+void Interface::PrintChunkInfo() {
+ std::cout << std::endl;
+ if (!aim_chunk) {
+ std::cout << "not looking at any block" << std::endl;
+ return;
+ }
+ std::cout << "looking at chunk "
+ << aim_chunk->Position()
+ << std::endl;
+
+ std::cout << " neighbors:";
+ if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
+ std::cout << " left";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
+ std::cout << " right";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
+ std::cout << " up";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
+ std::cout << " down";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
+ std::cout << " front";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
+ std::cout << " back";
+ }
+ std::cout << std::endl;
+}
+
+void Interface::PrintLightInfo() {
+ std::cout
+ << "light level " << world.PlayerChunk().GetLight(world.Player().Position())
+ << " at position " << world.Player().Position()
+ << std::endl;
+}
+
+void Interface::PrintSelectionInfo() {
+ std::cout << std::endl;
+ Print(selection);
+}
+
+void Interface::Print(const Block &block) {
+ std::cout << "type: " << block.type
+ << ", face: " << block.GetFace()
+ << ", turn: " << block.GetTurn()
+ << std::endl;
+}
+
+