#ifndef BLANK_WORLD_WORLD_HPP_
#define BLANK_WORLD_WORLD_HPP_
-#include "BlockTypeRegistry.hpp"
#include "ChunkLoader.hpp"
#include "Entity.hpp"
#include "Generator.hpp"
-#include "../graphics/ArrayTexture.hpp"
+#include <cstdint>
#include <list>
+#include <string>
#include <vector>
#include <glm/glm.hpp>
namespace blank {
-class Assets;
+class BlockTypeRegistry;
class EntityCollision;
class Viewport;
class WorldCollision;
public:
struct Config {
+ std::string name = "default";
// initial player position
glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
// direction facing towards(!) the light
ChunkLoader::Config load = ChunkLoader::Config();
};
- World(const Assets &, const Config &, const WorldSave &);
+ World(const BlockTypeRegistry &, const Config &, const WorldSave &);
+
+ const std::string &Name() const noexcept { return config.name; }
/// check if this ray hits a block
/// depth in the collision is the distance between the ray's
/// origin and the intersection point
+ /// M is the global transform for given reference chunk
bool Intersection(
const Ray &,
const glm::mat4 &M,
+ const Chunk::Pos &reference,
WorldCollision &);
/// check if this ray hits an entity
+ /// intersections with the reference are not tested
+ /// M is the global transform for the chunk of given reference entity
bool Intersection(
const Ray &,
const glm::mat4 &M,
+ const Entity &reference,
EntityCollision &);
/// check if given entity intersects with the world
bool Intersection(const Entity &e, std::vector<WorldCollision> &);
void Resolve(Entity &e, std::vector<WorldCollision> &);
- BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
+ const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
ChunkLoader &Loader() noexcept { return chunks; }
- Entity &Player() { return *player; }
- Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
-
- Chunk &PlayerChunk();
- Chunk &Next(const Chunk &to, const glm::ivec3 &dir);
+ /// add player with given name
+ /// returns nullptr if the name is already taken
+ Entity *AddPlayer(const std::string &name);
+ /// add player with given name and ID
+ /// returns nullptr if the name or ID is already taken
+ Entity *AddPlayer(const std::string &name, std::uint32_t id);
+ /// add an entity with an autogenerated ID
+ Entity &AddEntity();
+ /// add entity with given ID
+ /// returns nullptr if the ID is already taken
+ Entity *AddEntity(std::uint32_t id);
+
+ const std::vector<Entity *> &Players() const noexcept { return players; }
+ const std::list<Entity> &Entities() const noexcept { return entities; }
void Update(int dt);
void Render(Viewport &);
private:
- BlockTypeRegistry block_type;
+ using EntityHandle = std::list<Entity>::iterator;
+ EntityHandle RemoveEntity(EntityHandle &);
+
+private:
+ Config config;
- ArrayTexture block_tex;
+ const BlockTypeRegistry &block_type;
Generator generate;
ChunkLoader chunks;
- Entity *player;
+ std::vector<Entity *> players;
std::list<Entity> entities;
glm::vec3 light_direction;