2024-03-11 13:21:06 +03:00

151 lines
4.3 KiB
C++

#ifndef WORLD_WORLD_H_
#define WORLD_WORLD_H_
#include <string>
#include <vector>
#include <memory>
#include <filesystem>
#include <stdexcept>
#include "../typedefs.h"
#include "../settings.h"
#include "../util/timeutil.h"
#include "../data/dynamic.h"
#include "../interfaces/Serializable.h"
#include "../content/ContentPack.h"
class Content;
class WorldFiles;
class Chunks;
class Level;
class Player;
class ContentLUT;
namespace fs = std::filesystem;
class world_load_error : public std::runtime_error {
public:
world_load_error(std::string message);
};
/// @brief holds all world data except the level (chunks and objects)
class World : Serializable {
std::string name;
std::string generator;
uint64_t seed;
EngineSettings& settings;
const Content* const content;
std::vector<ContentPack> packs;
int64_t nextInventoryId = 0;
public:
std::unique_ptr<WorldFiles> wfile;
/// @brief Day/night loop timer in range 0..1 where
/// 0.0 - is midnight and
/// 0.5 - is noon
float daytime = timeutil::time_value(10, 00, 00);
// looking bad
float daytimeSpeed = 1.0f/60.0f/24.0f;
/// @brief total time passed in the world (not depending on daytimeSpeed)
double totalTime = 0.0;
World(
std::string name,
std::string generator,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
std::vector<ContentPack> packs
);
~World();
/// @brief Update world day-time and total time
/// @param delta delta-time
void updateTimers(float delta);
/// @brief Write all unsaved level data to the world directory
void write(Level* level);
/// @brief Check world indices and generate ContentLUT if convert required
/// @param directory world directory
/// @param content current Content instance
/// @return ContentLUT if world convert required else nullptr
static ContentLUT* checkIndices(const fs::path& directory, const Content* content);
/// @brief Create new world
/// @param name internal world name
/// @param directory root world directory
/// @param type of the world
/// @param seed world generation seed
/// @param settings current engine settings
/// @param content current engine Content instance
/// with all world content-packs applied
/// @param packs vector of all world content-packs
/// @return Level instance containing World instance
static Level* create(
std::string name,
std::string generator,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs
);
/// @brief Load an existing world
/// @param directory root world directory
/// @param settings current engine settings
/// @param content current engine Content instance
/// with all world content-packs applied
/// @param packs vector of all world content-packs
/// @return Level instance containing World instance
/// @throws world_load_error on world.json load error
static Level* load(
fs::path directory,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs
);
void setName(const std::string& name);
void setSeed(uint64_t seed);
void setGenerator(const std::string& generator);
/// @brief Check if world has content-pack installed
/// @param id content-pack id
bool hasPack(const std::string& id) const;
/// @brief Get internal world name (not the folder name)
/// @return name stored in world.json
std::string getName() const;
/// @brief Get world generation seed
uint64_t getSeed() const;
/// @brief Get world generator id
std::string getGenerator() const;
/// @brief Get vector of all content-packs installed in world
const std::vector<ContentPack>& getPacks() const;
/// @brief Get next inventory id and increment it's counter
/// @return integer >= 1
int64_t getNextInventoryId() {
return nextInventoryId++;
}
/// @brief Get current world Content instance
const Content* getContent() const {
return content;
}
std::unique_ptr<dynamic::Map> serialize() const override;
void deserialize(dynamic::Map *src) override;
};
#endif /* WORLD_WORLD_H_ */