#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 <list>
#include <vector>
namespace blank {
-class Assets;
+class BlockTypeRegistry;
class EntityCollision;
class Viewport;
class WorldCollision;
ChunkLoader::Config load = ChunkLoader::Config();
};
- World(const Assets &, const Config &, const WorldSave &);
+ World(const BlockTypeRegistry &, const Config &, const WorldSave &);
/// check if this ray hits a block
/// depth in the collision is the distance between the ray's
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; }
+ /// add player with given name
+ /// returns nullptr if the name is already taken
+ Entity *AddPlayer(const std::string &name);
Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
- Chunk &PlayerChunk();
+ 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;
+ 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;