VoxelEngine/src/logic/BlocksController.hpp
2024-08-04 22:26:08 +03:00

67 lines
1.9 KiB
C++

#ifndef LOGIC_BLOCKS_CONTROLLER_HPP_
#define LOGIC_BLOCKS_CONTROLLER_HPP_
#include <functional>
#include <glm/glm.hpp>
#include "../maths/fastmaths.hpp"
#include <typedefs.hpp>
#include <util/Clock.hpp>
#include "../voxels/voxel.hpp"
class Player;
class Block;
class Level;
class Chunk;
class Chunks;
class Lighting;
class ContentIndices;
enum class BlockInteraction { step, destruction, placing };
/// @brief Player argument is nullable
using on_block_interaction = std::function<
void(Player*, glm::ivec3, const Block&, BlockInteraction type)>;
/// BlocksController manages block updates and data (inventories, metadata)
class BlocksController {
Level* level;
Chunks* chunks;
Lighting* lighting;
util::Clock randTickClock;
util::Clock blocksTickClock;
util::Clock worldTickClock;
uint padding;
FastRandom random;
std::vector<on_block_interaction> blockInteractionCallbacks;
public:
BlocksController(Level* level, uint padding);
void updateSides(int x, int y, int z);
void updateBlock(int x, int y, int z);
void breakBlock(Player* player, const Block& def, int x, int y, int z);
void placeBlock(
Player* player, const Block& def, blockstate state, int x, int y, int z
);
void update(float delta);
void randomTick(
const Chunk& chunk, int segments, const ContentIndices* indices
);
void randomTick(int tickid, int parts);
void onBlocksTick(int tickid, int parts);
int64_t createBlockInventory(int x, int y, int z);
void bindInventory(int64_t invid, int x, int y, int z);
void unbindInventory(int x, int y, int z);
void onBlockInteraction(
Player* player, glm::ivec3 pos, const Block& def, BlockInteraction type
);
/// @brief Add block interaction callback
void listenBlockInteraction(const on_block_interaction& callback);
};
#endif // LOGIC_BLOCKS_CONTROLLER_HPP_