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https://github.com/OpenFusionProject/OpenFusion.git
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dongresource
129d1c2fe3
This prevents logic errors related to being in chunk 0 0 0. Also: * Moved some duplicated chunk teleportation logic to a new helper function * Made ChunkPos into a proper class so it can default to INVALID_CHUNK when default-initialized * Reversed the inclusion order of Chunking.hpp and Entities.hpp to work around problems with type definitions
56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
#pragma once
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#include "core/Core.hpp"
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#include <utility>
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#include <set>
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#include <map>
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#include <tuple>
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#include <algorithm>
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struct EntityRef;
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class Chunk {
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public:
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std::set<EntityRef> entities;
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int nplayers = 0;
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};
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// to help the readability of ChunkPos
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typedef std::tuple<int, int, uint64_t> _ChunkPos;
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class ChunkPos : public _ChunkPos {
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public:
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ChunkPos() : _ChunkPos(0, 0, (uint64_t) -1) {}
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ChunkPos(int x, int y, uint64_t inst) : _ChunkPos(x, y, inst) {}
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};
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enum {
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INSTANCE_OVERWORLD, // default instance every player starts in
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INSTANCE_IZ, // these aren't actually used
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INSTANCE_UNIQUE // these aren't actually used
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};
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namespace Chunking {
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extern std::map<ChunkPos, Chunk*> chunks;
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extern const ChunkPos INVALID_CHUNK;
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void updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to);
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void trackEntity(ChunkPos chunkPos, const EntityRef& ref);
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void untrackEntity(ChunkPos chunkPos, const EntityRef& ref);
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void addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref);
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void removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref);
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bool chunkExists(ChunkPos chunk);
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ChunkPos chunkPosAt(int posX, int posY, uint64_t instanceID);
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std::set<Chunk*> getViewableChunks(ChunkPos chunkPos);
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std::vector<ChunkPos> getChunksInMap(uint64_t mapNum);
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bool inPopulatedChunks(std::set<Chunk*>* chnks);
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void createInstance(uint64_t);
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void destroyInstanceIfEmpty(uint64_t);
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}
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