VoxelEngine/src/world/Level.cpp
2024-03-03 00:25:05 +03:00

57 lines
1.7 KiB
C++

#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<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);
lighting = std::make_unique<Lighting>(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<Inventories>(*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();
}