#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "SimulatorManager.h" #include "../Chunk.h" #include "../Cuboid.h" #include "../World.h" cSimulatorManager::cSimulatorManager(cWorld & a_World) : m_World(a_World), m_Ticks(0) { } cSimulatorManager::~cSimulatorManager() { } void cSimulatorManager::Simulate(float a_Dt) { m_Ticks++; for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr) { if ((m_Ticks % itr->second) == 0) { itr->first->Simulate(a_Dt); } } } void cSimulatorManager::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { // m_Ticks has already been increased in Simulate() for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr) { if ((m_Ticks % itr->second) == 0) { itr->first->SimulateChunk(a_Dt, a_ChunkX, a_ChunkZ, a_Chunk); } } } void cSimulatorManager::WakeUp(cChunk & a_Chunk, Vector3i a_Position) { ASSERT(a_Chunk.IsValid()); for (const auto & Item : m_Simulators) { Item.first->WakeUp(a_Chunk, a_Position, a_Chunk.GetBlock(a_Position)); } for (const auto & Offset : cSimulator::AdjacentOffsets) { auto Relative = a_Position + Offset; if (!cChunkDef::IsValidHeight(Relative)) { continue; } const auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(Relative); if ((Chunk == nullptr) || !Chunk->IsValid()) { continue; } // Stored block to give to simulators for performance // Since they all need this we save them querying it themselves const auto Block = Chunk->GetBlock(Relative); for (const auto & Item : m_Simulators) { Item.first->WakeUp(*Chunk, Relative, Offset, Block); } } } void cSimulatorManager::WakeUp(const cCuboid & a_Area) { cCuboid area(a_Area); area.Sort(); area.Expand(1, 1, 1, 1, 1, 1); // Expand the area to contain the neighbors, too. area.ClampY(0, cChunkDef::Height - 1); cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1); cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2); // Add all blocks, in a per-chunk manner: for (int cz = ChunkStart.m_ChunkZ; cz <= ChunkEnd.m_ChunkZ; ++cz) { for (int cx = ChunkStart.m_ChunkX; cx <= ChunkEnd.m_ChunkX; ++cx) { m_World.DoWithChunk(cx, cz, [this, &area](cChunk & a_CBChunk) { int startX = std::max(area.p1.x, a_CBChunk.GetPosX() * cChunkDef::Width); int startZ = std::max(area.p1.z, a_CBChunk.GetPosZ() * cChunkDef::Width); int endX = std::min(area.p2.x, a_CBChunk.GetPosX() * cChunkDef::Width + cChunkDef::Width - 1); int endZ = std::min(area.p2.z, a_CBChunk.GetPosZ() * cChunkDef::Width + cChunkDef::Width - 1); for (const auto & Item : m_Simulators) { const auto Simulator = Item.first; for (int y = area.p1.y; y <= area.p2.y; ++y) { for (int z = startZ; z <= endZ; ++z) { for (int x = startX; x <= endX; ++x) { const auto Position = cChunkDef::AbsoluteToRelative({ x, y, z }); Simulator->WakeUp(a_CBChunk, Position, a_CBChunk.GetBlock(Position)); } // for x } // for z } // for y } return true; }); } // for cx } // for cz } void cSimulatorManager::RegisterSimulator(cSimulator * a_Simulator, int a_Rate) { m_Simulators.push_back(std::make_pair(a_Simulator, a_Rate)); }