#include "Level.h" #include "World.h" #include "LevelEvents.h" #include "../content/Content.h" #include "../lighting/Lighting.h" #include "../voxels/Chunk.h" #include "../voxels/Chunks.h" #include "../voxels/ChunksStorage.h" #include "../physics/Hitbox.h" #include "../physics/PhysicsSolver.h" #include "../objects/Player.h" #include "../items/Inventory.h" #include "../items/Inventories.h" Level::Level(World* world, const Content* content, EngineSettings& settings) : world(world), content(content), chunksStorage(std::make_unique(this)), physics(std::make_unique(glm::vec3(0, -22.6f, 0))), events(std::make_unique()), settings(settings) { auto inv = std::make_shared(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE); auto player = spawnObject(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv); uint matrixSize = (settings.chunks.loadDistance + settings.chunks.padding) * 2; chunks = std::make_unique(matrixSize, matrixSize, 0, 0, world->wfile.get(), events.get(), content); lighting = std::make_unique(content, chunks.get()); events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) { this->chunksStorage->remove(chunk->x, chunk->z); }); inventories = std::make_unique(*this); inventories->store(player->getInventory()); } Level::~Level(){ for(auto obj : objects) { obj.reset(); } } void Level::loadMatrix(int32_t x, int32_t z, uint32_t radius) { chunks->setCenter(x, z); radius = std::min(radius, settings.chunks.loadDistance + settings.chunks.padding * 2); if (chunks->w != radius) { chunks->resize(radius, radius); } } World* Level::getWorld() { return world.get(); }