VoxelEngine/src/logic/LevelController.cpp
Vyacheslav Ivanov bbf33e8e4d
format: reformat project
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
2024-08-03 19:53:48 +03:00

97 lines
2.5 KiB
C++

#include "LevelController.hpp"
#include <algorithm>
#include "../debug/Logger.hpp"
#include "../files/WorldFiles.hpp"
#include "../interfaces/Object.hpp"
#include "../objects/Entities.hpp"
#include "../physics/Hitbox.hpp"
#include "../settings.hpp"
#include "../world/Level.hpp"
#include "../world/World.hpp"
#include "scripting/scripting.hpp"
static debug::Logger logger("level-control");
LevelController::LevelController(
EngineSettings& settings, std::unique_ptr<Level> level
)
: settings(settings),
level(std::move(level)),
blocks(std::make_unique<BlocksController>(
this->level.get(), settings.chunks.padding.get()
)),
chunks(std::make_unique<ChunksController>(
this->level.get(), settings.chunks.padding.get()
)),
player(std::make_unique<PlayerController>(
this->level.get(), settings, blocks.get()
)) {
scripting::on_world_load(this);
}
void LevelController::update(float delta, bool input, bool pause) {
glm::vec3 position = player->getPlayer()->getPosition();
level->loadMatrix(
position.x,
position.z,
settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
);
chunks->update(settings.chunks.loadSpeed.get());
if (!pause) {
// update all objects that needed
for (const auto& obj : level->objects) {
if (obj && obj->shouldUpdate) {
obj->update(delta);
}
}
blocks->update(delta);
player->update(delta, input, pause);
level->entities->updatePhysics(delta);
level->entities->update(delta);
}
level->entities->clean();
player->postUpdate(delta, input, pause);
// erease null pointers
auto& objects = level->objects;
objects.erase(
std::remove_if(
objects.begin(),
objects.end(),
[](auto obj) { return obj == nullptr; }
),
objects.end()
);
}
void LevelController::saveWorld() {
level->getWorld()->wfile->createDirectories();
logger.info() << "writing world";
scripting::on_world_save();
level->onSave();
level->getWorld()->write(level.get());
}
void LevelController::onWorldQuit() {
scripting::on_world_quit();
}
Level* LevelController::getLevel() {
return level.get();
}
Player* LevelController::getPlayer() {
return player->getPlayer();
}
BlocksController* LevelController::getBlocksController() {
return blocks.get();
}
PlayerController* LevelController::getPlayerController() {
return player.get();
}