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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.GameEntity.Entities;
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using Godot;
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using Newtonsoft.Json.Linq;
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using Entity = Babushka.scripts.CSharp.GameEntity.Entities.Entity;
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using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
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namespace Babushka.scripts.CSharp.GameEntity.Management;
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/// <summary>
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/// Manages the lifecycle and interactions of all entities within the game, including their creation, retrieval,
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/// and organization. The EntityManager serves as a centralized hub for managing both standard and positional entities.
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/// </summary>
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public partial class EntityManager : Node
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{
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public static EntityManager Instance;
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[Export] private EntityNodeCreator _nodeCreator = null!;
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[Export] private string saveDirectory = "user://save_data/";
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private EntitySceneContainer? _currentEntitySceneContainer;
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private readonly List<Entity> _allEntities = new();
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public IEnumerable<Entity> AllEntities => _allEntities;
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public IEnumerable<PositionalEntity> AllPositionalEntities => _allEntities.OfType<PositionalEntity>();
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public EntitySceneContainer? CurrentEntitySceneContainer => _currentEntitySceneContainer;
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public EntityNodeCreator NodeCreator => _nodeCreator;
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public override void _EnterTree()
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{
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Instance = this;
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Load();
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}
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public override void _Input(InputEvent @event)
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{
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// for debugging purposes
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if (@event.IsActionPressed("DebugEntities"))
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{
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GD.Print("Entities:");
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foreach (var entity in AllEntities)
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{
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GD.Print(entity.EntityType + " " + entity.id);
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}
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}
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if(@event.IsActionPressed("SaveGame")) Save();
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}
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public void Save()
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{
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JArray array = new JArray();
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foreach (var entity in AllEntities)
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{
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JObject saveData = new JObject();
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entity.SaveEntity(saveData);
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array.Add(saveData);
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}
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using var SaveFile = FileAccess.Open(saveDirectory + "save.json", FileAccess.ModeFlags.Write);
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SaveFile.StoreString(array.ToString());
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}
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public void Load()
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{
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using var saveFile = FileAccess.Open(saveDirectory + "save.json", FileAccess.ModeFlags.Read);
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if (saveFile == null) return;
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JArray array = JArray.Parse(saveFile.GetAsText());
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foreach (var token in array)
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{
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var jobj = (JObject)token;
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if (jobj == null) continue;
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if (jobj.TryGetValue("type", out var entityType))
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{
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string entityTypeString = (string) entityType!;
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Entity entity = InitializeEntity(entityTypeString);
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entity.LoadEntity(jobj);
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AddEntity(entity);
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}
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}
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}
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private Entity InitializeEntity(string type)
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{
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Entity entity = type switch
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{
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TrashEntity.OWN_TYPE_NAME => new TrashEntity(),
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LoadedScenesEntity.OWN_TYPE_NAME => new LoadedScenesEntity(),
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_ => throw new Exception($"Trying to load unknown entity type: {type}")
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};
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return entity;
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}
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#region ENTITY MANAGEMENT
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/// <summary>
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/// Adds an entity to the list of managed entities. If the entity is a positional entity
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/// and its scene matches the current scene container, it is also instantiated in the scene.
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/// </summary>
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/// <param name="entity">The entity to be added to the manager.</param>
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public void AddEntity(Entity entity)
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{
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if (!_allEntities.Contains(entity))
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_allEntities.Add(entity);
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if(entity is PositionalEntity positionalEntity && positionalEntity.sceneName == _currentEntitySceneContainer?.sceneName)
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InstantiatePositionalEntityNode(positionalEntity);
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}
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private void InstantiatePositionalEntityNode(PositionalEntity entity)
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{
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if(_currentEntitySceneContainer == null) return;
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entity.InstantiateEntityNode(_currentEntitySceneContainer);
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}
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/// <summary>
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/// Retrieves the first entity of the specified type from the list of managed entities.
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/// If no such entity exists, creates a new instance of the specified type, adds it to the manager, and returns it.
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/// </summary>
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/// <typeparam name="T">The type of entity to retrieve or create. Must inherit from the Entity class and have a parameterless constructor.</typeparam>
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/// <returns>The first entity of the specified type or a newly created entity of that type if none were found.</returns>
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public T GetUniqueEntity<T>() where T : Entity, new()
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{
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var result = AllEntities.OfType<T>().FirstOrDefault();
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if (result == null)
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{
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var newEntity = new T();
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AddEntity(newEntity);
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result = newEntity;
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}
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return result;
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}
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#endregion
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#region SCENE CONTAINER ACCESS
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public void SetSceneContainer(EntitySceneContainer sceneContainer)
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{
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_currentEntitySceneContainer = sceneContainer;
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}
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public void UnsetSceneContainer()
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{
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_currentEntitySceneContainer = null;
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}
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#endregion
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}
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