OpenFusion/src/Chunking.hpp

47 lines
1.3 KiB
C++

#pragma once
#include "core/Core.hpp"
#include <utility>
#include <set>
#include <map>
#include <tuple>
#include <algorithm>
class Chunk {
public:
std::set<CNSocket*> players;
std::set<int32_t> NPCs;
};
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<ChunkPos, Chunk*> chunks;
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<Chunk*> chnks, CNSocket* sock);
void addNPCToChunks(std::set<Chunk*> chnks, int32_t id);
void removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock);
void removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id);
bool chunkExists(ChunkPos chunk);
ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
bool inPopulatedChunks(std::set<Chunk*>* chnks);
void createInstance(uint64_t);
void destroyInstanceIfEmpty(uint64_t);
}