SQCSimulator2023/SQCSim2021/world.h

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#ifndef WORLD_H__
#define WORLD_H__
#include "define.h"
#include "chunk.h"
#include "array2d.h"
#include "vector3.h"
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#include "player.h"
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#include "transformation.h"
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#include "perlin.h"
#include "shader.h"
#include "textureatlas.h"
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#include <fstream>
#include <string>
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#include <vector>
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class Chunk;
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class Player;
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class World {
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public:
World();
~World();
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Array2d<Chunk*>& GetChunks();
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Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const;
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BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
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void Update(int& rendercount, int& badhitcount, Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
void GetScope(int& x, int& y);
void ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block);
void CleanUpWorld(int& deleteframes, bool clear);
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private:
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Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y);
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std::vector<Chunk*> m_tbDeleted;
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int m_center[2] = { INT16_MAX / 2 - WORLD_SIZE_X / 2, INT16_MAX / 2 - WORLD_SIZE_Y / 2 };
bool GenerateChunk(int x, int y, Perlin& perlin);
void UpdateChunk(int& generates, int& updates, int chx, int chy, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
void RenderWorld(int& rendercount, int& badhitcount, Player& player, Transformation& world, Shader& shader);
void UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
void TransposeWorld(Player& player);
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/*Chunk* RetrieveChunk(int x, int y);*/
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};
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#endif // WORLD_H__
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