remove default player from headless mode
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parent
3c2eb30a29
commit
c67f158e62
@ -1,4 +1,3 @@
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test.reconfig_packs({"base"}, {})
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test.new_world("demo", "2019", "core:default")
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assert(world.get_generator() == "core:default")
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coroutine.yield()
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@ -16,6 +16,7 @@
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#include "frontend/screens/MenuScreen.hpp"
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#include "graphics/ui/elements/Menu.hpp"
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#include "graphics/ui/gui_util.hpp"
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#include "objects/Players.hpp"
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#include "interfaces/Task.hpp"
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#include "util/stringutil.hpp"
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#include "world/Level.hpp"
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@ -245,6 +246,9 @@ void EngineController::createWorld(
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engine->getContent(),
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engine->getContentPacks()
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);
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if (!engine->isHeadless()) {
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level->players->create();
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}
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engine->onWorldOpen(std::move(level));
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}
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@ -6,6 +6,7 @@
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#include "engine.hpp"
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#include "files/WorldFiles.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Players.hpp"
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#include "physics/Hitbox.hpp"
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#include "settings.hpp"
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#include "world/Level.hpp"
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@ -23,34 +24,42 @@ LevelController::LevelController(Engine* engine, std::unique_ptr<Level> levelPtr
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)),
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chunks(std::make_unique<ChunksController>(
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*level, settings.chunks.padding.get()
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)),
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player(std::make_unique<PlayerController>(
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settings, level.get(), blocks.get()
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)) {
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if (!engine->isHeadless()) {
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player = std::make_unique<PlayerController>(
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settings, level.get(), level->players->get(0), blocks.get()
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);
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}
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scripting::on_world_load(this);
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}
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void LevelController::update(float delta, bool input, bool pause) {
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glm::vec3 position = player->getPlayer()->getPosition();
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level->loadMatrix(
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position.x,
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position.z,
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settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
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);
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chunks->update(
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settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
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floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
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);
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if (player) {
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glm::vec3 position = player->getPlayer()->getPosition();
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level->loadMatrix(
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position.x,
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position.z,
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settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
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);
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chunks->update(
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settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
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floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
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);
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}
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if (!pause) {
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// update all objects that needed
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blocks->update(delta);
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player->update(delta, input, pause);
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if (player) {
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player->update(delta, input);
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}
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level->entities->updatePhysics(delta);
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level->entities->update(delta);
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}
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level->entities->clean();
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player->postUpdate(delta, input, pause);
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if (player) {
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player->postUpdate(delta, input, pause);
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}
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}
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void LevelController::saveWorld() {
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@ -190,11 +190,14 @@ void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) {
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}
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PlayerController::PlayerController(
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const EngineSettings& settings, Level* level,
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const EngineSettings& settings,
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Level* level,
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Player* player,
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BlocksController* blocksController
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)
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: settings(settings), level(level),
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player(level->players->get(0)),
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: settings(settings),
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level(level),
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player(player),
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camControl(player, settings.camera),
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blocksController(blocksController),
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playerTickClock(20, 3) {
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@ -242,21 +245,19 @@ void PlayerController::updateFootsteps(float delta) {
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}
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}
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void PlayerController::update(float delta, bool input, bool pause) {
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if (!pause) {
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if (input) {
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updateKeyboard();
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player->updateSelectedEntity();
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} else {
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resetKeyboard();
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}
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updatePlayer(delta);
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void PlayerController::update(float delta, bool input) {
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if (input) {
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updateKeyboard();
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player->updateSelectedEntity();
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} else {
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resetKeyboard();
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}
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updatePlayer(delta);
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if (playerTickClock.update(delta)) {
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if (player->getId() % playerTickClock.getParts() ==
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playerTickClock.getPart()) {
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scripting::on_player_tick(player, playerTickClock.getTickRate());
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}
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if (playerTickClock.update(delta)) {
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if (player->getId() % playerTickClock.getParts() ==
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playerTickClock.getPart()) {
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scripting::on_player_tick(player, playerTickClock.getTickRate());
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}
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}
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}
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@ -71,9 +71,21 @@ class PlayerController {
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voxel* updateSelection(float maxDistance);
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public:
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PlayerController(
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const EngineSettings& settings, Level* level, BlocksController* blocksController
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const EngineSettings& settings,
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Level* level,
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Player* player,
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BlocksController* blocksController
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);
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void update(float delta, bool input, bool pause);
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/// @brief Called after blocks update if not paused
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/// @param delta delta time
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/// @param input process user input
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void update(float delta, bool input);
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/// @brief Called after whole level update
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/// @param delta delta time
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/// @param input process user input
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/// @param pause is game paused
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void postUpdate(float delta, bool input, bool pause);
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Player* getPlayer();
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};
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@ -7,7 +7,7 @@
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Players::Players(Level* level) : level(level) {}
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void Players::addPlayer(std::unique_ptr<Player> player) {
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void Players::add(std::unique_ptr<Player> player) {
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players[player->getId()] = std::move(player);
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}
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@ -30,7 +30,7 @@ Player* Players::create() {
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0
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);
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auto player = playerPtr.get();
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addPlayer(std::move(playerPtr));
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add(std::move(playerPtr));
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level->inventories->store(player->getInventory());
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return player;
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@ -62,7 +62,7 @@ void Players::deserialize(const dv::value& src) {
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);
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auto player = playerPtr.get();
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player->deserialize(playerMap);
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addPlayer(std::move(playerPtr));
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add(std::move(playerPtr));
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auto& inventory = player->getInventory();
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// invalid inventory id pre 0.25
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if (inventory->getId() == 0) {
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@ -17,7 +17,7 @@ class Players : public Serializable {
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Level* level;
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std::unordered_map<int64_t, std::unique_ptr<Player>> players;
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void addPlayer(std::unique_ptr<Player> player);
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void add(std::unique_ptr<Player> player);
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public:
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Players(Level* level);
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@ -97,9 +97,7 @@ std::unique_ptr<Level> World::create(
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);
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logger.info() << "created world '" << name << "' (" << directory.u8string() << ")";
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logger.info() << "world seed: " << seed << " generator: " << generator;
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auto level = std::make_unique<Level>(std::move(world), content, settings);
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level->players->create();
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return level;
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return std::make_unique<Level>(std::move(world), content, settings);
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}
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std::unique_ptr<Level> World::load(
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