Major refactoring - internal server state machine implemented
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@@ -11,6 +11,7 @@
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#include "../CharacterState.h"
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namespace FRG {
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class IGameServer;
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class Character;
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@@ -41,6 +42,7 @@ namespace FRG {
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};
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struct InteractiveObjectData {
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std::string id;
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GameObjectData base;
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float interactionRadius = 2.0f;
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float approachRadius = 2.0f;
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@@ -105,13 +107,17 @@ namespace FRG {
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static std::vector<InteractiveObject> loadAndCreateInteractiveObjects(
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const std::string& jsonPath,
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Renderer& renderer,
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std::unordered_map<std::string, std::shared_ptr<InteractiveObjectState>>& states,
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const std::string& zipPath = ""
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);
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static std::vector<std::unique_ptr<FRG::Character>> loadAndCreate_Npcs(
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const std::string& jsonPath,
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Renderer& renderer,
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const std::string& zipPath = ""
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std::unordered_map<std::string, std::shared_ptr<CharacterState>>& states,
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IGameServer& server,
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const std::string& locationId,
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const std::string& zipPath
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);
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static std::vector<NpcData> loadNpcsFromJson(const std::string& jsonPath, const std::string& zipPath = "");
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