X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=cd631610a4367d261a0744aa0e78c7c1c6c29844;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=7d2c2926a1732ee4ea5f663cd112f3de6dd4335a;hpb=da5073a7fdb1ca066e778a02db33d5d15073aea0;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 7d2c292..cd63161 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,10 +1,12 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "ChunkLoader.hpp" +#include "ChunkStore.hpp" #include "Entity.hpp" #include "Generator.hpp" +#include "Player.hpp" +#include #include #include #include @@ -32,12 +34,10 @@ public: // I chose 0.011 because it yields 91 and 124 for those, so // slightly less than 6 and 8 chunks float fog_density = 0.011f; - - Generator::Config gen = Generator::Config(); - ChunkLoader::Config load = ChunkLoader::Config(); }; - World(const BlockTypeRegistry &, const Config &, const WorldSave &); + World(const BlockTypeRegistry &, const Config &); + ~World(); const std::string &Name() const noexcept { return config.name; } @@ -65,29 +65,44 @@ public: void Resolve(Entity &e, std::vector &); const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } - ChunkLoader &Loader() noexcept { return chunks; } + ChunkStore &Chunks() noexcept { return chunks; } /// 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(); } - - const std::vector &Players() const noexcept { return players; } + /// returns nullptr in entity if the name is already taken + Player AddPlayer(const std::string &name); + /// add player with given name and ID + /// returns nullptr in entity if the name or ID is already taken + Player 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); + /// add entity with given ID + /// returs an existing entity if ID is already taken + Entity &ForceAddEntity(std::uint32_t id); + + const std::vector &Players() const noexcept { return players; } + std::list &Entities() noexcept { return entities; } const std::list &Entities() const noexcept { return entities; } void Update(int dt); void Render(Viewport &); +private: + using EntityHandle = std::list::iterator; + EntityHandle RemoveEntity(EntityHandle &); + private: Config config; const BlockTypeRegistry &block_type; - Generator generate; - ChunkLoader chunks; + ChunkStore chunks; + ChunkIndex &spawn_index; - std::vector players; + std::vector players; std::list entities; glm::vec3 light_direction;