OpenFusion/src/Chunking.hpp

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#pragma once
#include "core/Core.hpp"
#include "Entities.hpp"
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#include <utility>
#include <set>
#include <map>
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#include <tuple>
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#include <algorithm>
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class Chunk {
public:
//std::set<CNSocket*> players;
//std::set<int32_t> NPCs;
std::set<EntityRef> entities;
int nplayers = 0;
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};
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enum {
INSTANCE_OVERWORLD, // default instance every player starts in
INSTANCE_IZ, // these aren't actually used
INSTANCE_UNIQUE // these aren't actually used
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};
namespace Chunking {
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extern std::map<ChunkPos, Chunk*> chunks;
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void updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to);
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void trackEntity(ChunkPos chunkPos, const EntityRef& ref);
void untrackEntity(ChunkPos chunkPos, const EntityRef& ref);
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void addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref);
void removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref);
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bool chunkExists(ChunkPos chunk);
ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
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bool inPopulatedChunks(std::set<Chunk*>* chnks);
void createInstance(uint64_t);
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void destroyInstanceIfEmpty(uint64_t);
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}