X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=cd631610a4367d261a0744aa0e78c7c1c6c29844;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=e0209c96aaf273eb4fab523fd4734b2353e5af28;hpb=e872614d387c4bfc3afb04bcc7cba3d9b8f3954b;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index e0209c9..cd63161 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,20 +1,21 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" -#include "ChunkLoader.hpp" +#include "ChunkStore.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../graphics/ArrayTexture.hpp" +#include "Player.hpp" +#include #include +#include #include #include namespace blank { -class Assets; +class BlockTypeRegistry; class EntityCollision; class Viewport; class WorldCollision; @@ -23,6 +24,7 @@ class World { public: struct Config { + std::string name = "default"; // initial player position glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; // direction facing towards(!) the light @@ -32,12 +34,12 @@ 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 Assets &, const Config &, const WorldSave &); + World(const BlockTypeRegistry &, const Config &); + ~World(); + + 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 @@ -62,27 +64,45 @@ public: bool Intersection(const Entity &e, std::vector &); void Resolve(Entity &e, std::vector &); - 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(); + const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + ChunkStore &Chunks() noexcept { return chunks; } + + /// add player with given name + /// 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: - BlockTypeRegistry block_type; + using EntityHandle = std::list::iterator; + EntityHandle RemoveEntity(EntityHandle &); + +private: + Config config; - ArrayTexture block_tex; + const BlockTypeRegistry &block_type; - Generator generate; - ChunkLoader chunks; + ChunkStore chunks; + ChunkIndex &spawn_index; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;