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#pragma once
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#include "components.hpp"
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#include "dinkyecs.hpp"
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#include "tser.hpp"
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#include <filesystem>
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#include <string>
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#include <map>
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namespace save {
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namespace fs = std::filesystem;
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struct MapData {
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std::vector<Room> rooms;
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Matrix walls;
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int limit;
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DEFINE_SERIALIZABLE(MapData, rooms, walls);
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};
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struct Facts {
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components::Player player;
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DEFINE_SERIALIZABLE(Facts, player);
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};
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struct SaveData {
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Facts facts;
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MapData map;
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std::map<DinkyECS::Entity, components::Position> position;
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std::map<DinkyECS::Entity, components::Motion> motion;
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std::map<DinkyECS::Entity, components::Combat> combat;
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std::map<DinkyECS::Entity, components::Tile> tile;
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std::map<DinkyECS::Entity, components::Inventory> inventory;
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DEFINE_SERIALIZABLE(SaveData, facts, map, position, motion, combat, tile, inventory);
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};
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void to_file(fs::path path, DinkyECS::World &world, Map &map);
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void from_file(fs::path path, DinkyECS::World &world_out, Map &map);
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void load_configs(DinkyECS::World &world);
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}
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