add "triggers" entity property
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@@ -36,8 +36,9 @@ entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos) {
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auto id = nextID++;
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registry.emplace<EntityId>(entity, static_cast<entityid_t>(id), def);
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registry.emplace<Transform>(entity, pos, size, glm::mat3(1.0f));
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registry.emplace<Rigidbody>(entity, true, Hitbox {pos, def.hitbox}, std::vector<Trigger>{
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{true, id, AABB {glm::vec3{-0.2f, -0.2f, -0.2f}, glm::vec3{0.2f, 0.2f, 0.2f}}, {}, {}, {},
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auto& body = registry.emplace<Rigidbody>(entity, true, Hitbox {pos, def.hitbox}, std::vector<Trigger>{});
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for (auto& box : def.triggers) {
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body.triggers.emplace_back(Trigger{true, id, box, AABB{}, {}, {},
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[=](auto entityid, auto index, auto otherid) {
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if (auto entity = get(entityid)) {
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if (entity->isValid()) {
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@@ -50,8 +51,8 @@ entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos) {
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scripting::on_trigger_exit(*entity, index, otherid);
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}
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}
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}}
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});
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}});
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}
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auto& scripting = registry.emplace<Scripting>(entity, entity_funcs_set {}, nullptr);
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entities[id] = entity;
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scripting.env = scripting::on_entity_spawn(def, id, scripting.funcsset);
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@@ -2,9 +2,11 @@
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#define OBJECTS_ENTITY_DEF_HPP_
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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#include "../typedefs.hpp"
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#include "../maths/aabb.hpp"
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struct EntityDef {
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/// @brief Entity string id (with prefix included)
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@@ -12,6 +14,7 @@ struct EntityDef {
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std::string scriptName = name.substr(name.find(':')+1);
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glm::vec3 hitbox {0.5f};
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std::vector<AABB> triggers {};
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struct {
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entityid_t id;
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