OpenFusion/src/ChunkManager.cpp

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#include "ChunkManager.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "settings.hpp"
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std::map<std::tuple<int, int, int>, Chunk*> ChunkManager::chunks;
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void ChunkManager::init() {} // stubbed
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void ChunkManager::addNPC(int posX, int posY, int instanceID, int32_t id) {
std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
chunks[pos] = new Chunk();
chunks[pos]->players = std::set<CNSocket*>();
chunks[pos]->NPCs = std::set<int32_t>();
}
Chunk* chunk = chunks[pos];
chunk->NPCs.insert(id);
}
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void ChunkManager::addPlayer(int posX, int posY, int instanceID, CNSocket* sock) {
std::tuple<int, int, int> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end()) {
chunks[pos] = new Chunk();
chunks[pos]->players = std::set<CNSocket*>();
chunks[pos]->NPCs = std::set<int32_t>();
}
Chunk* chunk = chunks[pos];
chunk->players.insert(sock);
}
bool ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock) {
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if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
chunk->players.erase(sock); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
}
// the chunk we left was not destroyed
return false;
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}
bool ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->NPCs.erase(id); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
}
// the chunk we left was not destroyed
return false;
}
void ChunkManager::destroyChunk(std::tuple<int, int, int> chunkPos) {
if (!checkChunk(chunkPos))
return; // chunk doesn't exist, we don't need to do anything
Chunk* chunk = chunks[chunkPos];
// unspawn all of the mobs/npcs
for (uint32_t id : chunk->NPCs) {
NPCManager::destroyNPC(id);
}
// we also need to remove it from all NPCs/Players views
for (Chunk* otherChunk : grabChunks(chunkPos)) {
if (otherChunk == chunk)
continue;
// remove from NPCs
for (uint32_t id : otherChunk->NPCs) {
if (std::find(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk) != NPCManager::NPCs[id]->currentChunks.end()) {
NPCManager::NPCs[id]->currentChunks.erase(std::remove(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk), NPCManager::NPCs[id]->currentChunks.end());
}
}
// remove from players
for (CNSocket* sock : otherChunk->players) {
PlayerView* plyr = &PlayerManager::players[sock];
if (std::find(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk) != plyr->currentChunks.end()) {
plyr->currentChunks.erase(std::remove(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk), plyr->currentChunks.end());
}
}
}
assert(chunk->players.size() == 0);
// remove from the map
chunks.erase(chunkPos);
delete chunk;
}
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bool ChunkManager::checkChunk(std::tuple<int, int, int> chunk) {
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return chunks.find(chunk) != chunks.end();
}
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std::tuple<int, int, int> ChunkManager::grabChunk(int posX, int posY, int instanceID) {
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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}
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std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, int> chunk) {
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std::vector<Chunk*> chnks;
chnks.reserve(9);
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int x, y, inst;
std::tie(x, y, inst) = chunk;
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// grabs surrounding chunks if they exist
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for (int i = -1; i < 2; i++) {
for (int z = -1; z < 2; z++) {
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std::tuple<int, int, int> pos = std::make_tuple(x+i, y+z, inst);
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// if chunk exists, add it to the vector
if (checkChunk(pos))
chnks.push_back(chunks[pos]);
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}
}
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return chnks;
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}
// returns the chunks that aren't shared (only from from)
std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to) {
std::vector<Chunk*> delta;
for (Chunk* i : from) {
bool found = false;
// search for it in the other array
for (Chunk* z : to) {
if (i == z) {
found = true;
break;
}
}
// add it to the vector if we didn't find it!
if (!found)
delta.push_back(i);
}
return delta;
}
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bool ChunkManager::inPopulatedChunks(int posX, int posY, int instanceID) {
auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
auto nearbyChunks = ChunkManager::grabChunks(chunk);
for (Chunk *c: nearbyChunks) {
if (!c->players.empty())
return true;
}
return false;
}