Better player save & load
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+1
-6
@@ -12,11 +12,6 @@
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#include "../items/Inventory.h"
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#include "../items/Inventories.h"
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const float DEF_PLAYER_Y = 100.0f;
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const float DEF_PLAYER_SPEED = 4.0f;
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const int DEF_PLAYER_INVENTORY_SIZE = 40;
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Level::Level(World* world, const Content* content, EngineSettings& settings)
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: world(world),
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content(content),
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@@ -25,7 +20,7 @@ Level::Level(World* world, const Content* content, EngineSettings& settings)
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events(std::make_unique<LevelEvents>()),
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settings(settings)
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{
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auto inv = std::make_shared<Inventory>(0, DEF_PLAYER_INVENTORY_SIZE);
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auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
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auto player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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uint matrixSize = (settings.chunks.loadDistance + settings.chunks.padding) * 2;
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@@ -7,6 +7,10 @@
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#include "../interfaces/Object.h"
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#include <vector>
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const float DEF_PLAYER_Y = 100.0f;
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const float DEF_PLAYER_SPEED = 4.0f;
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const int DEF_PLAYER_INVENTORY_SIZE = 40;
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class Content;
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class World;
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class Player;
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+27
-7
@@ -64,11 +64,16 @@ void World::write(Level* level) {
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}
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wfile->write(this, content);
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for (auto object : level->objects) {
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if (std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(object)) {
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wfile->writePlayer(player);
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auto playerFile = dynamic::Map();
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{
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auto& players = playerFile.putList("players");
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for (auto object : level->objects) {
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if (std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(object)) {
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players.put(player->serialize().release());
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}
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}
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}
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files::write_json(wfile->getPlayerFile(), &playerFile);
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}
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Level* World::create(std::string name,
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@@ -98,10 +103,25 @@ Level* World::load(fs::path directory,
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}
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auto level = new Level(world.get(), content, settings);
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for (auto object : level->objects) {
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if (std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(object)) {
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wfile->readPlayer(player);
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level->inventories->store(player->getInventory());
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{
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fs::path file = wfile->getPlayerFile();
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if (!fs::is_regular_file(file)) {
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std::cerr << "warning: player.json does not exists" << std::endl;
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} else {
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auto playerFile = files::read_json(file);
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if (playerFile->has("players")) {
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level->objects.clear();
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auto players = playerFile->list("players");
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for (size_t i = 0; i < players->size(); i++) {
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auto player = level->spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, level->inventories->create(DEF_PLAYER_INVENTORY_SIZE));
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player->deserialize(players->map(i));
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level->inventories->store(player->getInventory());
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}
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} else {
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auto player = level->getObject<Player>(0);
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player->deserialize(playerFile.get());
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level->inventories->store(player->getInventory());
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}
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}
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}
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(void)world.release();
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+1
-1
@@ -36,7 +36,7 @@ class World : Serializable {
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const Content* const content;
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std::vector<ContentPack> packs;
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int64_t nextInventoryId = 1;
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int64_t nextInventoryId = 0;
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public:
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std::unique_ptr<WorldFiles> wfile;
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