#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); bool inPopulatedChunks(std::set* chnks); void createInstance(uint64_t); void destroyInstanceIfEmpty(uint64_t); // death row below this point //void updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to); //void updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to); //void trackPlayer(ChunkPos chunkPos, CNSocket* sock); //void trackNPC(ChunkPos chunkPos, int32_t id); //void untrackPlayer(ChunkPos chunkPos, CNSocket* sock); //void untrackNPC(ChunkPos chunkPos, int32_t id); //void addPlayerToChunks(std::set chnks, CNSocket* sock); //void addNPCToChunks(std::set chnks, int32_t id); //void removePlayerFromChunks(std::set chnks, CNSocket* sock); //void removeNPCFromChunks(std::set chnks, int32_t id); }