#include "world.h" World::World(){} World::~World(){} Array2d& World::GetChunks() { return m_chunks; } Chunk* World::ChunkAt(float x, float y, float z) const { int cx = (int)x / CHUNK_SIZE_X; int cz = (int)z / CHUNK_SIZE_Z; if (x < 0 || y < 0 || z < 0 || x >= WORLD_SIZE_X * CHUNK_SIZE_X || z >= CHUNK_SIZE_Z * WORLD_SIZE_Y || y > CHUNK_SIZE_Y) return 0; return m_chunks.Get(cx, cz); } Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); } BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const { Chunk* c = ChunkAt(x, y, z); if (!c) return defaultBlockType; int bx = (int)x % CHUNK_SIZE_X; int by = (int)y % CHUNK_SIZE_Y; int bz = (int)z % CHUNK_SIZE_Z; return c->GetBlock(bx, by, bz); } BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const { return BlockAt(pos.x, pos.y, pos.z, defaultBlockType); } void World::TransposeWorld(Player& player) { int x = 0; int y = 0; if (player.GetPosition().x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .66f) ++x; else if (player.GetPosition().x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .33f) --x; if (player.GetPosition().z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .66f) ++y; else if (player.GetPosition().z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .33f) --y; if (!x && !y) return; if (x != 0) for (int ay = 0; ay < WORLD_SIZE_Y; ++ay) for (int ax = 0; ax < abs(x); ++ay) if (ChunkAt(x < 0 ? (WORLD_SIZE_X - 1 - ax) * WORLD_SIZE_X : ax, 1, ay * WORLD_SIZE_Y)) m_tbDeleted.push_back(std::move(m_chunks.Get(x < 0? WORLD_SIZE_X - 1 - ax: ax, ay))); if (y != 0) for (int ax = 0; ax < WORLD_SIZE_X; ++ax) for (int ay = 0; ay < abs(y); ++ay) if (ChunkAt(ax * WORLD_SIZE_X , 1, y < 0 ? (WORLD_SIZE_Y - 1 - ay) * WORLD_SIZE_Y : ay)) m_tbDeleted.push_back(std::move(m_chunks.Get(ax, y < 0 ? WORLD_SIZE_Y - 1 - ay: ay))); for (int ax = 0; ax < WORLD_SIZE_X; ++ax) for (int ay = 0; ay < WORLD_SIZE_Y; ++ay) if (ax + x < WORLD_SIZE_X && ax + x > 0 && ay + y < WORLD_SIZE_Y && ay + y > 0) m_chunks.Set(x > 0? ax: ax + x, y > 0? ay: ay + y, m_chunks.Get(x < 0 ? ax : ax + x, y < 0 ? ay : ay + y)); if (x != 0) for (int ay = 0; ay < WORLD_SIZE_Y; ++ay) for (int ax = 0; ax < abs(x); ++ay) m_chunks.Set(x > 0 ? WORLD_SIZE_X - 1 - ax : ax, ay, nullptr); if (y != 0) for (int ax = 0; ax < WORLD_SIZE_X; ++ax) for (int ay = 0; ay < abs(y); ++ay) m_chunks.Set(ax, y > 0 ? WORLD_SIZE_Y - 1 - ay : ay, nullptr); m_center[0] += x; m_center[1] += y; player.Transpose(x, y); } void World::CleanUpWorld(int& frames) { if (!m_tbDeleted.empty() && !frames) { m_tbDeleted.pop_back(); frames = FRAMES_DELETE_CHUNKS; } } Chunk* World::RetrieveChunk(int x, int y) { for (int index = 0; index < m_tbDeleted.size(); ++index) { int cx, cy; m_tbDeleted.at(index)->GetPosition(cx, cy); if (cx == x && cy == y) return std::move(m_tbDeleted.at(index)); } return nullptr; }