Refactor Overworld loading to use async tasks
Refactored Overworld::LoadSprites to use std::async for concurrent sprite loading, improving efficiency. Modified Overworld::LoadOverworldMaps to wait for all async tasks and check results for errors. Updated Overworld::LoadSpritesFromMap to use mutable_current_graphics() for mutable access to current graphics. Added mutable_current_graphics method to OverworldMap class. Optimized Sprite constructor to take a const reference to avoid unnecessary copying.
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@@ -279,7 +279,7 @@ static const std::string kSpriteDefaultNames[]{
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class Sprite : public GameEntity {
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public:
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Sprite() = default;
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Sprite(std::vector<uint8_t> src, uint8_t overworld_map_id, uint8_t id,
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Sprite(const std::vector<uint8_t>& src, uint8_t overworld_map_id, uint8_t id,
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uint8_t x, uint8_t y, int map_x, int map_y)
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: map_id_(static_cast<int>(overworld_map_id)),
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id_(id),
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