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