Refactor OverworldEntity to use uint16_t for map_id and improve code organization
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@@ -45,14 +45,14 @@ class OverworldEntity {
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int game_x_;
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int game_y_;
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int entity_id_;
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int map_id_;
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uint16_t map_id_;
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auto set_x(int x) { x_ = x; }
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auto set_y(int y) { y_ = y; }
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OverworldEntity() = default;
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virtual void UpdateMapProperties(short map_id) = 0;
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virtual void UpdateMapProperties(uint16_t map_id) = 0;
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};
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static const std::string TileTypeNames[] = {
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