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