refactor
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@@ -14,25 +14,28 @@
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#include "world/Level.hpp"
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LevelFrontend::LevelFrontend(
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Player* currentPlayer, LevelController* controller, Assets* assets
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) : level(controller->getLevel()),
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Player* currentPlayer, LevelController* controller, Assets& assets
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) : level(*controller->getLevel()),
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controller(controller),
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assets(assets),
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contentCache(std::make_unique<ContentGfxCache>(level->content, assets))
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contentCache(std::make_unique<ContentGfxCache>(level.content, assets))
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{
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assets->store(
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BlocksPreview::build(contentCache.get(), assets, level->content),
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assets.store(
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BlocksPreview::build(
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*contentCache, assets, *level.content->getIndices()
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),
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"block-previews"
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);
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controller->getBlocksController()->listenBlockInteraction(
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[=](auto player, const auto& pos, const auto& def, BlockInteraction type) {
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auto material = level->content->findBlockMaterial(def.material);
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[currentPlayer, controller, &assets](auto player, const auto& pos, const auto& def, BlockInteraction type) {
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const auto& level = *controller->getLevel();
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auto material = level.content->findBlockMaterial(def.material);
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if (material == nullptr) {
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return;
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}
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if (type == BlockInteraction::step) {
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auto sound = assets->get<audio::Sound>(material->stepsSound);
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auto sound = assets.get<audio::Sound>(material->stepsSound);
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glm::vec3 pos {};
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auto soundsCamera = currentPlayer->currentCamera.get();
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if (soundsCamera == currentPlayer->spCamera.get() ||
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@@ -58,10 +61,10 @@ LevelFrontend::LevelFrontend(
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audio::Sound* sound = nullptr;
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switch (type) {
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case BlockInteraction::placing:
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sound = assets->get<audio::Sound>(material->placeSound);
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sound = assets.get<audio::Sound>(material->placeSound);
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break;
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case BlockInteraction::destruction:
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sound = assets->get<audio::Sound>(material->breakSound);
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sound = assets.get<audio::Sound>(material->breakSound);
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break;
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default:
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break;
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@@ -83,16 +86,20 @@ LevelFrontend::LevelFrontend(
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LevelFrontend::~LevelFrontend() = default;
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Level* LevelFrontend::getLevel() const {
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Level& LevelFrontend::getLevel() {
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return level;
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}
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Assets* LevelFrontend::getAssets() const {
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const Level& LevelFrontend::getLevel() const {
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return level;
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}
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const Assets& LevelFrontend::getAssets() const {
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return assets;
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}
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ContentGfxCache* LevelFrontend::getContentGfxCache() const {
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return contentCache.get();
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const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
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return *contentCache;
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}
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LevelController* LevelFrontend::getController() const {
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