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refactor(scene): decouple player level/position from notifying systems
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@@ -15,10 +15,32 @@ 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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@@ -34,6 +56,7 @@ 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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@@ -48,6 +71,7 @@ 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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@@ -1,5 +1,7 @@
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pub const Login = struct {};
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pub const ChangeSceneBegin = struct {};
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pub const CharBagTeamModified = struct {
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team_index: usize,
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modification: enum {
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@@ -8,32 +8,37 @@ 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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const default_level = "map02_lv001";
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pub fn enterSceneOnLogin(
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rx: logic.event.Receiver(.login),
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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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pub fn beginChangingScene(
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rx: logic.event.Receiver(.change_scene_begin),
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session: *Session,
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assets: *const Assets,
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base_comp: Player.Component(.base),
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location: *const logic.World.Location,
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) !void {
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_ = rx;
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const level_config = assets.level_config_table.getPtr(default_level).?;
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const position: pb.VECTOR = .{
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.X = level_config.playerInitPos.x,
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.Y = level_config.playerInitPos.y,
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.Z = level_config.playerInitPos.z,
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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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};
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try session.send(pb.SC_CHANGE_SCENE_BEGIN_NOTIFY{
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.scene_num_id = level_config.idNum,
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.scene_num_id = location.level,
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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 = level_config.idNum,
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.scene_num_id = location.level,
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.position = position,
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.pass_through_data = .init,
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});
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@@ -58,6 +63,7 @@ pub fn syncSelfScene(
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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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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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@@ -65,18 +71,17 @@ pub fn syncSelfScene(
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.team_modified => .SLR_CHANGE_TEAM,
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};
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const level_config = assets.level_config_table.getPtr(default_level).?;
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const position: pb.VECTOR = .{
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.X = level_config.playerInitPos.x,
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.Y = level_config.playerInitPos.y,
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.Z = level_config.playerInitPos.z,
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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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};
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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 = level_config.idNum,
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.scene_num_id = location.level,
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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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@@ -106,7 +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 = level_config.idNum,
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.scene_num_id = location.level,
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},
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};
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