refactor(scene): decouple player level/position from notifying systems

This commit is contained in:
xeon
2026-02-04 00:45:37 +03:00
parent 7a91e1e975
commit f96fb51e3c
3 changed files with 46 additions and 15 deletions

View File

@@ -15,10 +15,32 @@ pub const PlayerId = struct {
uid: mem.LimitedString(max_length),
};
// TODO: this can be made a persistent Player component.
pub const Location = struct {
const default_level = "map02_lv001";
level: i32,
position: [3]f32,
fn createDefault(assets: *const Assets) Location {
const level_config = assets.level_config_table.getPtr(default_level).?;
return .{
.level = level_config.idNum,
.position = .{
level_config.playerInitPos.x,
level_config.playerInitPos.y,
level_config.playerInitPos.z,
},
};
}
};
player_id: PlayerId,
session: *Session, // TODO: should it be here this way? Do we need an abstraction?
res: logic.Resource,
player: logic.Player,
location: Location,
pub fn init(
session: *Session,
@@ -34,6 +56,7 @@ pub fn init(
.session = session,
.player = player,
.res = .init(assets, io),
.location = .createDefault(assets),
};
}
@@ -48,6 +71,7 @@ pub const GetComponentError = error{
pub fn getComponentByType(world: *World, comptime T: type) GetComponentError!T {
switch (T) {
PlayerId => return world.player_id,
*Location, *const Location => return &world.location,
*Session => return world.session,
*logic.Resource.PingTimer => return &world.res.ping_timer,
*const Assets => return world.res.assets,