mirror of
https://git.xeondev.com/LR/S.git
synced 2026-03-21 23:22:21 +01:00
feat(logic): introduce logic.Level
This commit is contained in:
@@ -123,7 +123,7 @@ pub fn process(
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.{ stream.socket.address, result.uid.view() },
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);
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world = logic.World.init(&session, assets, result.uid, player, gpa, io);
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world = logic.World.init(&session, assets, result.uid, player, io);
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receive_timeout = subsequent_request_timeout;
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logic.systems.triggerEvent(.{ .login = .{} }, &world.?, gpa) catch |err| switch (err) {
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@@ -5,3 +5,4 @@ pub const messaging = @import("logic/messaging.zig");
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pub const event = @import("logic/event.zig");
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pub const systems = @import("logic/systems.zig");
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pub const queries = @import("logic/queries.zig");
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pub const Level = @import("logic/Level.zig");
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136
gamesv/src/logic/Level.zig
Normal file
136
gamesv/src/logic/Level.zig
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@@ -0,0 +1,136 @@
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const Level = @This();
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const std = @import("std");
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pub const Object = @import("Level/Object.zig");
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const logic = @import("../logic.zig");
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const max_team_size = logic.Player.CharBag.Team.slots_count;
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const Allocator = std.mem.Allocator;
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const ArrayList = std.ArrayList;
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const MultiArrayList = std.MultiArrayList;
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const HashMap = std.AutoArrayHashMapUnmanaged;
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pub const init: Level = .{
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.object_id_map = .empty,
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.objects = .empty,
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.team_characters = @splat(.none),
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};
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object_id_map: HashMap(u64, u32),
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objects: MultiArrayList(Object),
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team_characters: [max_team_size]Object.NetID,
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pub const TeamIterator = struct {
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ids: []const Object.NetID,
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pub fn next(iterator: *TeamIterator) Object.NetID {
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while (iterator.ids.len != 0) {
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defer iterator.ids = iterator.ids[1..];
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if (iterator.ids[0] != .none) return iterator.ids[0];
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} else return .none;
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}
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};
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pub fn deinit(level: *Level, gpa: Allocator) void {
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level.object_id_map.deinit(gpa);
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level.objects.deinit(gpa);
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}
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pub fn team(level: *Level) TeamIterator {
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return .{ .ids = &level.team_characters };
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}
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pub fn countTeamMembers(level: *Level) usize {
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var count: usize = 0;
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for (level.team_characters) |id| {
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if (id != .none) count += 1;
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}
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return count;
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}
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pub const SpawnParams = struct {
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template_id: i32,
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position: Object.Vector,
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rotation: Object.Vector,
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hp: f64,
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};
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pub const ExtraSpawnParams = union(enum) {
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character: struct {
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level: i32,
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char_index: logic.Player.CharBag.CharIndex,
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},
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};
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pub const SpawnError = Allocator.Error;
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pub fn spawn(
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level: *Level,
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gpa: Allocator,
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common_params: SpawnParams,
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extra_params: ExtraSpawnParams,
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) SpawnError!Object.Handle {
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const index = try level.objects.addOne(gpa);
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errdefer level.objects.swapRemove(index);
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const net_id = switch (extra_params) {
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.character => |params| blk: {
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const object_id = params.char_index.objectId();
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const team_slot_index = level.countTeamMembers();
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std.debug.assert(team_slot_index < max_team_size); // Forgot to remove previous characters?
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level.team_characters[team_slot_index] = @enumFromInt(object_id);
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break :blk object_id;
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},
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};
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try level.object_id_map.put(gpa, net_id, @intCast(index));
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errdefer comptime unreachable;
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level.objects.set(index, .{
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.net_id = @enumFromInt(net_id),
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.template_id = common_params.template_id,
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.position = common_params.position,
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.rotation = common_params.rotation,
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.hp = common_params.hp,
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.extra = switch (extra_params) {
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.character => |extra| .{ .character = .{
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.level = extra.level,
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.char_index = extra.char_index,
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} },
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},
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});
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return @enumFromInt(index);
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}
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pub fn despawn(level: *Level, handle: Object.Handle) void {
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const index = @intFromEnum(handle);
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const prev_net_id = level.objects.items(.net_id)[index];
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for (level.team_characters, 0..) |id, i| if (prev_net_id == id) {
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level.team_characters[i] = .none;
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};
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_ = level.object_id_map.swapRemove(@intFromEnum(prev_net_id));
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level.objects.swapRemove(index);
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if (index < level.objects.len) {
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const net_id = level.objects.items(.net_id)[index];
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level.object_id_map.getPtr(@intFromEnum(net_id)).?.* = index;
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}
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}
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pub fn reset(level: *Level) void {
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level.team_characters = @splat(.none);
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level.object_id_map.clearRetainingCapacity();
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level.objects.clearRetainingCapacity();
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}
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pub fn getObjectByNetId(level: *Level, net_id: Object.NetID) ?Object.Handle {
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const index = level.object_id_map.get(@intFromEnum(net_id)) orelse return null;
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return @enumFromInt(index);
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}
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36
gamesv/src/logic/Level/Object.zig
Normal file
36
gamesv/src/logic/Level/Object.zig
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@@ -0,0 +1,36 @@
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const std = @import("std");
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const logic = @import("../../logic.zig");
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pub const NetID = enum(u64) {
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none = 0,
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_,
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};
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pub const Handle = enum(u32) {
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_,
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};
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net_id: NetID,
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template_id: i32,
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position: Vector,
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rotation: Vector,
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hp: f64,
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extra: Extra,
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pub const Extra = union(enum) {
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character: Character,
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};
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pub const Vector = struct {
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pub const zero: Vector = .{ .x = 0, .y = 0, .z = 0 };
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x: f32,
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y: f32,
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z: f32,
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};
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pub const Character = struct {
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level: i32,
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char_index: logic.Player.CharBag.CharIndex,
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// TODO: attrs, battle_mgr_info representation.
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};
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@@ -19,16 +19,15 @@ player_id: PlayerId,
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session: *Session, // TODO: should it be here this way? Do we need an abstraction?
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res: logic.Resource,
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player: logic.Player,
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level: logic.Level = .init,
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pub fn init(
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session: *Session,
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assets: *const Assets,
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uid: mem.LimitedString(PlayerId.max_length),
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player: logic.Player,
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gpa: Allocator,
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io: Io,
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) World {
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_ = gpa;
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return .{
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.player_id = .{ .uid = uid },
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.session = session,
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@@ -39,6 +38,7 @@ pub fn init(
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pub fn deinit(world: *World, gpa: Allocator) void {
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world.player.deinit(gpa);
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world.level.deinit(gpa);
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}
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pub const GetComponentError = error{
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@@ -49,6 +49,7 @@ pub fn getComponentByType(world: *World, comptime T: type) GetComponentError!T {
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switch (T) {
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PlayerId => return world.player_id,
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*Session => return world.session,
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*logic.Level => return &world.level,
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*logic.Resource.PingTimer => return &world.res.ping_timer,
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*const Assets => return world.res.assets,
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Io => return world.res.io(),
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@@ -4,6 +4,7 @@ const logic = @import("../../logic.zig");
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const Session = @import("../../Session.zig");
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const Assets = @import("../../Assets.zig");
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const Level = logic.Level;
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const Player = logic.Player;
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const ArrayList = std.ArrayList;
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const Allocator = std.mem.Allocator;
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@@ -13,17 +14,76 @@ pub fn enterSceneOnLogin(
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tx: logic.event.Sender(.change_scene_begin),
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) !void {
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_ = rx;
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try tx.send(.{});
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}
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fn respawnCharTeam(
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gpa: Allocator,
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char_bag: *const Player.CharBag,
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cur_scene: *const Player.Scene.Current,
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level: *Level,
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) Level.SpawnError!void {
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// Despawn previous team
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var team = level.team();
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var char_net_id = team.next();
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while (char_net_id != .none) : (char_net_id = team.next()) {
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const handle = level.getObjectByNetId(char_net_id).?;
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level.despawn(handle);
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}
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// Spawn new team
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const position: Level.Object.Vector = .{
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.x = cur_scene.position[0],
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.y = cur_scene.position[1],
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.z = cur_scene.position[2],
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};
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const rotation: Level.Object.Vector = .{
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.x = cur_scene.rotation[0],
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.y = cur_scene.rotation[1],
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.z = cur_scene.rotation[2],
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};
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const team_index = char_bag.meta.curr_team_index;
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const chars = char_bag.chars.slice();
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for (char_bag.teams.items(.char_team)[team_index]) |slot| {
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const char_index = slot.charIndex() orelse continue;
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const i = @intFromEnum(char_index);
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const char_template_id_num = chars.items(.template_id)[i];
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_ = try level.spawn(
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gpa,
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.{
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.template_id = char_template_id_num,
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.position = position,
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.rotation = rotation,
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.hp = chars.items(.hp)[i],
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},
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.{ .character = .{
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.level = chars.items(.level)[i],
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.char_index = char_index,
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} },
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);
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}
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}
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pub fn beginChangingScene(
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rx: logic.event.Receiver(.change_scene_begin),
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gpa: logic.Resource.Allocator(.gpa),
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session: *Session,
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base: Player.Component(.base),
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scene: Player.Component(.scene),
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char_bag: Player.Component(.char_bag),
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level: *Level,
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) !void {
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_ = rx;
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level.reset();
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try respawnCharTeam(gpa.interface, char_bag.data, &scene.data.current, level);
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const position: pb.VECTOR = .{
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.X = scene.data.current.position[0],
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.Y = scene.data.current.position[1],
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@@ -46,13 +106,17 @@ pub fn beginChangingScene(
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pub fn refreshCharTeam(
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rx: logic.event.Receiver(.char_bag_team_modified),
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gpa: logic.Resource.Allocator(.gpa),
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char_bag: Player.Component(.char_bag),
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scene: Player.Component(.scene),
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level: *Level,
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sync_tx: logic.event.Sender(.sync_self_scene),
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) !void {
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switch (rx.payload.modification) {
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.set_leader => return, // Doesn't require any action from server.
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.set_char_team => if (rx.payload.team_index == char_bag.data.meta.curr_team_index) {
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// If the current active team has been modified, it has to be re-spawned.
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try respawnCharTeam(gpa.interface, char_bag.data, &scene.data.current, level);
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try sync_tx.send(.{ .reason = .team_modified });
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},
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}
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@@ -64,6 +128,7 @@ pub fn syncSelfScene(
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arena: logic.Resource.Allocator(.arena),
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char_bag: Player.Component(.char_bag),
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scene: Player.Component(.scene),
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level: *Level,
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assets: *const Assets,
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) !void {
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const reason: pb.SELF_INFO_REASON_TYPE = switch (rx.payload.reason) {
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@@ -71,12 +136,6 @@ pub fn syncSelfScene(
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.team_modified => .SLR_CHANGE_TEAM,
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};
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const position: pb.VECTOR = .{
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.X = scene.data.current.position[0],
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.Y = scene.data.current.position[1],
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.Z = scene.data.current.position[2],
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};
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const team_index = char_bag.data.meta.curr_team_index;
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const leader_index = char_bag.data.teams.items(.leader_index)[team_index];
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@@ -93,46 +152,51 @@ pub fn syncSelfScene(
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.detail = .{},
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};
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for (char_bag.data.teams.items(.char_team)[team_index]) |slot| {
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const char_index = slot.charIndex() orelse continue;
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const char_template_id_num = char_bag.data.chars.items(.template_id)[@intFromEnum(char_index)];
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const char_template_id = assets.numToStr(.char_id, char_template_id_num).?;
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const char_data = assets.table(.character).getPtr(char_template_id).?;
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const objects = level.objects.slice();
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for (0..objects.len) |i| {
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const position = objects.items(.position)[i];
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const rotation = objects.items(.rotation)[i];
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const net_id = @intFromEnum(objects.items(.net_id)[i]);
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var scene_char: pb.SCENE_CHARACTER = .{
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.level = 1,
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.battle_info = .{
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.msg_generation = @intCast(char_index.objectId()),
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.battle_inst_id = @intCast(char_index.objectId()),
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.part_inst_info = .{},
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},
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.common_info = .{
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.id = char_index.objectId(),
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.templateid = char_template_id,
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.position = position,
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.rotation = .{},
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.scene_num_id = scene.data.current.level_id,
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},
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var common_info: pb.SCENE_OBJECT_COMMON_INFO = .{
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.id = net_id,
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.position = .{ .X = position.x, .Y = position.y, .Z = position.z },
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.rotation = .{ .X = rotation.x, .Y = rotation.y, .Z = rotation.z },
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.scene_num_id = scene.data.current.level_id,
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.hp = objects.items(.hp)[i],
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};
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for (char_data.attributes[0].Attribute.attrs) |attr| {
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if (attr.attrType == .max_hp)
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scene_char.common_info.?.hp = attr.attrValue;
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switch (objects.items(.extra)[i]) {
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.character => |extra| {
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const template_id_num = objects.items(.template_id)[i];
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const template_id = assets.numToStr(.char_id, template_id_num).?;
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try scene_char.attrs.append(arena.interface, .{
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.attr_type = @intFromEnum(attr.attrType),
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.basic_value = attr.attrValue,
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.value = attr.attrValue,
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});
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common_info.type = 0;
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common_info.templateid = template_id;
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var scene_char: pb.SCENE_CHARACTER = .{
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.level = extra.level,
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.common_info = common_info,
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.battle_info = .{
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.msg_generation = @intCast(net_id),
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.battle_inst_id = @intCast(net_id),
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.part_inst_info = .init,
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.skill_list = try packCharacterSkills(arena.interface, assets, template_id),
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},
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};
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const char_data = assets.table(.character).getPtr(template_id).?;
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for (char_data.attributes[0].Attribute.attrs) |attr| {
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try scene_char.attrs.append(arena.interface, .{
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.attr_type = @intFromEnum(attr.attrType),
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.basic_value = attr.attrValue,
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.value = attr.attrValue,
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});
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}
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try self_scene_info.detail.?.char_list.append(arena.interface, scene_char);
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},
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}
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scene_char.battle_info.?.skill_list = try packCharacterSkills(
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arena.interface,
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assets,
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char_template_id,
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);
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try self_scene_info.detail.?.char_list.append(arena.interface, scene_char);
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}
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try session.send(self_scene_info);
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