2020-09-17 22:45:43 +00:00
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#pragma once
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#include "CNProtocol.hpp"
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#include <utility>
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#include <vector>
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#include <set>
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#include <map>
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2020-10-01 01:44:37 +00:00
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#include <tuple>
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2020-09-17 22:45:43 +00:00
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class Chunk {
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public:
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std::set<CNSocket*> players;
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std::set<int32_t> NPCs;
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};
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2020-10-01 01:44:37 +00:00
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enum {
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INSTANCE_OVERWORLD, // default instance every player starts in
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INSTANCE_IZ, // all infected zones share an instance
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INSTANCE_UNIQUE // fusion lairs are generated as requested (+ uid)
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};
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2020-09-17 22:45:43 +00:00
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namespace ChunkManager {
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void init();
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void cleanup();
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2020-10-01 01:44:37 +00:00
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extern std::map<std::tuple<int, int, int>, Chunk*> chunks;
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2020-09-17 22:45:43 +00:00
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2020-10-01 01:44:37 +00:00
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void addNPC(int posX, int posY, int instanceID, int32_t id);
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void addPlayer(int posX, int posY, int instanceID, CNSocket* sock);
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void removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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void removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool checkChunk(std::tuple<int, int, int> chunk);
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2020-10-13 22:30:19 +00:00
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void destroyChunk(std::tuple<int, int, int> chunkPos);
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2020-10-01 01:44:37 +00:00
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std::tuple<int, int, int> grabChunk(int posX, int posY, int instanceID);
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std::vector<Chunk*> grabChunks(std::tuple<int, int, int> chunkPos);
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2020-09-17 22:45:43 +00:00
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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2020-10-01 01:44:37 +00:00
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bool inPopulatedChunks(int posX, int posY, int instanceID);
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2020-09-17 22:45:43 +00:00
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}
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