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#ifndef CHARACTER_MANAGER_CLASS
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#define CHARACTER_MANAGER_CLASS
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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class Character;
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class Rig;
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class Animation;
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class HitboxSystem;
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struct CharacterTemplate;
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class CharacterManager {
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public:
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CharacterManager();
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~CharacterManager();
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Rig* LoadRig(const std::string& name, const std::string& path);
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Animation* LoadAnimation(const std::string& name, const std::string& path,
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const std::string& rigName = "");
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Character* CreateCharacter(const std::string& name,
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const std::string& rigName = "",
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const std::string& animationName = "");
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// A new kind of fighter to fill in, or the one already called name
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CharacterTemplate* AddTemplate(const std::string& name);
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CharacterTemplate* GetTemplate(const std::string& name) const;
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const std::vector<CharacterTemplate*>& GetTemplates() const { return templateOrder; } // in the order they were added
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// A character that's the template called templateName, see Character::ApplyTemplate. nullptr if there's no such template.
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Character* CreateCharacterFromTemplate(const std::string& name, const std::string& templateName);
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Rig* GetRig(const std::string& name) const;
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Animation* GetAnimation(const std::string& name) const;
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Character* GetCharacter(const std::string& name) const;
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// Every character's mind decides its actions for this frame
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void Think();
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void Step(float dt);
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// Puts out the hitbox of every swing that can connect this frame, after Step
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void AddAttackHitboxes(HitboxSystem& hitboxes);
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const std::vector<Character*>& GetCharacters() const { return characterOrder; }
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private:
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std::unordered_map<std::string, std::unique_ptr<Rig>> rigs;
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std::unordered_map<std::string, std::unique_ptr<Animation>> animations;
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std::unordered_map<std::string, std::unique_ptr<CharacterTemplate>> templates;
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std::unordered_map<std::string, std::unique_ptr<Character>> characters;
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std::vector<Character*> characterOrder;
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std::vector<CharacterTemplate*> templateOrder;
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};
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#endif
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