fix for empty sounds/animation collections
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@@ -5,14 +5,14 @@ endif()
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set(CHARACTERS_DIR "${SRC_DIR}/characters")
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set(CHARACTERS_ZIP_SCRIPT "${CHARACTERS_DIR}/zip")
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if(EXISTS "${CHARACTERS_ZIP_SCRIPT}")
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if(EXISTS "${CHARACTERS_ZIP_SCRIPT}" AND NOT WIN32)
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execute_process(
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COMMAND "${CHARACTERS_ZIP_SCRIPT}"
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WORKING_DIRECTORY "${CHARACTERS_DIR}"
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RESULT_VARIABLE ZIP_SCRIPT_RESULT
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)
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if(NOT ZIP_SCRIPT_RESULT EQUAL 0)
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message(FATAL_ERROR "Failed running ${CHARACTERS_ZIP_SCRIPT} (exit code ${ZIP_SCRIPT_RESULT})")
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message(WARNING "Failed running ${CHARACTERS_ZIP_SCRIPT} (exit code ${ZIP_SCRIPT_RESULT}); continuing with existing archives")
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endif()
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endif()
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@@ -26,6 +26,25 @@ file(COPY "${SRC_DIR}/" DESTINATION "${DST_DIR}"
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# Copy only .zip archives from resources/characters.
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file(MAKE_DIRECTORY "${DST_DIR}/characters")
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file(GLOB CHARACTER_ZIPS "${CHARACTERS_DIR}/*.zip")
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if(NOT CHARACTER_ZIPS)
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file(GLOB CHARACTER_FILES RELATIVE "${CHARACTERS_DIR}" "${CHARACTERS_DIR}/*")
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list(FILTER CHARACTER_FILES EXCLUDE REGEX "^zip$")
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list(FILTER CHARACTER_FILES EXCLUDE REGEX ".*\\.zip$")
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if(CHARACTER_FILES)
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execute_process(
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COMMAND "${CMAKE_COMMAND}" -E tar cf "snivy.zip" --format=zip ${CHARACTER_FILES}
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WORKING_DIRECTORY "${CHARACTERS_DIR}"
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RESULT_VARIABLE ZIP_GENERATE_RESULT
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)
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if(NOT ZIP_GENERATE_RESULT EQUAL 0)
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message(FATAL_ERROR "Failed generating ${CHARACTERS_DIR}/snivy.zip (exit code ${ZIP_GENERATE_RESULT})")
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endif()
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file(GLOB CHARACTER_ZIPS "${CHARACTERS_DIR}/*.zip")
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endif()
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endif()
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if(CHARACTER_ZIPS)
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file(COPY ${CHARACTER_ZIPS} DESTINATION "${DST_DIR}/characters")
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endif()
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@@ -4,8 +4,9 @@
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namespace game::resource::xml
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{
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const std::string& AnimationEntryCollection::get()
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std::string* AnimationEntryCollection::get()
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{
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return at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).animation;
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if (empty()) return nullptr;
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return &at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).animation;
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}
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}
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@@ -17,7 +17,7 @@ namespace game::resource::xml
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class AnimationEntryCollection : public std::vector<AnimationEntry>
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{
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public:
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const std::string& get();
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std::string* get();
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};
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}
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@@ -4,13 +4,15 @@
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namespace game::resource::xml
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{
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Audio& SoundEntryCollection::get()
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Audio* SoundEntryCollection::get()
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{
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return at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).sound;
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if (empty()) return nullptr;
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return &at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).sound;
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}
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void SoundEntryCollection::play()
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{
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at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).play();
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if (empty()) return;
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if (auto audio = get()) audio->play();
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}
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}
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@@ -18,7 +18,7 @@ namespace game::resource::xml
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class SoundEntryCollection : public std::vector<SoundEntry>
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{
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public:
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Audio& get();
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Audio* get();
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void play();
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};
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}
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@@ -74,7 +74,11 @@ namespace game::state::main
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}
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queuedItemIDs.clear();
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if (isMouseRightDown) cursor.queue_play({cursorSchema.animations.return_.get()});
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if (isMouseRightDown)
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{
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auto animation = cursorSchema.animations.return_.get();
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if (animation) cursor.queue_play({*animation});
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}
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if (auto heldItem = vector::find(items, heldItemIndex))
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{
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@@ -208,7 +212,7 @@ namespace game::state::main
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if (math::is_point_in_rectf(item.rect(), cursorPosition) && !isImguiCaptureMouse)
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{
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isItemHovered = true;
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cursor.queue_play({cursorSchema.animations.hover.get()});
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if (auto animation = cursorSchema.animations.hover.get()) cursor.queue_play({*animation});
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cursor.state = entity::Cursor::HOVER;
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if (isMouseLeftClicked)
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@@ -220,7 +224,7 @@ namespace game::state::main
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if (isMouseLeftDown)
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{
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isItemHeld = true;
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cursor.queue_play({cursorSchema.animations.grab.get()});
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if (auto animation = cursorSchema.animations.grab.get()) cursor.queue_play({*animation});
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cursor.state = entity::Cursor::ACTION;
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heldItemIndex = i;
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heldItemMoveIndex = i;
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@@ -31,7 +31,7 @@ namespace game::state::main
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{
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if ((isMouseMiddleDown) || (isMouseLeftDown && isCtrlDown))
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{
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cursor.queue_play({cursorSchema.animations.pan.get()});
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if (auto animation = cursorSchema.animations.pan.get()) cursor.queue_play({*animation});
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pan -= imgui::to_vec2(io.MouseDelta) * panMultiplier;
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}
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@@ -44,7 +44,7 @@ namespace game::state::main
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auto zoomFactorBefore = math::to_unit(zoomBefore);
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auto cursorWorld = pan + (cursorPos / zoomFactorBefore);
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cursor.queue_play({cursorSchema.animations.zoom.get()});
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if (auto animation = cursorSchema.animations.zoom.get()) cursor.queue_play({*animation});
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zoom = glm::clamp(ZOOM_MIN, zoom + (io.MouseWheel * ZOOM_STEP), ZOOM_MAX);
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