#include "Globals.h" #include "Simulator.h" #include "../Chunk.h" #include "../Cuboid.h" #include "../World.h" std::array cSimulator::GetLinkedOffsets(const Vector3i Offset) { if (Offset.x == -1) { return { { { -2, 0, 0 }, { -1, -1, 0 }, { -1, 1, 0 }, { -1, 0, -1 }, { -1, 0, 1 } } }; } else if (Offset.x == 1) { return { { { 2, 0, 0 }, { 1, -1, 0 }, { 1, 1, 0 }, { 1, 0, -1 }, { 1, 0, 1 } } }; } else if (Offset.y == -1) { return { { { 0, -2, 0 }, { -1, -1, 0 }, { 1, -1, 0 }, { 0, -1, -1 }, { 0, -1, 1 } } }; } else if (Offset.y == 1) { return { { { 0, 2, 0 }, { -1, 1, 0 }, { 1, 1, 0 }, { 0, 1, -1 }, { 0, 1, 1 } } }; } else if (Offset.z == -1) { return { { { 0, 0, -2 }, { -1, 0, -1 }, { 1, 0, -1 }, { 0, -1, -1 }, { 0, 1, -1 } } }; } return { { { 0, 0, 2 }, { -1, 0, 1 }, { 1, 0, 1 }, { 0, -1, 1 }, { 0, 1, 1 } } }; } void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) { ASSERT(a_Chunk.IsValid()); AddBlock(a_Chunk, a_Position, a_Block); } void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block) { ASSERT(a_Chunk.IsValid()); WakeUp(a_Chunk, a_Position, a_Block); } void cSimulator::WakeUp(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) { const auto Position = cChunkDef::AbsoluteToRelative({ x, y, z }); AddBlock(a_CBChunk, Position, a_CBChunk.GetBlock(Position)); } // for x } // for z } // for y return true; } // lambda ); // DoWithChunk } // for cx } // for cz }