spawning objects
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c6e3869176
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f717e1c109
@ -630,5 +630,5 @@ void Hud::setPause(bool pause) {
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}
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Player* Hud::getPlayer() const {
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return frontend->getLevel()->player;
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return frontend->getLevel()->player.get();
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}
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@ -8,10 +8,9 @@ class Level;
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class Object {
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private:
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Level* level;
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public:
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int64_t objectUID;
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uint64_t objectUID;
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bool shouldUpdate = true;
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public:
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@ -21,10 +20,6 @@ public:
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virtual void spawned() { }
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virtual void update(float delta) { }
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virtual void destroyed() { }
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public:
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Level* getLevel() { return level; }
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void setLevel(Level* lvl) { level = lvl; }
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};
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#endif /* OBJECT_H */
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@ -6,7 +6,7 @@
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#include "ChunksController.h"
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#include "scripting/scripting.h"
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#include "../objects/Object.h"
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#include "../interfaces/Object.h"
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LevelController::LevelController(EngineSettings& settings, Level* level)
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: settings(settings), level(level) {
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@ -26,11 +26,11 @@ void LevelController::update(float delta, bool input, bool pause) {
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chunks->update(settings.chunks.loadSpeed);
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// erease null pointers
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level->objects.remove_if([](Object* obj) { return obj == nullptr; });
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level->objects.remove_if([](auto obj) { return obj == nullptr; });
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if (!pause) {
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// update all objects that needed
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for(Object *obj : level->objects)
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for(auto obj : level->objects)
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{
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if(obj) {
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if(obj->shouldUpdate) {
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@ -31,7 +31,7 @@ const float C_ZOOM = 0.1f;
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const float CROUCH_SHIFT_Y = -0.2f;
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CameraControl::CameraControl(Player* player, const CameraSettings& settings)
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CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings)
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: player(player),
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camera(player->camera),
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currentViewCamera(player->currentCamera),
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@ -208,7 +208,7 @@ void PlayerController::updateControls(float delta){
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void PlayerController::updateInteraction(){
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auto indices = level->content->getIndices();
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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Player* player = level->player.get();
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Lighting* lighting = level->lighting;
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Camera* camera = player->camera.get();
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glm::vec3 end;
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@ -12,7 +12,7 @@ class Level;
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class BlocksController;
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class CameraControl {
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Player* player;
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std::shared_ptr<Player> player;
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std::shared_ptr<Camera> camera, currentViewCamera;
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const CameraSettings& settings;
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glm::vec3 offset;
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@ -20,7 +20,7 @@ class CameraControl {
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float shakeTimer = 0.0f;
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glm::vec3 interpVel {0.0f};
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public:
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CameraControl(Player* player, const CameraSettings& settings);
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CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings);
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void updateMouse(PlayerInput& input);
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void update(PlayerInput& input, float delta, Chunks* chunks);
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void refresh();
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@ -28,7 +28,7 @@ public:
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class PlayerController {
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Level* level;
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Player* player;
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std::shared_ptr<Player> player;
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PlayerInput input;
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CameraControl camControl;
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BlocksController* blocksController;
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@ -191,7 +191,7 @@ int l_player_get_inv(lua_State* L) {
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int playerid = lua_tointeger(L, 1);
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if (playerid != 1)
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return 0;
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Player* player = scripting::level->player;
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auto player = scripting::level->player;
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lua_pushinteger(L, player->getInventory()->getId());
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lua_pushinteger(L, player->getChosenSlot());
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return 2;
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@ -8,7 +8,7 @@
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#include "../voxels/voxel.h"
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#include "../settings.h"
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#include "../interfaces/Serializable.h"
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#include "../objects/Object.h"
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#include "../interfaces/Object.h"
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class Camera;
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class Hitbox;
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@ -8,7 +8,7 @@
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#include "../voxels/ChunksStorage.h"
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#include "../physics/Hitbox.h"
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#include "../physics/PhysicsSolver.h"
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#include "../objects/Object.h"
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#include "../interfaces/Object.h"
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#include "../objects/Player.h"
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#include "../items/Inventory.h"
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#include "../items/Inventories.h"
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@ -25,11 +25,10 @@ Level::Level(World* world, const Content* content, EngineSettings& settings)
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events(new LevelEvents()) ,
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settings(settings)
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{
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objCounter = 0;
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physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0));
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auto inv = std::make_shared<Inventory>(0, DEF_PLAYER_INVENTORY_SIZE);
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player = spawnObjectOfClass<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
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player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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uint matrixSize = (settings.chunks.loadDistance+
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settings.chunks.padding) * 2;
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@ -42,15 +41,20 @@ Level::Level(World* world, const Content* content, EngineSettings& settings)
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});
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inventories = std::make_unique<Inventories>(*this);
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inventories->store(player->getInventory());
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}
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Level::~Level(){
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delete chunks;
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delete events;
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delete physics;
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delete player;
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delete lighting;
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delete chunksStorage;
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for(auto obj : objects)
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{
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obj.reset();
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}
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}
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void Level::update() {
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@ -68,18 +72,17 @@ World* Level::getWorld() {
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return world.get();
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}
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// Spawns object of class T and returns pointer to it.
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// @param T class that derives the Object class
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// @param args pass arguments needed for T class constructor
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template<class T, typename... Args>
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T* Level::spawnObjectOfClass(Args&&... args)
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std::shared_ptr<T> Level::spawnObject(Args&&... args)
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{
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static_assert(std::is_base_of<Object, T>::value, "T must be a derived of Object class");
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T* tObj = new T(args...);
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Object* obj = reinterpret_cast<Object*>(tObj);
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std::shared_ptr<T> tObj = std::make_shared<T>(args...);
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std::shared_ptr<Object> obj = std::dynamic_pointer_cast<Object, T>(tObj);
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objects.push_back(obj);
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obj->objectUID = std::rand();
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obj->setLevel(this);
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obj->objectUID = objCounter;
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obj->spawned();
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objCounter += 1;
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return tObj;
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}
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@ -6,6 +6,8 @@
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#include "../typedefs.h"
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#include "../settings.h"
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#include <list>
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#include <vector>
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#include <chrono>
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class Content;
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class World;
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@ -20,11 +22,13 @@ class PhysicsSolver;
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class ChunksStorage;
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class Level {
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private:
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int objCounter;
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public:
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std::unique_ptr<World> world;
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const Content* const content;
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std::list<Object*> objects;
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Player* player;
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std::list<std::shared_ptr<Object>> objects;
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std::shared_ptr<Player> player;
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Chunks* chunks;
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ChunksStorage* chunksStorage;
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std::unique_ptr<Inventories> inventories;
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@ -45,7 +49,7 @@ public:
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World* getWorld();
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template<class T, typename... Args>
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T* spawnObjectOfClass(Args&&... args);
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std::shared_ptr<T> spawnObject(Args&&... args);
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};
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#endif /* WORLD_LEVEL_H_ */
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@ -61,20 +61,17 @@ void World::write(Level* level) {
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}
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wfile->write(this, content);
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wfile->writePlayer(level->player);
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wfile->writePlayer(level->player.get());
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}
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Level* World::create(std::string name,
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fs::path directory,
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uint64_t seed,
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EngineSettings& settings,
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const Content* content,
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const std::vector<ContentPack>& packs) {
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auto world = new World(name, directory, seed, settings, content, packs);
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auto level = new Level(world, content, settings);
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level->inventories->store(level->player->getInventory());
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return level;
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}
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@ -91,9 +88,8 @@ Level* World::load(fs::path directory,
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throw world_load_error("could not to find world.json");
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}
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Level* level = new Level(world.get(), content, settings);
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wfile->readPlayer(level->player);
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level->inventories->store(level->player->getInventory());
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auto level = new Level(world.get(), content, settings);
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wfile->readPlayer(level->player.get());
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world.release();
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return level;
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}
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