#include "LevelController.hpp" #include "../settings.hpp" #include "../files/WorldFiles.hpp" #include "../debug/Logger.hpp" #include "../world/Level.hpp" #include "../world/World.hpp" #include "../physics/Hitbox.hpp" #include "../objects/Entities.hpp" #include "scripting/scripting.hpp" #include "../interfaces/Object.hpp" #include static debug::Logger logger("level-control"); LevelController::LevelController(EngineSettings& settings, std::unique_ptr level) : settings(settings), level(std::move(level)), blocks(std::make_unique(this->level.get(), settings.chunks.padding.get())), chunks(std::make_unique(this->level.get(), settings.chunks.padding.get())), player(std::make_unique(this->level.get(), settings, blocks.get())) { scripting::on_world_load(this); } void LevelController::update(float delta, bool input, bool pause) { glm::vec3 position = player->getPlayer()->getPosition(); level->loadMatrix(position.x, position.z, settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2); chunks->update(settings.chunks.loadSpeed.get()); if (!pause) { // update all objects that needed for (const auto& obj : level->objects) { if (obj && obj->shouldUpdate) { obj->update(delta); } } blocks->update(delta); player->update(delta, input, pause); level->entities->updatePhysics(delta); level->entities->update(); } level->entities->clean(); player->postUpdate(delta, input, pause); // erease null pointers level->objects.erase( std::remove_if( level->objects.begin(), level->objects.end(), [](auto obj) { return obj == nullptr; }), level->objects.end() ); } void LevelController::saveWorld() { level->getWorld()->wfile->createDirectories(); logger.info() << "writing world"; scripting::on_world_save(); level->onSave(); level->getWorld()->write(level.get()); } void LevelController::onWorldQuit() { scripting::on_world_quit(); } Level* LevelController::getLevel() { return level.get(); } Player* LevelController::getPlayer() { return player->getPlayer(); } BlocksController* LevelController::getBlocksController() { return blocks.get(); } PlayerController* LevelController::getPlayerController() { return player.get(); }