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* Scripting introduced * AppImage workflow fixes * AppImage workflow simplified * README.md update * README.md update * small fix
115 lines
2.9 KiB
C++
115 lines
2.9 KiB
C++
#include "ChunksController.h"
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#include <limits.h>
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#include <memory>
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#include <iostream>
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#include "../voxels/Block.h"
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#include "../voxels/Chunk.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/ChunksStorage.h"
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#include "../voxels/WorldGenerator.h"
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#include "../graphics/Mesh.h"
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#include "../lighting/Lighting.h"
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#include "../files/WorldFiles.h"
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#include "../world/Level.h"
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#include "../world/World.h"
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#include "../maths/voxmaths.h"
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#include "../util/timeutil.h"
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const uint MAX_WORK_PER_FRAME = 64;
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const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level* level, uint padding)
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: level(level),
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chunks(level->chunks),
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lighting(level->lighting),
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padding(padding),
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generator(new WorldGenerator(level->content)) {
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}
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ChunksController::~ChunksController(){
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delete generator;
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}
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void ChunksController::update(int64_t maxDuration) {
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int64_t mcstotal = 0;
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for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
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timeutil::Timer timer;
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if (loadVisible()) {
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int64_t mcs = timer.stop();
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avgDurationMcs = mcs * 0.2 + avgDurationMcs * 0.8;
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if (mcstotal + max(avgDurationMcs, mcs) * 2 < maxDuration * 1000) {
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mcstotal += mcs;
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continue;
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}
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}
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break;
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}
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}
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bool ChunksController::loadVisible(){
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const int w = chunks->w;
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const int d = chunks->d;
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const int ox = chunks->ox;
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const int oz = chunks->oz;
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int nearX = 0;
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int nearZ = 0;
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int minDistance = ((w-padding*2)/2)*((w-padding*2)/2);
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for (uint z = padding; z < d-padding; z++){
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for (uint x = padding; x < w-padding; x++){
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int index = z * w + x;
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std::shared_ptr<Chunk> chunk = chunks->chunks[index];
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if (chunk != nullptr){
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int surrounding = 0;
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for (int oz = -1; oz <= 1; oz++){
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for (int ox = -1; ox <= 1; ox++){
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Chunk* other = chunks->getChunk(chunk->x+ox, chunk->z+oz);
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if (other != nullptr) surrounding++;
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}
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}
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chunk->surrounding = surrounding;
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if (surrounding == MIN_SURROUNDING && !chunk->isLighted()) {
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if (!chunk->isLoadedLights()) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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}
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lighting->onChunkLoaded(chunk->x, chunk->z);
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chunk->setLighted(true);
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return true;
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}
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continue;
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}
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int lx = x - w / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + lz * lz);
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if (distance < minDistance){
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minDistance = distance;
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nearX = x;
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nearZ = z;
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}
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}
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}
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int index = nearZ * w + nearX;
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std::shared_ptr<Chunk> chunk = chunks->chunks[index];
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if (chunk != nullptr) {
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return false;
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}
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chunk = level->chunksStorage->create(nearX+ox, nearZ+oz);
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chunks->putChunk(chunk);
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if (!chunk->isLoaded()) {
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generator->generate(chunk->voxels, chunk->x, chunk->z, level->world->seed);
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chunk->setUnsaved(true);
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}
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chunk->updateHeights();
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if (!chunk->isLoadedLights()) {
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lighting->prebuildSkyLight(chunk->x, chunk->z);
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}
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return true;
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}
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