contentpack removal feature + refactor

This commit is contained in:
MihailRis
2024-03-11 13:21:06 +03:00
parent 3f0c710a47
commit daaba374a3
24 changed files with 345 additions and 295 deletions
+9 -9
View File
@@ -13,19 +13,20 @@
#include "../items/Inventories.h"
Level::Level(World* world, const Content* content, EngineSettings& settings)
: world(world),
content(content),
chunksStorage(std::make_unique<ChunksStorage>(this)),
physics(std::make_unique<PhysicsSolver>(glm::vec3(0, -22.6f, 0))),
events(std::make_unique<LevelEvents>()),
settings(settings)
: world(world),
content(content),
chunksStorage(std::make_unique<ChunksStorage>(this)),
physics(std::make_unique<PhysicsSolver>(glm::vec3(0, -22.6f, 0))),
events(std::make_unique<LevelEvents>()),
settings(settings)
{
auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
auto player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
uint matrixSize = (settings.chunks.loadDistance + settings.chunks.padding) * 2;
chunks = std::make_unique<Chunks>(matrixSize, matrixSize, 0, 0,
world->wfile.get(), events.get(), content);
chunks = std::make_unique<Chunks>(
matrixSize, matrixSize, 0, 0, world->wfile.get(), events.get(), content
);
lighting = std::make_unique<Lighting>(content, chunks.get());
events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
@@ -53,4 +54,3 @@ void Level::loadMatrix(int32_t x, int32_t z, uint32_t radius) {
World* Level::getWorld() {
return world.get();
}
+19 -21
View File
@@ -1,15 +1,15 @@
#ifndef WORLD_LEVEL_H_
#define WORLD_LEVEL_H_
#include <memory>
#include "../settings.h"
#include "../interfaces/Object.h"
#include <memory>
#include <vector>
const float DEF_PLAYER_Y = 100.0f;
const float DEF_PLAYER_SPEED = 4.0f;
const int DEF_PLAYER_INVENTORY_SIZE = 40;
inline constexpr float DEF_PLAYER_Y = 100.0f;
inline constexpr float DEF_PLAYER_SPEED = 4.0f;
inline constexpr int DEF_PLAYER_INVENTORY_SIZE = 40;
class Content;
class World;
@@ -22,36 +22,34 @@ class Lighting;
class PhysicsSolver;
class ChunksStorage;
/* A level, contains chunks and objects */
/// @brief A level, contains chunks and objects
class Level {
public:
std::unique_ptr<World> world;
const Content* const content;
std::vector<std::shared_ptr<Object>> objects;
std::unique_ptr<World> world;
const Content* const content;
std::vector<std::shared_ptr<Object>> objects;
std::unique_ptr<Chunks> chunks;
std::unique_ptr<ChunksStorage> chunksStorage;
std::unique_ptr<Inventories> inventories;
std::unique_ptr<Inventories> inventories;
std::unique_ptr<PhysicsSolver> physics;
std::unique_ptr<Lighting> lighting;
std::unique_ptr<LevelEvents> events;
const EngineSettings& settings;
const EngineSettings& settings;
Level(World* world,
const Content* content,
EngineSettings& settings);
~Level();
Level(World* world, const Content* content, EngineSettings& settings);
~Level();
void loadMatrix(int32_t x, int32_t z, uint32_t radius);
void loadMatrix(int32_t x, int32_t z, uint32_t radius);
World* getWorld();
// Spawns object of class T and returns pointer to it.
// @param T class that derives the Object class
// @param args pass arguments needed for T class constructor
template<class T, typename... Args>
std::shared_ptr<T> spawnObject(Args&&... args) {
/// Spawns object of class T and returns pointer to it.
/// @param T class that derives the Object class
/// @param args pass arguments needed for T class constructor
template<class T, typename... Args>
std::shared_ptr<T> spawnObject(Args&&... args) {
static_assert(std::is_base_of<Object, T>::value, "T must be a derived of Object class");
std::shared_ptr<T> tObj = std::make_shared<T>(args...);
+69 -80
View File
@@ -27,7 +27,7 @@ public:
world_load_error(std::string message);
};
/* World - holds all world data except the level (chunks and objects) */
/// @brief holds all world data except the level (chunks and objects)
class World : Serializable {
std::string name;
std::string generator;
@@ -40,116 +40,105 @@ class World : Serializable {
public:
std::unique_ptr<WorldFiles> wfile;
/**
* Day/night loop timer in range 0..1
* 0.0 - is midnight
* 0.5 - is noon
*/
/// @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(
std::string name,
std::string generator,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
std::vector<ContentPack> packs
);
~World();
/**
* Update world day-time and total time
* @param delta delta-time
*/
/// @brief Update world day-time and total time
/// @param delta delta-time
void updateTimers(float delta);
/**
* Write all unsaved level data to the world directory
*/
/// @brief Write all unsaved level data to the world directory
void write(Level* level);
/**
* 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
*/
/// @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);
/**
* 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);
/**
* 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);
/// @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);
/**
* Check if world has content-pack installed
* @param id content-pack id
*/
/// @brief Check if world has content-pack installed
/// @param id content-pack id
bool hasPack(const std::string& id) const;
/**
* Get internal world name (not the folder name)
* @return name stored in world.json
*/
/// @brief Get internal world name (not the folder name)
/// @return name stored in world.json
std::string getName() const;
/** Get world generation seed */
/// @brief Get world generation seed
uint64_t getSeed() const;
/** Get world generator id */
/// @brief Get world generator id
std::string getGenerator() const;
/**
* Get vector of all content-packs installed in world
*/
/// @brief Get vector of all content-packs installed in world
const std::vector<ContentPack>& getPacks() const;
/**
* Get next inventory id and increment it's counter
* @return integer >= 1
*/
/// @brief Get next inventory id and increment it's counter
/// @return integer >= 1
int64_t getNextInventoryId() {
return nextInventoryId++;
}
/**
* Get current world Content instance
*/
/// @brief Get current world Content instance
const Content* getContent() const {
return content;
}