429 lines
16 KiB
C++
429 lines
16 KiB
C++
#include "GameObjectLoader.h"
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#include <fstream>
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#include <iostream>
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#include <cmath>
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#include "render/Renderer.h"
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#include "render/TextureManager.h"
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#include "utils/Utils.h"
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#include <Eigen/Geometry>
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#include "../Character.h"
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#include <SDL.h>
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#include <unordered_set>
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namespace FRG {
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using json = nlohmann::json;
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// -----------------------------------------------------------------------
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// Private helpers
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// -----------------------------------------------------------------------
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json GameObjectLoader::loadJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::string content;
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try {
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if (zipPath.empty()) {
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content = readTextFile(jsonPath);
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} else {
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auto buf = readFileFromZIP(jsonPath, zipPath);
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if (buf.empty())
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throw std::runtime_error("empty result from zip");
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content.assign(buf.begin(), buf.end());
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}
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} catch (const std::exception& e) {
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throw std::runtime_error("Failed to read " + jsonPath + ": " + e.what());
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}
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try {
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return json::parse(content);
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} catch (const std::exception& e) {
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throw std::runtime_error("JSON parse error in " + jsonPath + ": " + e.what());
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}
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}
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static GameObjectData parseGameObjectData(const json& item)
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{
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GameObjectData data;
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data.name = item.value("name", "Unknown");
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data.texturePath = item.value("texturePath", "");
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data.textureDarkandsPath = item.value("textureDarkandsPath", "");
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data.meshPath = item.value("meshPath", "");
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data.rotationX = item.value("rotationX", 0.0f);
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data.rotationY = item.value("rotationY", 0.0f);
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data.rotationZ = item.value("rotationZ", 0.0f);
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data.positionX = item.value("positionX", 0.0f);
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data.positionY = item.value("positionY", 0.0f);
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data.positionZ = item.value("positionZ", 0.0f);
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data.scale = item.value("scale", 1.0f);
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data.instanced = item.value("instanced", true);
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return data;
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}
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std::vector<GameObjectData> GameObjectLoader::loadFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<GameObjectData> objects;
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json j = loadJson(jsonPath, zipPath);
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if (!j.contains("objects") || !j["objects"].is_array()) {
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std::cerr << "Warning: 'objects' array not found in " << jsonPath << std::endl;
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return objects;
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}
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for (const auto& item : j["objects"]) {
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GameObjectData data = parseGameObjectData(item);
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if (!data.meshPath.empty())
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objects.push_back(std::move(data));
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}
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logger() << "Loaded " << objects.size() << " static objects from " << jsonPath << std::endl;
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return objects;
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}
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std::vector<InteractiveObjectData> GameObjectLoader::loadInteractiveFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<InteractiveObjectData> objects;
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json j = loadJson(jsonPath, zipPath);
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if (!j.contains("objects") || !j["objects"].is_array()) {
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std::cerr << "Warning: 'objects' array not found in " << jsonPath << std::endl;
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return objects;
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}
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for (const auto& item : j["objects"]) {
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InteractiveObjectData data;
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data.id = item.at("id").get<std::string>();
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if (data.id.empty())
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throw std::runtime_error("Interactive object id must not be empty in " + jsonPath);
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data.base = parseGameObjectData(item);
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data.interactionRadius = item.value("interactionRadius", 2.0f);
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data.approachRadius = item.value("approachRadius", data.interactionRadius);
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data.castShadow = item.value("castShadow", true);
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data.castShadowNight = item.value("castShadowNight", true);
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data.isActive = item.value("isActive", true);
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data.activateFunctionName = item.value("activateFunction", "");
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data.pivot = {
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item.value("pivotX", 0.0f), item.value("pivotY", 0.0f),
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item.value("pivotZ", 0.0f)};
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data.boundsMin = {
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item.value("boundsMinX", 0.0f), item.value("boundsMinY", 0.0f),
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item.value("boundsMinZ", 0.0f)};
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data.boundsMax = {
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item.value("boundsMaxX", 0.0f), item.value("boundsMaxY", 0.0f),
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item.value("boundsMaxZ", 0.0f)};
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if (item.contains("interactionPositionX")) {
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data.hasInteractionPosition = true;
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data.interactionPosition = {
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item.value("interactionPositionX", 0.0f),
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item.value("interactionPositionY", 0.0f),
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item.value("interactionPositionZ", 0.0f)};
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}
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if (!data.base.meshPath.empty())
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objects.push_back(std::move(data));
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}
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logger() << "Loaded " << objects.size() << " interactive objects from " << jsonPath << std::endl;
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return objects;
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}
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static VertexDataStruct loadMeshData(const std::string& meshPath, const std::string& zipPath)
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{
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if (meshPath.size() > 4 && meshPath.compare(meshPath.size() - 4, 4, ".bin") == 0)
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return LoadModelFromBinFile(meshPath, zipPath);
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return LoadFromTextFile02(meshPath, zipPath);
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}
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static Eigen::Matrix3f makeRotationMatrix(const GameObjectData& data)
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{
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constexpr float kDeg2Rad = static_cast<float>(M_PI) / 180.0f;
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Eigen::Quaternionf rot = Eigen::Quaternionf::Identity();
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if (data.rotationX != 0.0f)
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rot = Eigen::Quaternionf(Eigen::AngleAxisf(data.rotationX * kDeg2Rad, Eigen::Vector3f::UnitX())) * rot;
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if (data.rotationY != 0.0f)
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rot = Eigen::Quaternionf(Eigen::AngleAxisf(data.rotationY * kDeg2Rad, Eigen::Vector3f::UnitY())) * rot;
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if (data.rotationZ != 0.0f)
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rot = Eigen::Quaternionf(Eigen::AngleAxisf(data.rotationZ * kDeg2Rad, Eigen::Vector3f::UnitZ())) * rot;
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return rot.toRotationMatrix();
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}
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// Equivalent of what buildLoadedObject + Move() bake into the vertices:
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// RotateByMatrix computes v^T * R (= R^T * v), then Scale, then Move.
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static Eigen::Matrix4f makeInstanceMatrix(const GameObjectData& data)
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{
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Eigen::Matrix4f m = Eigen::Matrix4f::Identity();
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m.block<3, 3>(0, 0) = data.scale * makeRotationMatrix(data).transpose();
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m.block<3, 1>(0, 3) = Eigen::Vector3f(data.positionX, data.positionY, data.positionZ);
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return m;
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}
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LoadedGameObject GameObjectLoader::buildLoadedObject(const GameObjectData& data, Renderer& renderer, const std::string& zipPath)
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{
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LoadedGameObject obj;
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obj.name = data.name;
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obj.creationInfo = data.toLoadedGameObjectState();
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obj.texture = renderer.textureManager.LoadFromPng(data.texturePath, zipPath);
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if (!data.textureDarkandsPath.empty())
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obj.textureDarklands = renderer.textureManager.LoadFromPng(data.textureDarkandsPath, zipPath);
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obj.mesh.data = loadMeshData(data.meshPath, zipPath);
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obj.mesh.data.RotateByMatrix(makeRotationMatrix(data));
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if (data.scale != 1.0f)
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obj.mesh.data.Scale(data.scale);
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return obj;
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}
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// -----------------------------------------------------------------------
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// Public API
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// -----------------------------------------------------------------------
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StaticObjectSet GameObjectLoader::createGameObjects(
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const std::vector<GameObjectData>& definitions,
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Renderer& renderer,
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const std::string& zipPath)
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{
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StaticObjectSet result;
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// Group objects sharing mesh + textures (in file order) so they can be drawn instanced.
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std::vector<std::vector<const GameObjectData*>> groups;
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std::unordered_map<std::string, size_t> groupIndexByKey;
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for (const auto& data : definitions) {
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if (!data.instanced) {
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groups.push_back({ &data });
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continue;
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}
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std::string key = data.meshPath + '\n' + data.texturePath + '\n' + data.textureDarkandsPath;
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auto it = groupIndexByKey.find(key);
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if (it == groupIndexByKey.end()) {
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groupIndexByKey[key] = groups.size();
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groups.push_back({ &data });
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} else {
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groups[it->second].push_back(&data);
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}
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}
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for (const auto& group : groups) {
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// Service the OS message queue between loads so the window doesn't
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// get flagged as "not responding" during long location loads.
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SDL_PumpEvents();
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const GameObjectData& first = *group.front();
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if (group.size() == 1) {
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logger() << "Loading game object: " << first.name << std::endl;
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try {
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LoadedGameObject obj = buildLoadedObject(first, renderer, zipPath);
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if (first.positionX != 0.0f || first.positionY != 0.0f || first.positionZ != 0.0f)
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obj.mesh.data.Move({ first.positionX, first.positionY, first.positionZ });
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obj.mesh.RefreshVBO();
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result.single[first.name] = std::move(obj);
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logger() << "Successfully loaded: " << first.name << std::endl;
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} catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load '" << first.name << "': " << e.what() << std::endl;
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}
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continue;
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}
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logger() << "Loading instanced batch: " << first.meshPath << " x" << group.size() << std::endl;
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try {
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InstancedBatch batch;
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batch.name = first.name;
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batch.texture = renderer.textureManager.LoadFromPng(first.texturePath, zipPath);
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if (!first.textureDarkandsPath.empty())
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batch.textureDarklands = renderer.textureManager.LoadFromPng(first.textureDarkandsPath, zipPath);
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// Mesh stays in local space; rotation, scale and position live in the instance matrices.
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batch.mesh.data = loadMeshData(first.meshPath, zipPath);
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batch.mesh.RefreshVBO();
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batch.instances.reserve(group.size());
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for (const GameObjectData* d : group)
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batch.instances.push_back(makeInstanceMatrix(*d));
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batch.RefreshInstanceVBO();
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result.batches.push_back(std::move(batch));
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logger() << "Successfully loaded instanced batch: " << first.meshPath << std::endl;
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} catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load instanced batch '" << first.meshPath << "': " << e.what() << std::endl;
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}
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}
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logger() << "Total game objects loaded: " << result.single.size() << " single, "
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<< result.batches.size() << " instanced batches" << std::endl;
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return result;
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}
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StaticObjectSet GameObjectLoader::loadAndCreateGameObjects(
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const std::string& jsonPath, Renderer& renderer,
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const std::string& zipPath)
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{
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return createGameObjects(
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loadFromJson(jsonPath, zipPath), renderer, zipPath);
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}
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std::vector<InteractiveObject> GameObjectLoader::createInteractiveObjects(
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const std::vector<InteractiveObjectData>& definitions,
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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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std::vector<InteractiveObject> interactiveObjects;
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for (const auto& data : definitions) {
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SDL_PumpEvents();
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logger() << "Loading interactive object: " << data.base.name << std::endl;
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try {
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auto state = states.find(data.id);
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if (state == states.end() || !state->second)
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throw std::runtime_error(
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"Authoritative state missing for '" + data.id + "'");
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InteractiveObject intObj =
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InteractiveObject::createFromState(
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*state->second, renderer, zipPath);
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intObj.id = data.id;
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intObj.loadedObject.name = data.base.name;
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if (!data.activateFunctionName.empty())
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logger() << "Successfully loaded interactive: " << data.base.name
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<< " (function: " << data.activateFunctionName << ")" << std::endl;
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else
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logger() << "Successfully loaded interactive: " << data.base.name << std::endl;
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interactiveObjects.push_back(std::move(intObj));
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} catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load interactive '" << data.base.name << "': " << e.what() << std::endl;
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}
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}
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logger() << "Total interactive objects loaded: " << interactiveObjects.size() << std::endl;
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return interactiveObjects;
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}
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std::vector<InteractiveObject>
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GameObjectLoader::loadAndCreateInteractiveObjects(
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const std::string& jsonPath, Renderer& renderer,
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std::unordered_map<std::string,
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std::shared_ptr<InteractiveObjectState>>& states,
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const std::string& zipPath)
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{
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return createInteractiveObjects(
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loadInteractiveFromJson(jsonPath, zipPath), renderer, states,
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zipPath);
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}
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std::vector<NpcData> GameObjectLoader::loadNpcsFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<NpcData> npcs;
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json j = loadJson(jsonPath, zipPath);
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if (!j.contains("npcs") || !j["npcs"].is_array()) {
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std::cerr << "Warning: 'npcs' array not found in " << jsonPath << std::endl;
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return npcs;
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}
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try {
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for (const auto& item : j["npcs"]) {
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NpcData data;
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data.id = item.at("id").get<std::string>();
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if (data.id.empty())
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throw std::runtime_error("NPC id must not be empty in " + jsonPath);
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data.name = item.value("name", "Unknown NPC");
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data.texturePath = item.value("texturePath", "");
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if (item.contains("meshTextures") && item["meshTextures"].is_object()) {
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for (auto it = item["meshTextures"].begin(); it != item["meshTextures"].end(); ++it) {
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if (it.value().is_string())
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data.meshTextures[it.key()] = it.value().get<std::string>();
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}
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}
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data.interactionRadius = item.value("interactionRadius", 0.0f);
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data.animationIdlePath = item.value("animationIdlePath", "");
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data.animationWalkPath = item.value("animationWalkPath", "");
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data.animationActionIdlePath = item.value("animationActionIdlePath", "");
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data.animationActionAttackPath = item.value("animationActionAttackPath", "");
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data.animationStandToActionPath = item.value("animationStandToActionPath", "");
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data.animationActionToStandPath = item.value("animationActionToStandPath", "");
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data.animationActionToDeathPath = item.value("animationActionToDeathPath", "");
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data.animationDeathIdlePath = item.value("animationDeathIdlePath", "");
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data.positionX = item.value("positionX", 0.0f);
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data.positionY = item.value("positionY", 0.0f);
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data.positionZ = item.value("positionZ", 0.0f);
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data.walkSpeed = item.value("walkSpeed", 1.5f);
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data.rotationSpeed = item.value("rotationSpeed", 8.0f);
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data.modelScale = item.value("modelScale", 0.01f);
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data.modelCorrectionRotX = item.value("modelCorrectionRotX", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.modelCorrectionRotY = item.value("modelCorrectionRotY", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.modelCorrectionRotZ = item.value("modelCorrectionRotZ", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.facingAngle = item.value("facingAngle", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.hp = item.value("hp", 100.0f);
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data.visibleRange = item.value("visibleRange", VISIBLE_RANGE);
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data.canAttack = item.value("canAttack", false);
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data.enabled = item.value("enabled", true);
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npcs.push_back(std::move(data));
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}
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logger() << "Successfully loaded " << npcs.size() << " NPCs from " << jsonPath << std::endl;
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} catch (const std::exception& e) {
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std::cerr << "Error loading NPCs from JSON: " << e.what() << std::endl;
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throw;
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}
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return npcs;
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}
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std::vector<std::unique_ptr<Character>> GameObjectLoader::createNpcs(
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const std::vector<NpcData>& definitions,
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Renderer& renderer,
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const std::unordered_map<std::string,
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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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std::vector<std::unique_ptr<Character>> npcs;
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for (const auto& npcData : definitions) {
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SDL_PumpEvents();
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logger() << "Loading NPC: " << npcData.name << std::endl;
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try {
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auto state = states.find(npcData.id);
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if (state == states.end() || !state->second)
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throw std::runtime_error(
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"Authoritative state missing for '" +
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npcData.id + "'");
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auto npc = Character::createFromState(
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*state->second, server, locationId, npcData.id,
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renderer, zipPath.c_str());
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if (npc) {
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logger() << "Successfully loaded NPC: " << npcData.name << " at ("
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<< npcData.positionX << ", " << npcData.positionY << ", " << npcData.positionZ << ")" << std::endl;
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npcs.push_back(std::move(npc));
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}
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} catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load NPC '" << npcData.name << "': " << e.what() << std::endl;
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}
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}
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logger() << "Total NPCs loaded: " << npcs.size() << std::endl;
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return npcs;
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}
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std::vector<std::unique_ptr<Character>>
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GameObjectLoader::loadAndCreate_Npcs(
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const std::string& jsonPath, Renderer& renderer,
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std::unordered_map<std::string,
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std::shared_ptr<CharacterState>>& states,
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IGameServer& server, const std::string& locationId,
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const std::string& zipPath)
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{
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return createNpcs(
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loadNpcsFromJson(jsonPath, zipPath), renderer, states, server,
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locationId, zipPath);
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}
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} // namespace FRG
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