#include "Globals.h" #include "../World.h" #include "../Defines.h" #include "../Chunk.h" #include "../Cuboid.h" #ifdef __clang__ #pragma clang diagnostic ignored "-Wweak-template-vtables" #endif // __clang__ #include "Simulator.h" void cSimulator::WakeUp(Vector3i a_Block, cChunk * a_Chunk) { AddBlock(a_Block, a_Chunk); AddBlock(a_Block + Vector3i(-1, 0, 0), a_Chunk->GetNeighborChunk(a_Block.x - 1, a_Block.z)); AddBlock(a_Block + Vector3i( 1, 0, 0), a_Chunk->GetNeighborChunk(a_Block.x + 1, a_Block.z)); AddBlock(a_Block + Vector3i(0, 0, -1), a_Chunk->GetNeighborChunk(a_Block.x, a_Block.z - 1)); AddBlock(a_Block + Vector3i(0, 0, 1), a_Chunk->GetNeighborChunk(a_Block.x, a_Block.z + 1)); if (a_Block.y > 0) { AddBlock(a_Block + Vector3i(0, -1, 0), a_Chunk); } if (a_Block.y < cChunkDef::Height - 1) { AddBlock(a_Block + Vector3i(0, 1, 0), a_Chunk); } } void cSimulator::WakeUpArea(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); // Add all blocks, in a per-chunk manner: cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1); cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2); 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) -> bool { if (!a_CBChunk.IsValid()) { LOGWARNING("%s: Trying to wake up inside a non-valid chunk [%d, %d]. Ignoring.", __FUNCTION__, a_CBChunk.GetPosX(), a_CBChunk.GetPosZ() ); return true; } 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 (int y = area.p1.y; y <= area.p2.y; ++y) { for (int z = startZ; z <= endZ; ++z) { for (int x = startX; x <= endX; ++x) { AddBlock({x, y, z}, &a_CBChunk); } // for x } // for z } // for y return true; } // lambda ); // DoWithChunk } // for cx } // for cz }