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https://git.xeondev.com/LR/S.git
synced 2026-03-22 07:32:21 +01:00
refactor(scene): factor out player location into a persistent component
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@@ -10,6 +10,7 @@ pub const Unlock = @import("Player/Unlock.zig");
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pub const CharBag = @import("Player/CharBag.zig");
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pub const ItemBag = @import("Player/ItemBag.zig");
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pub const Bitset = @import("Player/Bitset.zig");
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pub const Scene = @import("Player/Scene.zig");
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base: Base,
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game_vars: GameVars,
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@@ -17,6 +18,7 @@ unlock: Unlock,
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char_bag: CharBag,
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item_bag: ItemBag,
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bitset: Bitset,
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scene: Scene,
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pub fn deinit(player: *Player, gpa: Allocator) void {
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player.game_vars.deinit(gpa);
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9
gamesv/src/logic/Player/Scene.zig
Normal file
9
gamesv/src/logic/Player/Scene.zig
Normal file
@@ -0,0 +1,9 @@
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const Scene = @This();
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current: Current,
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pub const Current = struct {
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level_id: i32,
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position: [3]f32,
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rotation: [3]f32,
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};
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@@ -15,32 +15,10 @@ pub const PlayerId = struct {
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uid: mem.LimitedString(max_length),
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};
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// TODO: this can be made a persistent Player component.
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pub const Location = struct {
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const default_level = "map02_lv001";
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level: i32,
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position: [3]f32,
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fn createDefault(assets: *const Assets) Location {
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const level_config = assets.level_config_table.getPtr(default_level).?;
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return .{
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.level = level_config.idNum,
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.position = .{
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level_config.playerInitPos.x,
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level_config.playerInitPos.y,
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level_config.playerInitPos.z,
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},
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};
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}
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};
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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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location: Location,
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pub fn init(
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session: *Session,
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@@ -56,7 +34,6 @@ pub fn init(
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.session = session,
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.player = player,
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.res = .init(assets, io),
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.location = .createDefault(assets),
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};
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}
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@@ -71,7 +48,6 @@ pub const GetComponentError = error{
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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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*Location, *const Location => return &world.location,
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*Session => return world.session,
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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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@@ -2,12 +2,14 @@ const std = @import("std");
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const pb = @import("proto").pb;
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const logic = @import("../../logic.zig");
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const Assets = @import("../../Assets.zig");
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const Player = logic.Player;
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const messaging = logic.messaging;
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pub fn onSceneSetTrackPoint(
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request: messaging.Request(pb.CS_SCENE_SET_TRACK_POINT),
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assets: *const Assets,
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location: *logic.World.Location,
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scene: Player.Component(.scene),
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change_scene_tx: logic.event.Sender(.change_scene_begin),
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) !void {
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const log = std.log.scoped(.scene_set_track_point);
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@@ -36,8 +38,8 @@ pub fn onSceneSetTrackPoint(
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return;
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};
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location.level = level_config.idNum;
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location.position = .{
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scene.data.current.level_id = level_config.idNum;
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scene.data.current.position = .{
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validation_config.position.x,
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validation_config.position.y,
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validation_config.position.z,
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@@ -47,6 +49,6 @@ pub fn onSceneSetTrackPoint(
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log.info(
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"transitioning to scene '{s}', position: {any}",
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.{ validation_config.sceneId, location.position },
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.{ validation_config.sceneId, scene.data.current.position },
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);
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}
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@@ -19,26 +19,26 @@ pub fn enterSceneOnLogin(
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pub fn beginChangingScene(
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rx: logic.event.Receiver(.change_scene_begin),
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session: *Session,
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base_comp: Player.Component(.base),
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location: *const logic.World.Location,
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base: Player.Component(.base),
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scene: Player.Component(.scene),
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) !void {
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_ = rx;
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const position: pb.VECTOR = .{
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.X = location.position[0],
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.Y = location.position[1],
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.Z = location.position[2],
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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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try session.send(pb.SC_CHANGE_SCENE_BEGIN_NOTIFY{
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.scene_num_id = location.level,
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.scene_num_id = scene.data.current.level_id,
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.position = position,
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.pass_through_data = .init,
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});
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try session.send(pb.SC_ENTER_SCENE_NOTIFY{
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.role_id = base_comp.data.role_id,
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.scene_num_id = location.level,
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.role_id = base.data.role_id,
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.scene_num_id = scene.data.current.level_id,
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.position = position,
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.pass_through_data = .init,
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});
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@@ -62,8 +62,8 @@ pub fn syncSelfScene(
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rx: logic.event.Receiver(.sync_self_scene),
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session: *Session,
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arena: logic.Resource.Allocator(.arena),
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char_bag: logic.Player.Component(.char_bag),
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location: *const logic.World.Location,
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char_bag: Player.Component(.char_bag),
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scene: Player.Component(.scene),
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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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@@ -72,16 +72,16 @@ pub fn syncSelfScene(
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};
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const position: pb.VECTOR = .{
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.X = location.position[0],
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.Y = location.position[1],
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.Z = location.position[2],
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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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var self_scene_info: pb.SC_SELF_SCENE_INFO = .{
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.scene_num_id = location.level,
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.scene_num_id = scene.data.current.level_id,
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.self_info_reason = @intFromEnum(reason),
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.teamInfo = .{
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.team_type = .CHAR_BAG_TEAM_TYPE_MAIN,
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@@ -111,7 +111,7 @@ pub fn syncSelfScene(
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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 = location.level,
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.scene_num_id = scene.data.current.level_id,
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},
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};
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