#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SimulatorManager.h"
#include "../Chunk.h"
#include "../Cuboid.h"
#include "../World.h"
cSimulatorManager::cSimulatorManager(cWorld & a_World) :
m_World(a_World),
m_Ticks(0)
{
}
cSimulatorManager::~cSimulatorManager()
{
}
void cSimulatorManager::Simulate(float a_Dt)
{
m_Ticks++;
for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr)
{
if ((m_Ticks % itr->second) == 0)
{
itr->first->Simulate(a_Dt);
}
}
}
void cSimulatorManager::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
// m_Ticks has already been increased in Simulate()
for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr)
{
if ((m_Ticks % itr->second) == 0)
{
itr->first->SimulateChunk(a_Dt, a_ChunkX, a_ChunkZ, a_Chunk);
}
}
}
void cSimulatorManager::WakeUp(cChunk & a_Chunk, Vector3i a_Position)
{
ASSERT(a_Chunk.IsValid());
for (const auto & Item : m_Simulators)
{
Item.first->WakeUp(a_Chunk, a_Position, a_Chunk.GetBlock(a_Position));
}
for (const auto & Offset : cSimulator::AdjacentOffsets)
{
auto Relative = a_Position + Offset;
if (!cChunkDef::IsValidHeight(Relative))
{
continue;
}
const auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(Relative);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
// Stored block to give to simulators for performance
// Since they all need this we save them querying it themselves
const auto Block = Chunk->GetBlock(Relative);
for (const auto & Item : m_Simulators)
{
Item.first->WakeUp(*Chunk, Relative, Offset, Block);
}
}
}
void cSimulatorManager::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);
cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1);
cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2);
// Add all blocks, in a per-chunk manner:
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)
{
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 (const auto & Item : m_Simulators)
{
const auto Simulator = Item.first;
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 });
Simulator->WakeUp(a_CBChunk, Position, a_CBChunk.GetBlock(Position));
} // for x
} // for z
} // for y
}
return true;
});
} // for cx
} // for cz
}
void cSimulatorManager::RegisterSimulator(cSimulator * a_Simulator, int a_Rate)
{
m_Simulators.push_back(std::make_pair(a_Simulator, a_Rate));
}