Room system now uses CharacterData instead of Entity
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@@ -60,34 +60,34 @@ void RoomManager::UnloadIf(std::function<bool(std::pair<const int, RoomData cons
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}
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}
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void RoomManager::PushEntity(Entity* entity) {
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if (!entity) {
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throw(std::runtime_error("Failed to push a null entity to a room"));
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void RoomManager::PushCharacter(CharacterData* character) {
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if (!character) {
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throw(std::runtime_error("Failed to push a null character to a room"));
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}
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RoomData* room = Get(entity->GetRoomIndex());
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RoomData* room = Get(character->GetRoomIndex());
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if (!room) {
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throw(std::runtime_error("Failed to push an entity to a non-existant room"));
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throw(std::runtime_error("Failed to push an character to a non-existant room"));
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}
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room->entityList.push_back(entity);
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room->characterList.push_back(character);
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}
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void RoomManager::PopEntity(Entity const* entity) {
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//NOTE: to pop an entity from a room, the entity must first exist
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if (!entity) {
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throw(std::runtime_error("Failed to pop a null entity to a room"));
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void RoomManager::PopCharacter(CharacterData const* character) {
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//NOTE: to pop an character from a room, the character must first exist
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if (!character) {
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throw(std::runtime_error("Failed to pop a null character to a room"));
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}
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RoomData* room = Get(entity->GetRoomIndex());
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RoomData* room = Get(character->GetRoomIndex());
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if (!room) {
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throw(std::runtime_error("Failed to pop an entity to a non-existant room"));
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throw(std::runtime_error("Failed to pop an character to a non-existant room"));
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}
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room->entityList.remove_if([entity](Entity* ptr) {
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return entity == ptr;
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room->characterList.remove_if([character](CharacterData* ptr) {
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return character == ptr;
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});
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}
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