Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export
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#include "Gameplay.hpp"
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namespace faset::gameplay {
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void registerGameplay(runtime::Runtime& world) {
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runtime::Behavior motion;
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motion.fixedUpdate = [](runtime::Runtime& game, runtime::EntityHandle self, double delta) {
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auto pose = game.transform(self);
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pose.position[0] += game.fields(self, "tutorial.fixed_move").value("speed", 2.0f) *
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static_cast<float>(delta);
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game.setTransform(self, pose);
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};
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world.registerBehavior("tutorial.fixed_move", std::move(motion));
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runtime::Behavior follow;
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follow.lateUpdate = [](runtime::Runtime& game, runtime::EntityHandle self, double) {
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const auto settings = game.fields(self, "tutorial.follow");
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const auto target = game.find(settings.value("target", std::string{}));
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if (!game.valid(target))
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return; // Target may be absent or destroyed.
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const auto targetPose = game.presentation(target); // Already interpolated.
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const auto offset = settings.at("offset").get<runtime::Vec3>();
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auto cameraPose = game.presentation(self);
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for (int axis = 0; axis < 3; ++axis)
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cameraPose.position[axis] = targetPose.position[axis] + offset[axis];
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game.setPresentation(self, cameraPose); // Does not write the simulation pose.
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};
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world.registerBehavior("tutorial.follow", std::move(follow));
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}
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nlohmann::json schema() {
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return nlohmann::json::array(
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{{{"id", "tutorial.fixed_move"},
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{"version", 1},
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{"name", "Fixed movement"},
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{"fields", {{"speed", {{"id", "speed"}, {"type", "number"}, {"default", 2.0}}}}}},
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{{"id", "tutorial.follow"},
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{"version", 1},
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{"name", "Follow presentation"},
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{"fields",
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{{"target", {{"id", "target"}, {"type", "entity_ref"}, {"default", "actor"}}},
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{"offset", {{"id", "offset"}, {"type", "vec3"}, {"default", {0, 0, 10}}}}}}}});
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}
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} // namespace faset::gameplay
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