#include "save.hpp" #include <fstream> #include "dbc.hpp" #include <fmt/core.h> #include "config.hpp" #include <filesystem> using namespace components; using namespace fmt; template<typename CompT> inline void extract(DinkyECS::World &world, std::map<DinkyECS::Entity, CompT> &into) { auto from_world = world.entity_map_for<CompT>(); for(auto [entity, value] : from_world) { into[entity] = std::any_cast<CompT>(value); } } void save::to_file(fs::path path, DinkyECS::World &world, Map &map) { (void)path; (void)world; (void)map; } void save::from_file(fs::path path, DinkyECS::World &world_out, Map &map_out) { (void)path; (void)world_out; (void)map_out; } void save::load_configs(DinkyECS::World &world) { Config game("./assets/config.json"); Config enemies("./assets/enemies.json"); Config items("./assets/items.json"); Config tiles("./assets/tiles.json"); Config devices("./assets/devices.json"); Config bosses("./assets/bosses.json"); world.set_the<GameConfig>({ game, enemies, items, tiles, devices, bosses }); }