Use a specialized null value for ChunkPos

This prevents logic errors related to being in chunk 0 0 0.

Also:

* Moved some duplicated chunk teleportation logic to a new helper
  function
* Made ChunkPos into a proper class so it can default to INVALID_CHUNK
  when default-initialized
* Reversed the inclusion order of Chunking.hpp and Entities.hpp to work
  around problems with type definitions
This commit is contained in:
2022-07-22 02:40:33 +02:00
parent 1bd4d2fbee
commit 129d1c2fe3
9 changed files with 46 additions and 27 deletions

View File

@@ -378,12 +378,9 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
}
static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
EntityRef ref = {sock};
Entity* plr = ref.getEntity();
ChunkPos currentChunk = plr->chunkPos;
ChunkPos nullChunk = std::make_tuple(0, 0, 0);
Chunking::updateEntityChunk(ref, currentChunk, nullChunk);
Chunking::updateEntityChunk(ref, nullChunk, currentChunk);
Player *plr = PlayerManager::getPlayer(sock);
PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
}
static void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {