#include "Entity.hpp"
#include "Generator.hpp"
#include "Player.hpp"
+#include "../graphics/glm.hpp"
+#include "../rand/GaloisLFSR.hpp"
#include <cstdint>
#include <list>
#include <string>
#include <vector>
-#include <glm/glm.hpp>
namespace blank {
const std::string &Name() const noexcept { return config.name; }
+ /// get the shared random source for this world
+ GaloisLFSR &Random() noexcept { return rng; }
+
/// check if this ray hits a block
/// depth in the collision is the distance between the ray's
/// origin and the intersection point
/// returs an existing entity if ID is already taken
Entity &ForceAddEntity(std::uint32_t id);
+ /// get the player with given name
+ /// returns nullptr if no player bears this name
+ Player *FindPlayer(const std::string &name);
+ /// get an entity with given name
+ /// returns nullptr if name doesn't refer to any entity
+ /// note that unlike players, entity names are not unique
+ Entity *FindEntity(const std::string &name);
+
std::list<Player> &Players() noexcept { return players; }
const std::list<Player> &Players() const noexcept { return players; }
std::list<Entity> &Entities() noexcept { return entities; }
std::list<Player> players;
std::list<Entity> entities;
+ GaloisLFSR rng;
+
glm::vec3 light_direction;
float fog_density;