The engine already had the registry the game was reimplementing: inkwell.Manager[T Named], and every entity type here is an alias of an engine struct, so they all carry GetName() already. manager.manager.go and manager.interface.go are gone; a category manager is now one call to inkwell.NewManager. registerAll goes with it — Each does the hand-off — and the selector writes its derived pins back with Set, which keeps the scene in place in the registration order. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -23,12 +23,12 @@ func init() {
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}
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func fillSelectorPins() {
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selector, ok := SceneManager.GetByName(SceneSelector)
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selector, ok := SceneManager.Get(SceneSelector)
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if !ok {
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return
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}
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var exits []inkwell.Exit
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for _, entity := range SceneManager.GetAll() {
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for _, entity := range SceneManager.All() {
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if !leadsToSelector(entity) {
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continue
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}
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@@ -39,7 +39,7 @@ func fillSelectorPins() {
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})
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}
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selector.Exits = exits
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SceneManager.Register(selector)
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SceneManager.Set(selector)
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}
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func leadsToSelector(s Scene) bool {
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