Add the concept of commands to the world and executing them
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parent
013a69fa63
commit
e5d5d123a6
6 changed files with 163 additions and 19 deletions
23
pkg/game/command.go
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23
pkg/game/command.go
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@ -0,0 +1,23 @@
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package game
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import "github.com/google/uuid"
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// A command is simply a function that acts on the a given instance in the world
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type Command func() error
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// CommandMove will move the instance in question
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func (w *World) CommandMove(id uuid.UUID, vec Vector) Command {
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return func() error {
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// Move the instance
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_, err := w.MovePosition(id, vec)
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return err
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}
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}
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// CommandSpawn
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// TODO: Two spawn commands with the same id could trigger a fail later on, we should prevent that somehow
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func (w *World) CommandSpawn(id uuid.UUID) Command {
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return func() error {
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return w.Spawn(id)
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}
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}
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50
pkg/game/command_test.go
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50
pkg/game/command_test.go
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package game
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import (
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"testing"
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"github.com/google/uuid"
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"github.com/stretchr/testify/assert"
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)
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func TestCommand_Spawn(t *testing.T) {
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world := NewWorld()
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a := uuid.New()
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spawnCommand := world.CommandSpawn(a)
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assert.NoError(t, world.Execute(spawnCommand), "Failed to execute spawn command")
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instance, ok := world.Instances[a]
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assert.True(t, ok, "No new instance in world")
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assert.Equal(t, a, instance.id, "New instance has incorrect id")
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}
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func TestCommand_Move(t *testing.T) {
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world := NewWorld()
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a := uuid.New()
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assert.NoError(t, world.Spawn(a), "Failed to spawn")
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pos := Vector{
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X: 1.0,
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Y: 2.0,
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Z: 3.0,
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}
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err := world.SetPosition(a, pos)
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assert.NoError(t, err, "Failed to set position for instance")
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move := Vector{
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X: 3.0,
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Y: 2.0,
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Z: 1.0,
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}
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// Try the move command
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moveCommand := world.CommandMove(a, move)
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assert.NoError(t, world.Execute(moveCommand), "Failed to execute move command")
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newpos, err := world.GetPosition(a)
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assert.NoError(t, err, "Failed to set position for instance")
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pos.Add(move)
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assert.Equal(t, pos, newpos, "Failed to correctly set position for instance")
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}
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@ -1,6 +1,15 @@
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package game
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type Position struct {
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X int `json:"x"`
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Y int `json:"y"`
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// Vector desribes a 3D vector
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type Vector struct {
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X float64 `json:"x"`
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Y float64 `json:"y"`
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Z float64 `json:"z"`
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}
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// Add adds one vector to another
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func (v *Vector) Add(v2 Vector) {
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v.X += v2.X
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v.Y += v2.Y
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v.Z += v2.Z
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}
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@ -8,10 +8,8 @@ import (
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// World describes a self contained universe and everything in it
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type World struct {
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// Instances is a map of all the instances in the game
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Instances map[uuid.UUID]Instance `json:"instances"`
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// dataPath is the location for the data to be stored
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dataPath string
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}
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// Instance describes a single entity or instance of an entity in the world
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@ -20,7 +18,7 @@ type Instance struct {
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id uuid.UUID
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// pos represents where this instance is in the world
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pos Position
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pos Vector
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}
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const kWorldFileName = "rove-world.json"
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@ -32,9 +30,11 @@ func NewWorld() *World {
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}
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}
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// Adds an instance to the game
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func (w *World) CreateInstance() uuid.UUID {
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id := uuid.New()
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// Spawn adds an instance to the game
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func (w *World) Spawn(id uuid.UUID) error {
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if _, ok := w.Instances[id]; ok {
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return fmt.Errorf("instance with id %s already exists in world", id)
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}
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// Initialise the instance
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instance := Instance{
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@ -44,7 +44,7 @@ func (w *World) CreateInstance() uuid.UUID {
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// Append the instance to the list
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w.Instances[id] = instance
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return id
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return nil
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}
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// Removes an instance from the game
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@ -58,10 +58,42 @@ func (w *World) DestroyInstance(id uuid.UUID) error {
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}
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// GetPosition returns the position of a given instance
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func (w World) GetPosition(id uuid.UUID) (Position, error) {
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func (w World) GetPosition(id uuid.UUID) (Vector, error) {
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if i, ok := w.Instances[id]; ok {
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return i.pos, nil
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} else {
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return Position{}, fmt.Errorf("no instance matching id")
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return Vector{}, fmt.Errorf("no instance matching id")
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}
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}
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// SetPosition sets an instances position
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func (w *World) SetPosition(id uuid.UUID, pos Vector) error {
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if i, ok := w.Instances[id]; ok {
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i.pos = pos
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w.Instances[id] = i
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return nil
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} else {
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return fmt.Errorf("no instance matching id")
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}
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}
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// SetPosition sets an instances position
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func (w *World) MovePosition(id uuid.UUID, vec Vector) (Vector, error) {
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if i, ok := w.Instances[id]; ok {
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i.pos.Add(vec)
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w.Instances[id] = i
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return i.pos, nil
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} else {
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return Vector{}, fmt.Errorf("no instance matching id")
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}
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}
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// Execute will run the commands given
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func (w *World) Execute(commands ...Command) error {
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for _, c := range commands {
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if err := c(); err != nil {
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return err
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}
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}
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return nil
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}
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@ -3,6 +3,7 @@ package game
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import (
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"testing"
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"github.com/google/uuid"
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"github.com/stretchr/testify/assert"
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)
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@ -16,8 +17,10 @@ func TestNewWorld(t *testing.T) {
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func TestWorld_CreateInstance(t *testing.T) {
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world := NewWorld()
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a := world.CreateInstance()
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b := world.CreateInstance()
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a := uuid.New()
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b := uuid.New()
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assert.NoError(t, world.Spawn(a), "Failed to spawn")
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assert.NoError(t, world.Spawn(b), "Failed to spawn")
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// Basic duplicate check
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if a == b {
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@ -29,8 +32,10 @@ func TestWorld_CreateInstance(t *testing.T) {
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func TestWorld_DestroyInstance(t *testing.T) {
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world := NewWorld()
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a := world.CreateInstance()
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b := world.CreateInstance()
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a := uuid.New()
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b := uuid.New()
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assert.NoError(t, world.Spawn(a), "Failed to spawn")
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assert.NoError(t, world.Spawn(b), "Failed to spawn")
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err := world.DestroyInstance(a)
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assert.NoError(t, err, "Error returned from instance destroy")
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t.Error("Remaining instance is incorrect")
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}
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}
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func TestWorld_GetSetMovePosition(t *testing.T) {
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world := NewWorld()
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a := uuid.New()
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assert.NoError(t, world.Spawn(a), "Failed to spawn")
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pos := Vector{
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X: 1.0,
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Y: 2.0,
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Z: 3.0,
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}
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err := world.SetPosition(a, pos)
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assert.NoError(t, err, "Failed to set position for instance")
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newpos, err := world.GetPosition(a)
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assert.NoError(t, err, "Failed to set position for instance")
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assert.Equal(t, pos, newpos, "Failed to correctly set position for instance")
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newpos, err = world.MovePosition(a, pos)
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assert.NoError(t, err, "Failed to set position for instance")
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pos.Add(pos)
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assert.Equal(t, pos, newpos, "Failed to correctly move position for instance")
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}
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@ -155,7 +155,7 @@ type SpawnData struct {
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type SpawnResponse struct {
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BasicResponse
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Position game.Position `json:"position"`
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Position game.Vector `json:"position"`
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}
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// HandleSpawn will spawn the player entity for the associated account
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fmt.Printf("\tspawn data: %v\n", data)
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// Create a new instance
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inst := s.world.CreateInstance()
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inst := uuid.New()
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s.world.Spawn(inst)
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if pos, err := s.world.GetPosition(inst); err != nil {
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response.Error = fmt.Sprint("No position found for created instance")
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