+Entity *World::AddPlayer(const std::string &name, std::uint32_t id) {
+ for (Entity *e : players) {
+ if (e->Name() == name) {
+ return nullptr;
+ }
+ }
+ Entity *player = AddEntity(id);
+ if (!player) {
+ return nullptr;
+ }
+ player->Name(name);
+ // TODO: load from save file here
+ player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ player->WorldCollidable(true);
+ player->Position(config.spawn);
+ players.push_back(player);
+ chunks.QueueSurrounding(player->ChunkCoords());
+ return player;
+}
+
+Entity &World::AddEntity() {
+ if (entities.empty()) {
+ entities.emplace_back();
+ entities.back().ID(1);
+ return entities.back();
+ }
+ if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
+ std::uint32_t id = entities.back().ID() + 1;
+ entities.emplace_back();
+ entities.back().ID(id);
+ return entities.back();
+ }
+ std::uint32_t id = 1;
+ auto position = entities.begin();
+ auto end = entities.end();
+ while (position != end && position->ID() == id) {
+ ++id;
+ ++position;
+ }
+ auto entity = entities.emplace(position);
+ entity->ID(id);
+ return *entity;
+}
+
+Entity *World::AddEntity(std::uint32_t id) {
+ if (entities.empty() || entities.back().ID() < id) {
+ entities.emplace_back();
+ entities.back().ID(id);
+ return &entities.back();
+ }
+
+ auto position = entities.begin();
+ auto end = entities.end();
+ while (position != end && position->ID() < id) {
+ ++position;
+ }
+ if (position != end && position->ID() == id) {
+ return nullptr;
+ }
+ auto entity = entities.emplace(position);
+ entity->ID(id);
+ return &*entity;
+}
+