feat(地图系统): 实现角色移动约束和地图切换功能
添加地图移动区域检测和角色移动约束逻辑 引入地图切换请求队列机制,支持延迟处理角色传送 在CharacterObject中实现地图边界检测和位置约束应用
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@@ -15,6 +15,8 @@
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namespace frostbite2D {
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class GameMap;
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/// @brief 角色系统的主聚合对象。
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///
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/// 这个类可以理解为“角色外壳”:
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@@ -170,6 +172,9 @@ private:
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void CommitPendingActionContext(const std::string& defaultRequestedActionId,
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const std::string& defaultSourceActionId,
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CharacterStateId defaultSourceStateId);
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GameMap* FindOwningMap() const;
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void ApplyMapMovementConstraints(const CharacterWorldPosition& previousPosition);
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void QueueMapTransitionIfNeeded();
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void SyncActorPositionFromWorld();
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bool SetActionStrict(const std::string& actionName,
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const char* phase,
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@@ -44,6 +44,7 @@ public:
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Vec3 CheckIsItMovable(const Vec3& curPos, const Vec3& posOffset) const;
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/// 检查当前位置是否进入 town move area,用于切图/传送判定。
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MapMoveArea CheckIsItMoveArea(const Vec3& curPos) const;
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bool TryGetMoveAreaTarget(const Vec3& curPos, MapMoveArea& outTarget) const;
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const std::vector<MapMoveArea>& GetMoveAreaInfo() const;
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Rect GetMovablePositionArea(size_t index) const;
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@@ -3,6 +3,7 @@
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#include "world/GameTown.h"
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#include <frostbite2D/scene/scene.h>
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#include <map>
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#include <optional>
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namespace frostbite2D {
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@@ -13,18 +14,28 @@ public:
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void onEnter() override;
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void onExit() override;
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void Update(float deltaTime) override;
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void AddCharacter(RefPtr<Actor> actor, int townId);
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void MoveCharacter(RefPtr<Actor> actor, int townId, int area);
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void RequestMoveCharacter(RefPtr<Actor> actor, int townId, int area);
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static GameWorld* GetWorld();
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private:
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struct PendingCharacterMove {
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RefPtr<Actor> actor;
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int townId = -1;
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int area = -1;
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};
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bool InitWorld();
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void ProcessPendingCharacterMove();
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std::map<int, std::string> townPathMap_;
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std::map<int, RefPtr<GameTown>> townMap_;
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RefPtr<Actor> mainActor_;
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std::optional<PendingCharacterMove> pendingCharacterMove_;
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int curTown_ = -1;
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bool initialized_ = false;
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};
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@@ -1,5 +1,8 @@
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#include "character/CharacterObject.h"
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#include "map/GameMap.h"
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#include "world/GameWorld.h"
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#include <SDL2/SDL.h>
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#include <cmath>
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#include <frostbite2D/core/application.h>
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#include <sstream>
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#include <utility>
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@@ -34,6 +37,15 @@ const char* NonEmptyOrPlaceholder(const std::string& value, const char* placehol
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return value.empty() ? placeholder : value.c_str();
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}
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Vec3 ToWorldVector(const CharacterWorldPosition& position) {
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return Vec3(static_cast<float>(position.x), static_cast<float>(position.y),
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static_cast<float>(position.z));
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}
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int32 RoundWorldCoordinate(float value) {
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return static_cast<int32>(std::lround(value));
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}
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} // namespace
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bool CharacterObject::Construction(int jobId) {
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@@ -147,6 +159,53 @@ void CharacterObject::SyncActorPositionFromWorld() {
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SetZOrder(worldPosition.y);
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}
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GameMap* CharacterObject::FindOwningMap() const {
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Actor* node = GetParent();
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while (node) {
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if (auto* map = dynamic_cast<GameMap*>(node)) {
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return map;
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}
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node = node->GetParent();
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}
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return nullptr;
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}
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void CharacterObject::ApplyMapMovementConstraints(
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const CharacterWorldPosition& previousPosition) {
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GameMap* map = FindOwningMap();
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if (!map) {
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return;
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}
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Vec3 previousWorldPos = ToWorldVector(previousPosition);
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Vec3 worldOffset(static_cast<float>(motor_.position.x - previousPosition.x),
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static_cast<float>(motor_.position.y - previousPosition.y),
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static_cast<float>(motor_.position.z - previousPosition.z));
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Vec3 resolvedWorldPos = map->CheckIsItMovable(previousWorldPos, worldOffset);
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motor_.position.x = RoundWorldCoordinate(resolvedWorldPos.x);
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motor_.position.y = RoundWorldCoordinate(resolvedWorldPos.y);
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motor_.position.z = RoundWorldCoordinate(resolvedWorldPos.z);
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}
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void CharacterObject::QueueMapTransitionIfNeeded() {
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GameMap* map = FindOwningMap();
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if (!map) {
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return;
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}
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GameMap::MapMoveArea target;
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if (!map->TryGetMoveAreaTarget(ToWorldVector(motor_.position), target)) {
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return;
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}
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GameWorld* world = GameWorld::GetWorld();
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if (!world) {
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return;
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}
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world->RequestMoveCharacter(RefPtr<Actor>(this), target.town, target.area);
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}
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void CharacterObject::PushCommand(const CharacterCommand& command) {
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commandBuffer_.Submit(command);
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}
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@@ -244,7 +303,10 @@ void CharacterObject::OnUpdate(float deltaTime) {
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inputRouter_.EmitCommands(commandBuffer_);
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currentIntent_ = commandBuffer_.BuildIntent();
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stateMachine_.Update(*this, commandBuffer_, currentIntent_, deltaTime);
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CharacterWorldPosition previousPosition = motor_.position;
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motor_.Update(deltaTime);
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ApplyMapMovementConstraints(previousPosition);
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QueueMapTransitionIfNeeded();
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SyncActorPositionFromWorld();
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SetFacing(motor_.facing);
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}
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@@ -95,8 +95,8 @@ bool GameMap::LoadMap(const std::string &mapName) {
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InitTile();
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InitBackgroundAnimation();
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InitMapAnimation();
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// InitVirtualMovableArea();
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// InitMoveArea();
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InitVirtualMovableArea();
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InitMoveArea();
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return true;
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}
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@@ -405,15 +405,24 @@ Vec3 GameMap::CheckIsItMovable(const Vec3& curPos, const Vec3& posOffset) const
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}
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GameMap::MapMoveArea GameMap::CheckIsItMoveArea(const Vec3& curPos) const {
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MapMoveArea target;
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if (TryGetMoveAreaTarget(curPos, target)) {
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return target;
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}
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return MapMoveArea();
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}
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bool GameMap::TryGetMoveAreaTarget(const Vec3& curPos, MapMoveArea& outTarget) const {
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// moveArea_ and townMovableAreaTargets share the same index mapping.
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int currentX = RoundWorldCoordinate(curPos.x);
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int currentY = RoundWorldCoordinate(curPos.y);
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for (size_t i = 0; i < moveArea_.size() && i < mapConfig_.townMovableAreaTargets.size(); ++i) {
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if (moveArea_[i].containsPoint(MakeIntegerWorldPoint(currentX, currentY))) {
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return mapConfig_.townMovableAreaTargets[i];
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outTarget = mapConfig_.townMovableAreaTargets[i];
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return true;
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}
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}
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return MapMoveArea();
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return false;
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}
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const std::vector<GameMap::MapMoveArea>& GameMap::GetMoveAreaInfo() const {
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@@ -20,6 +20,11 @@ void GameWorld::onExit() {
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Scene::onExit();
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}
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void GameWorld::Update(float deltaTime) {
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Scene::Update(deltaTime);
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ProcessPendingCharacterMove();
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}
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bool GameWorld::InitWorld() {
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townPathMap_ = game::loadTownList();
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if (townPathMap_.empty()) {
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@@ -77,6 +82,26 @@ void GameWorld::MoveCharacter(RefPtr<Actor> actor, int townId, int area) {
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AddChild(townIt->second);
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}
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void GameWorld::RequestMoveCharacter(RefPtr<Actor> actor, int townId, int area) {
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if (!actor) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"GameWorld: ignore move request without actor");
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return;
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}
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pendingCharacterMove_ = PendingCharacterMove{actor, townId, area};
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}
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void GameWorld::ProcessPendingCharacterMove() {
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if (!pendingCharacterMove_) {
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return;
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}
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PendingCharacterMove move = *pendingCharacterMove_;
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pendingCharacterMove_.reset();
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MoveCharacter(move.actor, move.townId, move.area);
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}
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GameWorld* GameWorld::GetWorld() {
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return dynamic_cast<GameWorld*>(SceneManager::get().GetCurrentScene());
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}
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