#include "World.h" #include #include "log.h" #include "Game.h" #include "Win.h" #include "Clock.h" namespace Swan { static void chunkLine(int l, WorldPlane &plane, ChunkPos &abspos, const Vec2i &dir) { for (int i = 0; i < l; ++i) { plane.slowGetChunk(abspos).keepActive(); abspos += dir; } } World::World(Game *game, unsigned long rand_seed): game_(game), random_(rand_seed), resources_(game->win_) { std::unique_ptr invalid_tile = Tile::createInvalid(resources_); tiles_map_[invalid_tile->name_] = 0; // tiles_ is empty, so pushing back now will ensure invalid_tile // ends up at location 0 tiles_.push_back(std::move(invalid_tile)); // We're also going to need an air tile at location 1 tiles_.push_back(Tile::createAir(resources_)); tiles_map_["@::air"] = 1; } void World::ChunkRenderer::tick(WorldPlane &plane, ChunkPos abspos) { int l = 0; RTClock clock; for (int i = 0; i < 4; ++i) { chunkLine(l, plane, abspos, Vec2i(0, -1)); chunkLine(l, plane, abspos, Vec2i(1, 0)); l += 1; chunkLine(l, plane, abspos, Vec2i(0, 1)); chunkLine(l, plane, abspos, Vec2i(-1, 0)); l += 1; } } void World::addMod(ModWrapper &&mod) { info << "World: adding mod " << mod.mod_->name_; for (auto i: mod.buildImages(game_->win_.renderer_)) { resources_.addImage(std::move(i)); } for (auto t: mod.buildTiles(resources_)) { Tile::ID id = tiles_.size(); tiles_map_[t->name_] = id; tiles_.push_back(std::move(t)); } for (auto i: mod.buildItems(resources_)) { items_[i->name_] = std::move(i); } for (auto fact: mod.getWorldGens()) { worldgen_factories_.emplace( std::piecewise_construct, std::forward_as_tuple(fact.name), std::forward_as_tuple(fact)); } for (auto fact: mod.getEntities()) { ent_coll_factories_.push_back(fact); } mods_.push_back(std::move(mod)); } void World::setWorldGen(std::string gen) { default_world_gen_ = std::move(gen); } void World::spawnPlayer() { player_ = dynamic_cast( planes_[current_plane_].spawnPlayer().get()); } void World::setCurrentPlane(WorldPlane &plane) { current_plane_ = plane.id_; } WorldPlane &World::addPlane(const std::string &gen) { WorldPlane::ID id = planes_.size(); auto it = worldgen_factories_.find(gen); if (it == worldgen_factories_.end()) { panic << "Tried to add plane with non-existant world gen " << gen << "!"; abort(); } std::vector> colls; colls.reserve(ent_coll_factories_.size()); for (auto &fact: ent_coll_factories_) { colls.emplace_back(fact.create(fact.name)); } WorldGen::Factory &factory = it->second; std::unique_ptr g = factory.create(*this); planes_.emplace_back(id, this, std::move(g), std::move(colls)); return planes_[id]; } Item &World::getItem(const std::string &name) { auto iter = items_.find(name); if (iter == items_.end()) { warn << "Tried to get non-existant item " << name << "!"; return *game_->invalid_item_; } return *iter->second; } Tile::ID World::getTileID(const std::string &name) { auto iter = tiles_map_.find(name); if (iter == tiles_map_.end()) { warn << "Tried to get non-existant item " << name << "!"; return Tile::INVALID_ID; } return iter->second; } Tile &World::getTile(const std::string &name) { Tile::ID id = getTileID(name); return getTileByID(id); } SDL_Color World::backgroundColor() { return planes_[current_plane_].backgroundColor(); } void World::draw(Win &win) { auto bounds = player_->getBody().getBounds(); win.cam_ = bounds.pos - (win.getSize() / 2) + (bounds.size / 2); planes_[current_plane_].draw(win); } void World::update(float dt) { for (auto &plane: planes_) plane.update(dt); } void World::tick(float dt) { for (auto &plane: planes_) plane.tick(dt); auto bounds = player_->getBody().getBounds(); chunk_renderer_.tick( planes_[current_plane_], ChunkPos((int)bounds.pos.x / CHUNK_WIDTH, (int)bounds.pos.y / CHUNK_HEIGHT)); } }