remove default player from headless mode
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@@ -6,6 +6,7 @@
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#include "engine.hpp"
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#include "files/WorldFiles.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Players.hpp"
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#include "physics/Hitbox.hpp"
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#include "settings.hpp"
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#include "world/Level.hpp"
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@@ -23,34 +24,42 @@ LevelController::LevelController(Engine* engine, std::unique_ptr<Level> levelPtr
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)),
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chunks(std::make_unique<ChunksController>(
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*level, settings.chunks.padding.get()
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)),
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player(std::make_unique<PlayerController>(
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settings, level.get(), blocks.get()
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)) {
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if (!engine->isHeadless()) {
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player = std::make_unique<PlayerController>(
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settings, level.get(), level->players->get(0), blocks.get()
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);
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}
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scripting::on_world_load(this);
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}
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void LevelController::update(float delta, bool input, bool pause) {
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glm::vec3 position = player->getPlayer()->getPosition();
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level->loadMatrix(
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position.x,
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position.z,
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settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
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);
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chunks->update(
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settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
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floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
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);
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if (player) {
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glm::vec3 position = player->getPlayer()->getPosition();
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level->loadMatrix(
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position.x,
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position.z,
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settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
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);
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chunks->update(
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settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
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floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
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);
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}
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if (!pause) {
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// update all objects that needed
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blocks->update(delta);
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player->update(delta, input, pause);
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if (player) {
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player->update(delta, input);
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}
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level->entities->updatePhysics(delta);
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level->entities->update(delta);
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}
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level->entities->clean();
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player->postUpdate(delta, input, pause);
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if (player) {
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player->postUpdate(delta, input, pause);
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}
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}
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void LevelController::saveWorld() {
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