87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
#include "LevelController.hpp"
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#include <algorithm>
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#include "debug/Logger.hpp"
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#include "engine.hpp"
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#include "files/WorldFiles.hpp"
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#include "objects/Entities.hpp"
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#include "physics/Hitbox.hpp"
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#include "settings.hpp"
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#include "world/Level.hpp"
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#include "world/World.hpp"
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#include "maths/voxmaths.hpp"
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#include "scripting/scripting.hpp"
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static debug::Logger logger("level-control");
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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(levelPtr)),
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blocks(std::make_unique<BlocksController>(
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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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*level, settings.chunks.padding.get()
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)),
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player(std::make_unique<PlayerController>(
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settings, level.get(), blocks.get()
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)) {
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scripting::on_world_load(this);
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}
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void LevelController::update(float delta, bool input, bool pause) {
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glm::vec3 position = player->getPlayer()->getPosition();
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level->loadMatrix(
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position.x,
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position.z,
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settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
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);
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chunks->update(
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settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
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floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
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);
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if (!pause) {
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// update all objects that needed
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blocks->update(delta);
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player->update(delta, input, pause);
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level->entities->updatePhysics(delta);
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level->entities->update(delta);
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}
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level->entities->clean();
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player->postUpdate(delta, input, pause);
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}
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void LevelController::saveWorld() {
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level->getWorld()->wfile->createDirectories();
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logger.info() << "writing world";
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scripting::on_world_save();
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level->onSave();
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level->getWorld()->write(level.get());
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}
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void LevelController::onWorldQuit() {
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scripting::on_world_quit();
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}
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Level* LevelController::getLevel() {
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return level.get();
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}
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Player* LevelController::getPlayer() {
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return player->getPlayer();
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}
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BlocksController* LevelController::getBlocksController() {
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return blocks.get();
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}
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ChunksController* LevelController::getChunksController() {
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return chunks.get();
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}
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PlayerController* LevelController::getPlayerController() {
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return player.get();
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}
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