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

@@ -8,32 +8,37 @@ const Player = logic.Player;
const ArrayList = std.ArrayList;
const Allocator = std.mem.Allocator;
const default_level = "map02_lv001";
pub fn enterSceneOnLogin(
rx: logic.event.Receiver(.login),
tx: logic.event.Sender(.change_scene_begin),
) !void {
_ = rx;
try tx.send(.{});
}
pub fn beginChangingScene(
rx: logic.event.Receiver(.change_scene_begin),
session: *Session,
assets: *const Assets,
base_comp: Player.Component(.base),
location: *const logic.World.Location,
) !void {
_ = rx;
const level_config = assets.level_config_table.getPtr(default_level).?;
const position: pb.VECTOR = .{
.X = level_config.playerInitPos.x,
.Y = level_config.playerInitPos.y,
.Z = level_config.playerInitPos.z,
.X = location.position[0],
.Y = location.position[1],
.Z = location.position[2],
};
try session.send(pb.SC_CHANGE_SCENE_BEGIN_NOTIFY{
.scene_num_id = level_config.idNum,
.scene_num_id = location.level,
.position = position,
.pass_through_data = .init,
});
try session.send(pb.SC_ENTER_SCENE_NOTIFY{
.role_id = base_comp.data.role_id,
.scene_num_id = level_config.idNum,
.scene_num_id = location.level,
.position = position,
.pass_through_data = .init,
});
@@ -58,6 +63,7 @@ pub fn syncSelfScene(
session: *Session,
arena: logic.Resource.Allocator(.arena),
char_bag: logic.Player.Component(.char_bag),
location: *const logic.World.Location,
assets: *const Assets,
) !void {
const reason: pb.SELF_INFO_REASON_TYPE = switch (rx.payload.reason) {
@@ -65,18 +71,17 @@ pub fn syncSelfScene(
.team_modified => .SLR_CHANGE_TEAM,
};
const level_config = assets.level_config_table.getPtr(default_level).?;
const position: pb.VECTOR = .{
.X = level_config.playerInitPos.x,
.Y = level_config.playerInitPos.y,
.Z = level_config.playerInitPos.z,
.X = location.position[0],
.Y = location.position[1],
.Z = location.position[2],
};
const team_index = char_bag.data.meta.curr_team_index;
const leader_index = char_bag.data.teams.items(.leader_index)[team_index];
var self_scene_info: pb.SC_SELF_SCENE_INFO = .{
.scene_num_id = level_config.idNum,
.scene_num_id = location.level,
.self_info_reason = @intFromEnum(reason),
.teamInfo = .{
.team_type = .CHAR_BAG_TEAM_TYPE_MAIN,
@@ -106,7 +111,7 @@ pub fn syncSelfScene(
.templateid = char_template_id,
.position = position,
.rotation = .{},
.scene_num_id = level_config.idNum,
.scene_num_id = location.level,
},
};