implement nextEntityID save/load
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@@ -85,7 +85,8 @@ std::shared_ptr<UINode> create_debug_panel(
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L" visible: "+std::to_wstring(level->chunks->visible);
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L" visible: "+std::to_wstring(level->chunks->visible);
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}));
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}));
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panel->add(create_label([=]() {
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panel->add(create_label([=]() {
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return L"entities: "+std::to_wstring(level->entities->size());
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return L"entities: "+std::to_wstring(level->entities->size())+L" next: "+
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std::to_wstring(level->entities->peekNextID());
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}));
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}));
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panel->add(create_label([=](){
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panel->add(create_label([=](){
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const auto& vox = player->selection.vox;
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const auto& vox = player->selection.vox;
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@@ -192,9 +192,17 @@ public:
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void despawn(entityid_t id);
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void despawn(entityid_t id);
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dynamic::Value serialize(const Entity& entity);
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dynamic::Value serialize(const Entity& entity);
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void setNextID(entityid_t id) {
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nextID = id;
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}
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inline size_t size() const {
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inline size_t size() const {
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return entities.size();
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return entities.size();
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}
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}
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inline entityid_t peekNextID() const {
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return nextID;
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}
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};
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};
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#endif // OBJECTS_ENTITIES_HPP_
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#endif // OBJECTS_ENTITIES_HPP_
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@@ -26,6 +26,7 @@ Level::Level(
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entities(std::make_unique<Entities>(this)),
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entities(std::make_unique<Entities>(this)),
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settings(settings)
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settings(settings)
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{
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{
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entities->setNextID(this->world->nextEntityId);
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auto inv = std::make_shared<Inventory>(
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auto inv = std::make_shared<Inventory>(
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this->world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE
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this->world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE
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);
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);
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@@ -9,10 +9,12 @@
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#include "../files/WorldFiles.hpp"
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#include "../files/WorldFiles.hpp"
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#include "../items/Inventories.hpp"
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#include "../items/Inventories.hpp"
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#include "../objects/Player.hpp"
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#include "../objects/Player.hpp"
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#include "../objects/Entities.hpp"
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#include "../voxels/Chunk.hpp"
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#include "../voxels/Chunk.hpp"
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#include "../voxels/Chunks.hpp"
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#include "../voxels/Chunks.hpp"
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#include "../voxels/ChunksStorage.hpp"
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#include "../voxels/ChunksStorage.hpp"
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#include "../world/WorldGenerators.hpp"
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#include "../world/WorldGenerators.hpp"
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#include "Level.hpp"
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#include <memory>
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#include <memory>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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@@ -52,6 +54,7 @@ void World::updateTimers(float delta) {
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void World::write(Level* level) {
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void World::write(Level* level) {
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const Content* content = level->content;
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const Content* content = level->content;
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level->chunks->saveAll();
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level->chunks->saveAll();
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nextEntityId = level->entities->peekNextID();
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wfile->write(this, content);
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wfile->write(this, content);
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auto playerFile = dynamic::Map();
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auto playerFile = dynamic::Map();
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@@ -193,6 +196,7 @@ void World::deserialize(dynamic::Map* root) {
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weatherobj->num("fog", fog);
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weatherobj->num("fog", fog);
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}
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}
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nextInventoryId = root->get("next-inventory-id", 2);
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nextInventoryId = root->get("next-inventory-id", 2);
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nextEntityId = root->get("next-entity-id", 1);
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}
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}
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std::unique_ptr<dynamic::Map> World::serialize() const {
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std::unique_ptr<dynamic::Map> World::serialize() const {
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@@ -215,5 +219,6 @@ std::unique_ptr<dynamic::Map> World::serialize() const {
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weatherobj.put("fog", fog);
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weatherobj.put("fog", fog);
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root->put("next-inventory-id", nextInventoryId);
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root->put("next-inventory-id", nextInventoryId);
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root->put("next-entity-id", nextEntityId);
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return root;
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return root;
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}
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}
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@@ -51,6 +51,8 @@ public:
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/// @brief will be replaced with weather in future
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/// @brief will be replaced with weather in future
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float fog = 0.0f;
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float fog = 0.0f;
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entityid_t nextEntityId = 0;
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World(
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World(
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std::string name,
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std::string name,
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std::string generator,
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std::string generator,
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