minor controllers refactor
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9e02f1122f
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@ -14,10 +14,10 @@
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#include "world/Level.hpp"
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#include "world/World.hpp"
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BlocksController::BlocksController(Level* level, uint padding)
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BlocksController::BlocksController(const Level& level, uint padding)
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: level(level),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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chunks(*level.chunks),
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lighting(*level.lighting),
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randTickClock(20, 3),
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blocksTickClock(20, 1),
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worldTickClock(20, 1),
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@ -34,8 +34,8 @@ void BlocksController::updateSides(int x, int y, int z) {
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}
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void BlocksController::updateSides(int x, int y, int z, int w, int h, int d) {
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voxel* vox = chunks->get(x, y, z);
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const auto& def = level->content->getIndices()->blocks.require(vox->id);
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voxel* vox = chunks.get(x, y, z);
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const auto& def = level.content->getIndices()->blocks.require(vox->id);
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const auto& rot = def.rotations.variants[vox->state.rotation];
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const auto& xaxis = rot.axisX;
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const auto& yaxis = rot.axisY;
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@ -62,8 +62,8 @@ void BlocksController::breakBlock(
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onBlockInteraction(
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player, glm::ivec3(x, y, z), def, BlockInteraction::destruction
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);
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chunks->set(x, y, z, 0, {});
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lighting->onBlockSet(x, y, z, 0);
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chunks.set(x, y, z, 0, {});
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lighting.onBlockSet(x, y, z, 0);
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scripting::on_block_broken(player, def, glm::ivec3(x, y, z));
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if (def.rt.extended) {
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updateSides(x, y, z , def.size.x, def.size.y, def.size.z);
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@ -78,8 +78,8 @@ void BlocksController::placeBlock(
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onBlockInteraction(
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player, glm::ivec3(x, y, z), def, BlockInteraction::placing
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);
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chunks->set(x, y, z, def.rt.id, state);
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lighting->onBlockSet(x, y, z, def.rt.id);
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chunks.set(x, y, z, def.rt.id, state);
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lighting.onBlockSet(x, y, z, def.rt.id);
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scripting::on_block_placed(player, def, glm::ivec3(x, y, z));
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if (def.rt.extended) {
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updateSides(x, y, z , def.size.x, def.size.y, def.size.z);
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@ -89,12 +89,12 @@ void BlocksController::placeBlock(
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}
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void BlocksController::updateBlock(int x, int y, int z) {
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voxel* vox = chunks->get(x, y, z);
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voxel* vox = chunks.get(x, y, z);
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if (vox == nullptr) return;
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const auto& def = level->content->getIndices()->blocks.require(vox->id);
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const auto& def = level.content->getIndices()->blocks.require(vox->id);
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if (def.grounded) {
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const auto& vec = get_ground_direction(def, vox->state.rotation);
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if (!chunks->isSolidBlock(x + vec.x, y + vec.y, z + vec.z)) {
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if (!chunks.isSolidBlock(x + vec.x, y + vec.y, z + vec.z)) {
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breakBlock(nullptr, def, x, y, z);
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return;
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}
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@ -117,12 +117,11 @@ void BlocksController::update(float delta) {
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}
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void BlocksController::onBlocksTick(int tickid, int parts) {
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auto content = level->content;
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auto indices = content->getIndices();
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const auto& indices = level.content->getIndices()->blocks;
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int tickRate = blocksTickClock.getTickRate();
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for (size_t id = 0; id < indices->blocks.count(); id++) {
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for (size_t id = 0; id < indices.count(); id++) {
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if ((id + tickid) % parts != 0) continue;
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auto& def = indices->blocks.require(id);
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auto& def = indices.require(id);
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auto interval = def.tickInterval;
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if (def.rt.funcsset.onblockstick && tickid / parts % interval == 0) {
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scripting::on_blocks_tick(def, tickRate / interval);
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@ -155,9 +154,9 @@ void BlocksController::randomTick(
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}
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void BlocksController::randomTick(int tickid, int parts) {
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auto indices = level->content->getIndices();
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int width = chunks->getWidth();
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int height = chunks->getHeight();
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auto indices = level.content->getIndices();
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int width = chunks.getWidth();
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int height = chunks.getHeight();
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int segments = 4;
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for (uint z = padding; z < height - padding; z++) {
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@ -166,7 +165,7 @@ void BlocksController::randomTick(int tickid, int parts) {
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if ((index + tickid) % parts != 0) {
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continue;
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}
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auto& chunk = chunks->getChunks()[index];
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auto& chunk = chunks.getChunks()[index];
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if (chunk == nullptr || !chunk->flags.lighted) {
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continue;
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}
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@ -176,7 +175,7 @@ void BlocksController::randomTick(int tickid, int parts) {
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}
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int64_t BlocksController::createBlockInventory(int x, int y, int z) {
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auto chunk = chunks->getChunkByVoxel(x, y, z);
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auto chunk = chunks.getChunkByVoxel(x, y, z);
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if (chunk == nullptr) {
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return 0;
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}
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@ -184,21 +183,20 @@ int64_t BlocksController::createBlockInventory(int x, int y, int z) {
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int lz = z - chunk->z * CHUNK_D;
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auto inv = chunk->getBlockInventory(lx, y, lz);
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if (inv == nullptr) {
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auto indices = level->content->getIndices();
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auto& def =
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indices->blocks.require(chunk->voxels[vox_index(lx, y, lz)].id);
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const auto& indices = level.content->getIndices()->blocks;
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auto& def = indices.require(chunk->voxels[vox_index(lx, y, lz)].id);
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int invsize = def.inventorySize;
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if (invsize == 0) {
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return 0;
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}
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inv = level->inventories->create(invsize);
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inv = level.inventories->create(invsize);
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chunk->addBlockInventory(inv, lx, y, lz);
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}
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return inv->getId();
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}
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void BlocksController::bindInventory(int64_t invid, int x, int y, int z) {
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auto chunk = chunks->getChunkByVoxel(x, y, z);
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auto chunk = chunks.getChunkByVoxel(x, y, z);
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if (chunk == nullptr) {
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throw std::runtime_error("block does not exists");
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}
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@ -207,11 +205,11 @@ void BlocksController::bindInventory(int64_t invid, int x, int y, int z) {
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}
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int lx = x - chunk->x * CHUNK_W;
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int lz = z - chunk->z * CHUNK_D;
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chunk->addBlockInventory(level->inventories->get(invid), lx, y, lz);
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chunk->addBlockInventory(level.inventories->get(invid), lx, y, lz);
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}
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void BlocksController::unbindInventory(int x, int y, int z) {
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auto chunk = chunks->getChunkByVoxel(x, y, z);
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auto chunk = chunks.getChunkByVoxel(x, y, z);
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if (chunk == nullptr) {
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throw std::runtime_error("block does not exists");
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}
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@ -24,9 +24,9 @@ using on_block_interaction = std::function<
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/// BlocksController manages block updates and data (inventories, metadata)
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class BlocksController {
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Level* level;
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Chunks* chunks;
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Lighting* lighting;
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const Level& level;
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Chunks& chunks;
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Lighting& lighting;
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util::Clock randTickClock;
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util::Clock blocksTickClock;
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util::Clock worldTickClock;
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@ -34,7 +34,7 @@ class BlocksController {
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FastRandom random {};
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std::vector<on_block_interaction> blockInteractionCallbacks;
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public:
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BlocksController(Level* level, uint padding);
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BlocksController(const Level& level, uint padding);
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void updateSides(int x, int y, int z);
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void updateSides(int x, int y, int z, int w, int h, int d);
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@ -22,15 +22,15 @@
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const uint MAX_WORK_PER_FRAME = 128;
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const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level* level, uint padding)
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ChunksController::ChunksController(Level& level, uint padding)
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: level(level),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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chunks(*level.chunks),
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lighting(*level.lighting),
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padding(padding),
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generator(std::make_unique<WorldGenerator>(
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level->content->generators.require(level->getWorld()->getGenerator()),
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level->content,
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level->getWorld()->getSeed()
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level.content->generators.require(level.getWorld()->getGenerator()),
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level.content,
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level.getWorld()->getSeed()
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)) {}
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ChunksController::~ChunksController() = default;
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@ -56,8 +56,8 @@ void ChunksController::update(
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}
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bool ChunksController::loadVisible() {
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int sizeX = chunks->getWidth();
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int sizeY = chunks->getHeight();
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int sizeX = chunks.getWidth();
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int sizeY = chunks.getHeight();
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int nearX = 0;
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int nearZ = 0;
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@ -66,7 +66,7 @@ bool ChunksController::loadVisible() {
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for (uint z = padding; z < sizeY - padding; z++) {
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for (uint x = padding; x < sizeX - padding; x++) {
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int index = z * sizeX + x;
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auto& chunk = chunks->getChunks()[index];
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auto& chunk = chunks.getChunks()[index];
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if (chunk != nullptr) {
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if (chunk->flags.loaded && !chunk->flags.lighted) {
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if (buildLights(chunk)) {
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@ -87,12 +87,12 @@ bool ChunksController::loadVisible() {
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}
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}
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const auto& chunk = chunks->getChunks()[nearZ * sizeX + nearX];
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const auto& chunk = chunks.getChunks()[nearZ * sizeX + nearX];
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if (chunk != nullptr || !assigned) {
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return false;
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}
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int offsetX = chunks->getOffsetX();
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int offsetY = chunks->getOffsetY();
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int offsetX = chunks.getOffsetX();
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int offsetY = chunks.getOffsetY();
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createChunk(nearX + offsetX, nearZ + offsetY);
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return true;
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}
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@ -101,15 +101,15 @@ bool ChunksController::buildLights(const std::shared_ptr<Chunk>& chunk) {
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int surrounding = 0;
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for (int oz = -1; oz <= 1; oz++) {
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for (int ox = -1; ox <= 1; ox++) {
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if (chunks->getChunk(chunk->x + ox, chunk->z + oz)) surrounding++;
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if (chunks.getChunk(chunk->x + ox, chunk->z + oz)) surrounding++;
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}
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}
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if (surrounding == MIN_SURROUNDING) {
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bool lightsCache = chunk->flags.loadedLights;
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if (!lightsCache) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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lighting.buildSkyLight(chunk->x, chunk->z);
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}
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lighting->onChunkLoaded(chunk->x, chunk->z, !lightsCache);
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lighting.onChunkLoaded(chunk->x, chunk->z, !lightsCache);
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chunk->flags.lighted = true;
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return true;
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}
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@ -117,8 +117,8 @@ bool ChunksController::buildLights(const std::shared_ptr<Chunk>& chunk) {
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}
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void ChunksController::createChunk(int x, int z) {
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auto chunk = level->chunksStorage->create(x, z);
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chunks->putChunk(chunk);
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auto chunk = level.chunksStorage->create(x, z);
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chunks.putChunk(chunk);
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auto& chunkFlags = chunk->flags;
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if (!chunkFlags.loaded) {
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@ -128,7 +128,7 @@ void ChunksController::createChunk(int x, int z) {
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chunk->updateHeights();
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if (!chunkFlags.loadedLights) {
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Lighting::prebuildSkyLight(chunk.get(), level->content->getIndices());
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Lighting::prebuildSkyLight(chunk.get(), level.content->getIndices());
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}
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chunkFlags.loaded = true;
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chunkFlags.ready = true;
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@ -13,9 +13,9 @@ class WorldGenerator;
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/// @brief ChunksController manages chunks dynamic loading/unloading
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class ChunksController {
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private:
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Level* level;
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Chunks* chunks;
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Lighting* lighting;
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Level& level;
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Chunks& chunks;
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Lighting& lighting;
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uint padding;
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std::unique_ptr<WorldGenerator> generator;
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@ -24,7 +24,7 @@ private:
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bool buildLights(const std::shared_ptr<Chunk>& chunk);
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void createChunk(int x, int y);
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public:
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ChunksController(Level* level, uint padding);
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ChunksController(Level& level, uint padding);
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~ChunksController();
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/// @param maxDuration milliseconds reserved for chunks loading
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@ -16,14 +16,14 @@
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static debug::Logger logger("level-control");
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LevelController::LevelController(Engine* engine, std::unique_ptr<Level> level)
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LevelController::LevelController(Engine* engine, std::unique_ptr<Level> levelPtr)
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: settings(engine->getSettings()),
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level(std::move(level)),
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level(std::move(levelPtr)),
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blocks(std::make_unique<BlocksController>(
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this->level.get(), settings.chunks.padding.get()
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*level, settings.chunks.padding.get()
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)),
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chunks(std::make_unique<ChunksController>(
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this->level.get(), settings.chunks.padding.get()
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*level, settings.chunks.padding.get()
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)),
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player(std::make_unique<PlayerController>(
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settings, this->level.get(), blocks.get()
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