#include "ChunkManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "settings.hpp" std::map, Chunk*> ChunkManager::chunks; void ChunkManager::init() {} // stubbed void ChunkManager::addNPC(int posX, int posY, int32_t id) { std::pair pos = grabChunk(posX, posY); // make chunk if it doesn't exist! if (chunks.find(pos) == chunks.end()) { chunks[pos] = new Chunk(); chunks[pos]->players = std::set(); chunks[pos]->NPCs = std::set(); } Chunk* chunk = chunks[pos]; chunk->NPCs.insert(id); NPCManager::addNPC(grabChunks(pos), id); } void ChunkManager::addPlayer(int posX, int posY, CNSocket* sock) { std::pair pos = grabChunk(posX, posY); // make chunk if it doesn't exist! if (chunks.find(pos) == chunks.end()) { chunks[pos] = new Chunk(); chunks[pos]->players = std::set(); chunks[pos]->NPCs = std::set(); } Chunk* chunk = chunks[pos]; chunk->players.insert(sock); } void ChunkManager::removePlayer(std::pair chunkPos, CNSocket* sock) { if (!checkChunk(chunkPos)) return; // do nothing if chunk doesn't even exist Chunk* chunk = chunks[chunkPos]; chunk->players.erase(sock); // gone // TODO: if players and NPCs are empty, free chunk and remove it from surrounding views } void ChunkManager::removeNPC(std::pair chunkPos, int32_t id) { if (!checkChunk(chunkPos)) return; // do nothing if chunk doesn't even exist Chunk* chunk = chunks[chunkPos]; chunk->NPCs.erase(id); // gone // TODO: if players and NPCs are empty, free chunk and remove it from surrounding views } bool ChunkManager::checkChunk(std::pair chunk) { return chunks.find(chunk) != chunks.end(); } std::pair ChunkManager::grabChunk(int posX, int posY) { return std::make_pair(posX / (settings::CHUNKSIZE / 3), posY / (settings::CHUNKSIZE / 3)); } std::vector ChunkManager::grabChunks(std::pair chunk) { std::vector chnks; chnks.reserve(9); // grabs surrounding chunks if they exist for (int i = -1; i < 2; i++) { for (int z = -1; z < 2; z++) { std::pair pos(chunk.first+i, chunk.second+z); // if chunk exists, add it to the vector if (checkChunk(pos)) chnks.push_back(chunks[pos]); } } return chnks; } // returns the chunks that aren't shared (only from from) std::vector ChunkManager::getDeltaChunks(std::vector from, std::vector to) { std::vector 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; } bool ChunkManager::inPopulatedChunks(int posX, int posY) { auto chunk = ChunkManager::grabChunk(posX, posY); auto nearbyChunks = ChunkManager::grabChunks(chunk); for (Chunk *c: nearbyChunks) { if (!c->players.empty()) return true; } return false; }