Checkpoint 3: deliver playable samples and complete native authoring workflows
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#include "Gameplay.hpp"
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <iostream>
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#include <map>
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#include <stdexcept>
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#include <tuple>
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namespace faset::gameplay {
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namespace {
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constexpr bool is3D = false;
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constexpr const char* collectorType = "example.collector_2d";
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using Key = std::tuple<std::uint64_t, std::uint32_t, std::uint64_t>;
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Key key(runtime::EntityHandle handle) {
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return {handle.session, handle.slot, handle.generation};
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}
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struct Round {
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runtime::Transform spawn, gatePose, victoryPose;
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runtime::EntityHandle gate, goal, victory;
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std::array<runtime::EntityHandle, 3> tokens;
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std::array<runtime::Transform, 3> tokenPoses;
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std::array<bool, 3> collected{};
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bool won{};
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bool gateOpened{};
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};
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float distance(runtime::Vec3 a, runtime::Vec3 b) {
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const float x = a[0] - b[0], y = a[1] - b[1], z = is3D ? a[2] - b[2] : 0;
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return std::sqrt(x * x + y * y + z * z);
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}
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void reset(runtime::Runtime& game, runtime::EntityHandle self, Round& round) {
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game.teleport(self, round.spawn);
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game.setVelocity(self, {0, 0, 0});
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game.teleport(round.gate, round.gatePose);
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for (std::size_t i = 0; i < 3; ++i)
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game.setTransform(round.tokens[i], round.tokenPoses[i]);
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auto hidden = round.victoryPose;
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hidden.position[1] = -50;
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game.setTransform(round.victory, hidden);
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round.collected = {};
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round.won = false;
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round.gateOpened = false;
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std::cout << "New round: collect the three gold cubes, then reach the green exit. E resets.\n";
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}
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} // namespace
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void registerGameplay(runtime::Runtime& world) {
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auto rounds = std::make_shared<std::map<Key, Round>>();
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runtime::Behavior collector;
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collector.onStart = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
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const auto fields = game.fields(self, collectorType);
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Round round;
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round.spawn = game.transform(self);
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auto resolve = [&](const char* field) {
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const auto handle = game.find(fields.at(field).get<std::string>());
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if (!game.valid(handle))
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throw std::runtime_error(std::string("Missing level reference: ") + field);
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return handle;
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};
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round.gate = resolve("gate");
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round.goal = resolve("goal");
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round.victory = resolve("win_marker");
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round.gatePose = game.transform(round.gate);
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round.victoryPose = game.transform(round.victory);
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for (std::size_t i = 0; i < 3; ++i) {
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const auto field = "token_" + std::to_string(i + 1);
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round.tokens[i] = resolve(field.c_str());
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round.tokenPoses[i] = game.transform(round.tokens[i]);
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}
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auto& stored = rounds->insert_or_assign(key(self), std::move(round)).first->second;
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reset(game, self, stored);
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};
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collector.onDestroy = [rounds](runtime::Runtime&, runtime::EntityHandle self, double) {
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rounds->erase(key(self));
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};
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collector.fixedUpdate = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
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auto& round = rounds->at(key(self));
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const auto input = game.input();
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const auto position = game.transform(self).position;
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if (input.interactPressed || position[1] < -8) {
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reset(game, self, round);
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return;
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}
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const auto fields = game.fields(self, collectorType);
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auto velocity = game.velocity(self);
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float x = input.horizontal, z = is3D ? -input.vertical : 0;
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const float length = std::sqrt(x * x + z * z);
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if (length > 1) {
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x /= length;
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z /= length;
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}
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const auto speed = fields.value("speed", 4.0f);
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velocity[0] = round.won ? 0 : x * speed;
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if (is3D)
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velocity[2] = round.won ? 0 : z * speed;
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if (!round.won && input.jumpPressed && game.grounded(self))
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velocity[1] = fields.value("jump_speed", 6.0f);
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game.setVelocity(self, velocity);
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if (round.won)
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return;
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for (std::size_t i = 0; i < 3; ++i)
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if (!round.collected[i] && distance(position, round.tokenPoses[i].position) < 0.95f) {
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round.collected[i] = true;
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auto display = round.tokenPoses[i];
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display.position = is3D ? runtime::Vec3{6, 2 + float(i) * 0.8f, -4}
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: runtime::Vec3{-1.2f + float(i) * 1.2f, 4.5f, 0};
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game.setTransform(round.tokens[i], display);
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std::cout << "Collected "
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<< std::count(round.collected.begin(), round.collected.end(), true)
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<< "/3\n";
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}
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if (std::all_of(round.collected.begin(), round.collected.end(),
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[](bool value) { return value; })) {
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if (!round.gateOpened) {
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auto open = round.gatePose;
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open.position[1] = -30;
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game.teleport(round.gate, open);
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round.gateOpened = true;
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}
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if (distance(position, game.transform(round.goal).position) < 1.0f) {
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round.won = true;
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game.setTransform(round.victory, round.victoryPose);
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std::cout << "Level complete! The gold victory marker is visible. Press E to play "
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"again.\n";
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}
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}
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};
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world.registerBehavior(collectorType, std::move(collector));
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}
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nlohmann::json schema() {
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nlohmann::json fields = {{"speed",
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{{"id", "speed"},
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{"name", "Move speed"},
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{"type", "number"},
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{"default", 4.0},
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{"min", 0.0},
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{"units", "m/s"}}},
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{"jump_speed",
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{{"id", "jump_speed"},
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{"name", "Jump speed"},
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{"type", "number"},
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{"default", 6.0},
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{"min", 0.0},
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{"units", "m/s"}}}};
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for (const auto* id : {"gate", "goal", "win_marker", "token_1", "token_2", "token_3"})
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fields[id] = {{"id", id}, {"name", id}, {"type", "entity_ref"}, {"default", id}};
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auto types = nlohmann::json::array({{{"id", collectorType},
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{"name", "Collect three and escape"},
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{"version", 1},
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{"fields", std::move(fields)}}});
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return types;
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}
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} // namespace faset::gameplay
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@@ -0,0 +1,7 @@
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#pragma once
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#include <faset/runtime/Runtime.hpp>
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namespace faset::gameplay {
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void registerGameplay(runtime::Runtime& world);
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nlohmann::json schema();
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} // namespace faset::gameplay
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