refactor
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db620010a3
commit
70b3a4d91e
@ -66,22 +66,22 @@ LevelScreen::LevelScreen(
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frontend = std::make_unique<LevelFrontend>(
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player, controller.get(), assets, settings
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);
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worldRenderer = std::make_unique<WorldRenderer>(
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renderer = std::make_unique<WorldRenderer>(
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engine, *frontend, *player
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);
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hud = std::make_unique<Hud>(engine, *frontend, *player);
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decorator = std::make_unique<Decorator>(
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engine, *controller, *worldRenderer, assets, *player
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engine, *controller, *renderer, assets, *player
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);
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keepAlive(settings.graphics.backlight.observe([=](bool) {
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player->chunks->saveAndClear();
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worldRenderer->clear();
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renderer->clear();
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}));
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keepAlive(settings.graphics.denseRender.observe([=](bool) {
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player->chunks->saveAndClear();
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worldRenderer->clear();
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renderer->clear();
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frontend->getContentGfxCache().refresh();
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}));
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keepAlive(settings.camera.fov.observe([=](double value) {
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@ -89,7 +89,7 @@ LevelScreen::LevelScreen(
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}));
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keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
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player->chunks->saveAndClear();
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worldRenderer->clear();
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renderer->clear();
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return false;
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}));
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@ -117,7 +117,7 @@ void LevelScreen::initializeContent() {
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for (auto& entry : content.getPacks()) {
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initializePack(entry.second.get());
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}
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scripting::on_frontend_init(hud.get(), worldRenderer.get());
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scripting::on_frontend_init(hud.get(), renderer.get());
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}
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void LevelScreen::initializePack(ContentPackRuntime* pack) {
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@ -139,7 +139,7 @@ void LevelScreen::loadDecorations() {
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}
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auto data = io::read_object(CLIENT_FILE);
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if (data.has("weather")) {
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worldRenderer->getWeather().deserialize(data["weather"]);
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renderer->getWeather().deserialize(data["weather"]);
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}
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}
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@ -147,7 +147,7 @@ void LevelScreen::saveDecorations() {
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io::create_directory("world:client");
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auto data = dv::object();
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data["weather"] = worldRenderer->getWeather().serialize();
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data["weather"] = renderer->getWeather().serialize();
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io::write_json(CLIENT_FILE, data, true);
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}
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@ -168,7 +168,7 @@ void LevelScreen::saveWorldPreview() {
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Viewport viewport(previewSize * 1.5, previewSize);
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DrawContext ctx(&pctx, viewport, batch.get());
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worldRenderer->draw(ctx, camera, false, true, 0.0f, *postProcessing);
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renderer->draw(ctx, camera, false, true, 0.0f, *postProcessing);
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auto image = postProcessing->toImage();
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image->flipY();
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imageio::write("world:preview.png", image.get());
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@ -188,26 +188,15 @@ void LevelScreen::updateHotkeys() {
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if (Events::jpressed(keycode::F3)) {
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debug = !debug;
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hud->setDebug(debug);
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worldRenderer->setDebug(debug);
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renderer->setDebug(debug);
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}
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}
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void LevelScreen::update(float delta) {
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gui::GUI* gui = engine.getGUI();
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auto menu = gui->getMenu();
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bool inputLocked = menu->hasOpenPage() ||
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hud->isInventoryOpen() ||
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gui->isFocusCaught();
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if (!gui->isFocusCaught()) {
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updateHotkeys();
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}
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auto level = controller->getLevel();
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void LevelScreen::updateAudio() {
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auto player = playerController->getPlayer();
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auto camera = player->currentCamera;
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bool paused = hud->isPause();
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audio::get_channel("regular")->setPaused(paused);
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audio::get_channel("ambient")->setPaused(paused);
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glm::vec3 velocity {};
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@ -220,24 +209,34 @@ void LevelScreen::update(float delta) {
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camera->dir,
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glm::vec3(0, 1, 0)
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);
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const auto& settings = engine.getSettings();
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}
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if (!hud->isPause()) {
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level->getWorld()->updateTimers(delta);
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animator->update(delta);
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void LevelScreen::update(float delta) {
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auto& gui = *engine.getGUI();
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if (!gui.isFocusCaught()) {
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updateHotkeys();
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}
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if (!hud->isPause()) {
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updateAudio();
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auto menu = gui.getMenu();
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bool inputLocked =
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menu->hasOpenPage() || hud->isInventoryOpen() || gui.isFocusCaught();
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bool paused = hud->isPause();
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if (!paused) {
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world.updateTimers(delta);
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animator->update(delta);
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playerController->update(delta, !inputLocked);
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}
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controller->update(glm::min(delta, 0.2f), hud->isPause());
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playerController->postUpdate(delta, !inputLocked, hud->isPause());
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controller->update(glm::min(delta, 0.2f), paused);
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playerController->postUpdate(delta, !inputLocked, paused);
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hud->update(hudVisible);
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const auto& weather = worldRenderer->getWeather();
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decorator->update(
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hud->isPause() ? 0.0f : delta, *camera, weather.a, weather.b
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);
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const auto& weather = renderer->getWeather();
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const auto& player = *playerController->getPlayer();
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const auto& camera = *player.currentCamera;
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decorator->update(paused ? 0.0f : delta, camera, weather);
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}
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void LevelScreen::draw(float delta) {
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@ -249,7 +248,7 @@ void LevelScreen::draw(float delta) {
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if (!hud->isPause()) {
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scripting::on_entities_render(engine.getTime().getDelta());
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}
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worldRenderer->draw(
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renderer->draw(
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ctx, *camera, hudVisible, hud->isPause(), delta, *postProcessing
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);
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@ -264,8 +263,3 @@ void LevelScreen::onEngineShutdown() {
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}
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controller->saveWorld();
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}
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LevelController* LevelScreen::getLevelController() const {
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return controller.get();
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}
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@ -22,7 +22,7 @@ class LevelScreen : public Screen {
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std::unique_ptr<LevelFrontend> frontend;
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std::unique_ptr<LevelController> controller;
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std::unique_ptr<PlayerController> playerController;
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std::unique_ptr<WorldRenderer> worldRenderer;
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std::unique_ptr<WorldRenderer> renderer;
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std::unique_ptr<TextureAnimator> animator;
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std::unique_ptr<PostProcessing> postProcessing;
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std::unique_ptr<Decorator> decorator;
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@ -38,6 +38,7 @@ class LevelScreen : public Screen {
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void loadDecorations();
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void saveDecorations();
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void updateAudio();
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public:
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LevelScreen(
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Engine& engine, std::unique_ptr<Level> level, int64_t localPlayer
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@ -48,6 +49,4 @@ public:
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void draw(float delta) override;
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void onEngineShutdown() override;
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LevelController* getLevelController() const;
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};
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@ -173,45 +173,7 @@ void Decorator::update(
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}
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}
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void Decorator::update(
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float delta,
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const Camera& camera,
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const WeatherPreset& weatherA,
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const WeatherPreset& weatherB
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) {
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float thunderRate = weatherA.thunderRate * weatherA.intensity +
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weatherB.thunderRate * weatherB.intensity;
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thunderTimer += delta;
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util::PseudoRandom random(rand());
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if (thunderTimer >= 1.0f) {
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thunderTimer = 0.0f;
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if (random.randFloat() < thunderRate) {
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audio::play(
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assets.get<audio::Sound>("ambient/thunder"),
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glm::vec3(),
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false,
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1.0f,
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1.0f + random.randFloat() - 0.5f,
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false,
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audio::PRIORITY_NORMAL,
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audio::get_channel_index("ambient")
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);
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}
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}
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glm::ivec3 pos = camera.position;
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for (int i = 0; i < ITERATIONS; i++) {
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update(delta, pos - glm::ivec3(UPDATE_AREA_DIAMETER / 2), pos);
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}
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int randIters = std::min(50'000, static_cast<int>(delta * 24'000));
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for (int i = 0; i < randIters; i++) {
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if (weatherA.intensity > 1.e-3f) {
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updateRandom(delta, pos, weatherA);
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}
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if (weatherB.intensity > 1.e-3f) {
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updateRandom(delta, pos, weatherB);
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}
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}
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void Decorator::updateBlockEmitters(const Camera& camera) {
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const auto& chunks = *player.chunks;
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const auto& indices = *level.content.getIndices();
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auto iter = blockEmitters.begin();
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@ -243,7 +205,9 @@ void Decorator::update(
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}
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iter++;
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}
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}
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void Decorator::updateTextNotes() {
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for (const auto& [id, player] : *level.players) {
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if (id == this->player.getId() ||
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playerTexts.find(id) != playerTexts.end()) {
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@ -273,3 +237,49 @@ void Decorator::update(
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}
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}
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}
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void Decorator::updateRandomSounds(float delta, const Weather& weather) {
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float thunderRate = weather.a.thunderRate * weather.a.intensity +
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weather.b.thunderRate * weather.b.intensity;
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thunderTimer += delta;
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util::PseudoRandom random(rand());
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if (thunderTimer >= 1.0f) {
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thunderTimer = 0.0f;
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if (random.randFloat() < thunderRate) {
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audio::play(
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assets.get<audio::Sound>("ambient/thunder"),
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glm::vec3(),
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false,
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1.0f,
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1.0f + random.randFloat() - 0.5f,
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false,
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audio::PRIORITY_NORMAL,
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audio::get_channel_index("ambient")
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);
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}
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}
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}
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void Decorator::update(
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float delta,
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const Camera& camera,
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const Weather& weather
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) {
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updateRandomSounds(delta, weather);
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glm::ivec3 pos = camera.position;
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for (int i = 0; i < ITERATIONS; i++) {
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update(delta, pos - glm::ivec3(UPDATE_AREA_DIAMETER / 2), pos);
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}
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int randIters = std::min(50'000, static_cast<int>(delta * 24'000));
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for (int i = 0; i < randIters; i++) {
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if (weather.a.intensity > 1.e-3f) {
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updateRandom(delta, pos, weather.a);
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}
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if (weather.b.intensity > 1.e-3f) {
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updateRandom(delta, pos, weather.b);
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}
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}
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updateBlockEmitters(camera);
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updateTextNotes();
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}
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@ -18,6 +18,7 @@ class Block;
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class Engine;
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class LevelController;
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class WorldRenderer;
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class Weather;
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struct WeatherPreset;
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class Decorator {
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@ -44,6 +45,9 @@ class Decorator {
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const glm::ivec3& areaCenter,
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const WeatherPreset& weather
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);
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void updateRandomSounds(float delta, const Weather& weather);
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void updateBlockEmitters(const Camera& camera);
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void updateTextNotes();
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void addParticles(const Block& def, const glm::ivec3& pos);
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public:
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Decorator(
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@ -57,7 +61,6 @@ public:
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void update(
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float delta,
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const Camera& camera,
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const WeatherPreset& weatherA,
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const WeatherPreset& weatherB
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const Weather& weather
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);
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};
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