient::initializeNPCs() {
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npcs.clear();
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for (int i = 0; i < 3; ++i) {
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LocalNPC npc;
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npc.id = 100 + i;
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npc.speed = 20.0f + (i * 5.0f);
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npc.currentState.id = npc.id;
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npc.currentState.position = generateRandomPosition();
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npc.currentState.rotation = Eigen::Matrix3f::Identity();
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npc.currentState.velocity = npc.speed;
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npc.targetPosition = generateRandomPosition();
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npc.lastStateUpdateMs = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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npc.stateHistory.add_state(npc.currentState);
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npcs.push_back(npc);
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std::cout << "LocalClient: Created NPC with id=" << npc.id
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<< " at pos (" << npc.currentState.position.x() << ", "
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<< npc.currentState.position.y() << ", "
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<< npc.currentState.position.z() << ")" << std::endl;
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}
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}
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void LocalClient::updateNPCs() {
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auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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for (auto& npc : npcs) {
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uint64_t deltaMs = now_ms - npc.lastStateUpdateMs;
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float dt = deltaMs / 1000.0f;
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npc.lastStateUpdateMs = now_ms;
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Eigen::Vector3f direction = npc.targetPosition - npc.currentState.position;
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float distance = direction.norm();
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if (distance < 5.0f) {
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npc.targetPosition = generateRandomPosition();
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direction = npc.targetPosition - npc.currentState.position;
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distance = direction.norm();
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}
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if (distance > 0.001f) {
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direction.normalize();
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npc.currentState.position += direction * npc.speed * dt;
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npc.currentState.velocity = npc.speed;
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Eigen::Vector3f localForward(0.0f, 0.0f, -1.0f);
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Eigen::Vector3f worldForward = direction;
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Eigen::Vector3f cross = localForward.cross(worldForward);
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float dot = localForward.dot(worldForward);
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if (cross.norm() > 0.001f) {
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float angle = std::atan2(cross.norm(), dot);
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cross.normalize();
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Eigen::AngleAxisf aa(angle * 0.05f, cross);
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npc.currentState.rotation = npc.currentState.rotation * aa.toRotationMatrix();
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}
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}
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npc.currentState.lastUpdateServerTime = std::chrono::system_clock::time_point(
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std::chrono::milliseconds(now_ms));
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npc.stateHistory.add_state(npc.currentState);
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}
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}
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void LocalClient::Poll() {
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updatePhysics();
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updateNPCs();
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checkCollisions();
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}
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void LocalClient::updatePhysics() {
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auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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if (lastUpdateMs == 0) {
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lastUpdateMs = now_ms;
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return;
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}
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uint64_t deltaMs = now_ms - lastUpdateMs;
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float dt = deltaMs / 1000.0f;
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lastUpdateMs = now_ms;
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@ -147,7 +229,7 @@ namespace ZL {
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std::cout << "LocalClient: Box " << boxIdx << " destroyed by projectile from player "
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<< projectiles[projIdx].shooterId << std::endl;
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if (std::find(projIndicesToRemove.begin(), projIndicesToRemove.end(), (int)projIdx)
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if (std::find(projIndicesToRemove.begin(), projIndicesToRemove.end(), (int)projIdx)
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== projIndicesToRemove.end()) {
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projIndicesToRemove.push_back(static_cast<int>(projIdx));
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}
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@ -198,7 +280,7 @@ namespace ZL {
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tokens.push_back(token);
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}
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return tokens;
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}(message, ':');
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}(message, ':');
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if (parts.empty()) return;
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@ -252,8 +334,8 @@ namespace ZL {
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pinfo.velocity = velocity;
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pendingProjectiles.push_back(pinfo);
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std::cout << "LocalClient: Created projectile at pos (" << shotPos.x() << ", "
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<< shotPos.y() << ", " << shotPos.z() << ") vel (" << pr.vel.x() << ", "
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std::cout << "LocalClient: Created projectile at pos (" << shotPos.x() << ", "
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<< shotPos.y() << ", " << shotPos.z() << ") vel (" << pr.vel.x() << ", "
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<< pr.vel.y() << ", " << pr.vel.z() << ")" << std::endl;
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}
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}
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@ -265,6 +347,14 @@ namespace ZL {
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return result;
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}
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std::unordered_map<int, ClientStateInterval> LocalClient::getRemotePlayers() {
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std::unordered_map<int, ClientStateInterval> result;
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for (const auto& npc : npcs) {
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result[npc.id] = npc.stateHistory;
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}
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return result;
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}
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std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> LocalClient::getServerBoxes() {
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std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> result;
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for (const auto& box : serverBoxes) {
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@ -9,67 +9,79 @@
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namespace ZL {
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struct LocalServerBox {
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Eigen::Vector3f position;
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Eigen::Matrix3f rotation;
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float collisionRadius = 2.0f;
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bool destroyed = false;
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};
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struct LocalServerBox {
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Eigen::Vector3f position;
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Eigen::Matrix3f rotation;
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float collisionRadius = 2.0f;
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bool destroyed = false;
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};
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struct LocalProjectile {
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int shooterId = -1;
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uint64_t spawnMs = 0;
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Eigen::Vector3f pos;
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Eigen::Vector3f vel;
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float lifeMs = 5000.0f;
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};
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struct LocalProjectile {
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int shooterId = -1;
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uint64_t spawnMs = 0;
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Eigen::Vector3f pos;
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Eigen::Vector3f vel;
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float lifeMs = 5000.0f;
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};
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class LocalClient : public INetworkClient {
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private:
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std::queue<std::string> messageQueue;
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std::vector<LocalServerBox> serverBoxes;
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std::vector<LocalProjectile> projectiles;
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std::vector<ProjectileInfo> pendingProjectiles;
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std::vector<DeathInfo> pendingDeaths;
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std::vector<BoxDestroyedInfo> pendingBoxDestructions;
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std::vector<int> pendingRespawns;
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struct LocalNPC {
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int id = -1;
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ClientState currentState;
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ClientStateInterval stateHistory;
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Eigen::Vector3f targetPosition;
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float speed = 30.0f;
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uint64_t lastStateUpdateMs = 0;
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};
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uint64_t lastUpdateMs = 0;
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ClientState localPlayerState;
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bool hasLocalPlayerState = false;
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class LocalClient : public INetworkClient {
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private:
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std::queue<std::string> messageQueue;
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std::vector<LocalServerBox> serverBoxes;
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std::vector<LocalProjectile> projectiles;
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std::vector<ProjectileInfo> pendingProjectiles;
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std::vector<DeathInfo> pendingDeaths;
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std::vector<BoxDestroyedInfo> pendingBoxDestructions;
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std::vector<int> pendingRespawns;
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uint64_t lastUpdateMs = 0;
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ClientState localPlayerState;
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bool hasLocalPlayerState = false;
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std::vector<LocalNPC> npcs;
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void updatePhysics();
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void checkCollisions();
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void generateBoxes();
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void initializeNPCs();
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void updateNPCs();
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Eigen::Vector3f generateRandomPosition();
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public:
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void Connect(const std::string& host, uint16_t port) override;
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void updatePhysics();
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void checkCollisions();
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void generateBoxes();
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void Poll() override;
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public:
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void Connect(const std::string& host, uint16_t port) override;
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void Send(const std::string& message) override;
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void Poll() override;
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bool IsConnected() const override { return true; }
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int GetClientId() const override { return 1; }
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std::vector<ProjectileInfo> getPendingProjectiles() override;
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void Send(const std::string& message) override;
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std::unordered_map<int, ClientStateInterval> getRemotePlayers() override;
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bool IsConnected() const override { return true; }
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int GetClientId() const override { return 1; }
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std::vector<ProjectileInfo> getPendingProjectiles() override;
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std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override;
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std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
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return std::unordered_map<int, ClientStateInterval>();
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}
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std::vector<DeathInfo> getPendingDeaths() override;
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std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override;
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std::vector<int> getPendingRespawns() override {
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return {};
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}
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std::vector<DeathInfo> getPendingDeaths() override;
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std::vector<BoxDestroyedInfo> getPendingBoxDestructions() override;
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std::vector<int> getPendingRespawns() override {
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return {};
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}
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std::vector<BoxDestroyedInfo> getPendingBoxDestructions() override;
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void setLocalPlayerState(const ClientState& state) {
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localPlayerState = state;
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hasLocalPlayerState = true;
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}
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};
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void setLocalPlayerState(const ClientState& state) {
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localPlayerState = state;
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hasLocalPlayerState = true;
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}
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};
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}
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