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refactor(scene): factor out player location into a persistent component
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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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