#include "ChunkManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "settings.hpp" std::map, Chunk*> ChunkManager::chunks; void ChunkManager::init() {} // stubbed void ChunkManager::cleanup() { // cleans up all the allocated chunks for (auto& pair : chunks) { delete pair.second; } } 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.first, pos.second), 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); } std::pair ChunkManager::grabChunk(int posX, int posY) { return std::make_pair(posX / (settings::PLAYERDISTANCE / 3), posY / (settings::PLAYERDISTANCE / 3)); } std::vector ChunkManager::grabChunks(int chunkX, int chunkY) { std::vector delta; delta.reserve(9); for (int i = -1; i < 2; i++) { for (int z = -1; z < 2; z++) { std::pair pos(chunkX+i, chunkY+z); // if chunk exists, add it to the delta if (chunks.find(pos) != chunks.end()) { delta.push_back(chunks[pos]); } } } return delta; } // 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; }