VoxelEngine/src/core_defs.cpp

50 lines
1.5 KiB
C++

#include "core_defs.hpp"
#include "items/ItemDef.hpp"
#include "content/Content.hpp"
#include "content/ContentBuilder.hpp"
#include "files/files.hpp"
#include "files/engine_paths.hpp"
#include "window/Window.hpp"
#include "window/Events.hpp"
#include "window/input.hpp"
#include "voxels/Block.hpp"
// All in-game definitions (blocks, items, etc..)
void corecontent::setup(EnginePaths* paths, ContentBuilder* builder) {
{
Block& block = builder->blocks.create(CORE_AIR);
block.replaceable = true;
block.drawGroup = 1;
block.lightPassing = true;
block.skyLightPassing = true;
block.obstacle = false;
block.selectable = false;
block.model = BlockModel::none;
block.pickingItem = CORE_EMPTY;
}
ItemDef& item = builder->items.create(CORE_EMPTY);
item.iconType = item_icon_type::none;
auto bindsFile = paths->getResourcesFolder()/fs::path("bindings.toml");
if (fs::is_regular_file(bindsFile)) {
Events::loadBindings(
bindsFile.u8string(), files::read_string(bindsFile)
);
}
{
Block& block = builder->blocks.create(CORE_OBSTACLE);
for (uint i = 0; i < 6; i++) {
block.textureFaces[i] = "obstacle";
}
block.hitboxes = {AABB()};
ItemDef& item = builder->items.create(CORE_OBSTACLE+".item");
item.iconType = item_icon_type::block;
item.icon = CORE_OBSTACLE;
item.placingBlock = CORE_OBSTACLE;
item.caption = block.caption;
}
}