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https://github.com/zhenyan121/Cubed.git
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feat(gameplay): implement entity system with concurrent task handling and fix model loading
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@@ -1,5 +1,6 @@
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#include "Cubed/gameplay/client_entity_manager.hpp"
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#include "Cubed/gameplay/client_world.hpp"
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#include "Cubed/gameplay/creatures/pig.hpp"
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#include "Cubed/gameplay/ecs/client_entity.hpp"
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#include "Cubed/gameplay/ecs/identity.hpp"
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@@ -9,24 +10,25 @@
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namespace Cubed {
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ClientEntityManager::ClientEntityManager(ClientWorld& world) : m_world(world) {}
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void ClientEntityManager::update() { handle_task(); }
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void ClientEntityManager::init() {
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m_factories.emplace("cubed:pig", [this](EntityID id) {
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BaseClientCreature c;
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c.model = ModelManager::instance().get_model_id("cubed:pig");
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add_entity(id, Entity{id}, EntityInfo{"cubed:pig", ""}, std::move(c),
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PigTag{});
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create_entity_in_registry(id, Entity{id}, EntityInfo{"cubed:pig", ""},
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std::move(c), PigTag{});
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});
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}
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// not thread safe
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void ClientEntityManager::add_entity(EntityID id, std::string_view name,
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const glm::vec3& pos) {
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ASSERT(m_factories.contains(name));
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m_factories[name](id);
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acc a;
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ASSERT(m_entities.find(a, id));
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auto* c = m_registry.try_get<Transform>(a->second);
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auto* c = m_registry.try_get<BaseClientCreature>(a->second);
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ASSERT(c);
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c->position.value = pos;
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c->transform.position.value = pos;
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}
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void ClientEntityManager::receive_entity_create(S2CEntityCreate& s2c) {
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@@ -44,10 +46,13 @@ void ClientEntityManager::handle_task() {
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case Command::CREATE:
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auto* p = std::get_if<EntityCreateElement>(&pair.second);
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ASSERT(p);
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add_entity(p->id, p->name, p->pos);
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break;
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}
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}
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}
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const entt::registry& ClientEntityManager::get_registry() const {
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return m_registry;
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}
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} // namespace Cubed
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