More multiplayer setup, possible android support
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@@ -1,6 +1,7 @@
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package io.anuke.mindustry.net;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.utils.IntArray;
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import com.badlogic.gdx.utils.IntMap;
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import com.badlogic.gdx.utils.ObjectMap;
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import io.anuke.mindustry.net.Streamable.StreamBegin;
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@@ -48,6 +49,11 @@ public class Net{
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server = false;
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active = false;
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}
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/**Returns a list of all connections IDs.*/
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public static IntArray getConnections(){
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return serverProvider.getConnections();
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}
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/**Send an object to all connected clients, or to the server if this is a client.*/
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public static void send(Object object, SendMode mode){
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@@ -182,6 +188,8 @@ public class Net{
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public void sendExcept(int id, Object object, SendMode mode);
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/**Close the server connection.*/
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public void close();
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/**Return all connected users.*/
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public IntArray getConnections();
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/**Register classes to be sent.*/
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public void register(Class<?>... types);
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}
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@@ -96,6 +96,6 @@ public class Packets {
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}
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public static class BlockUpdatePacket{
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public int health;
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public int health, position;
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}
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}
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@@ -29,6 +29,8 @@ public class Registrator {
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PathPacket.class,
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BulletPacket.class,
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EnemyDeathPacket.class,
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BlockUpdatePacket.class,
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BlockDestroyPacket.class,
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Class.class,
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byte[].class,
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@@ -1,9 +1,14 @@
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package io.anuke.mindustry.net;
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import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.entities.Player;
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import io.anuke.mindustry.entities.enemies.Enemy;
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import io.anuke.mindustry.graphics.Fx;
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import io.anuke.ucore.core.Effects;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.entities.Entity;
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import io.anuke.ucore.util.Angles;
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import io.anuke.ucore.util.Mathf;
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//TODO clean up this giant mess
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@@ -36,6 +41,11 @@ public interface Syncable {
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entity.set(i.target.x, i.target.y);
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}
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if(Vars.android && i.target.dst(entity.x, entity.y) > 2f && Timers.get(entity, "dashfx", 3)){
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Angles.translation(entity.angle + 180, 3f);
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Effects.effect(Fx.dashsmoke, entity.x + Angles.x(), entity.y + Angles.y());
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}
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entity.x = Mathf.lerpDelta(entity.x, i.target.x, 0.4f);
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entity.y = Mathf.lerpDelta(entity.y, i.target.y, 0.4f);
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entity.angle = Mathf.lerpAngDelta(entity.angle, i.targetrot, 0.6f);
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