#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(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) { AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ)); AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ)); AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1)); AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1)); if (a_BlockY > 0) { AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk); } if (a_BlockY < cChunkDef::Height - 1) { AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, 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: int chunkStartX, chunkStartZ, chunkEndX, chunkEndZ; cChunkDef::BlockToChunk(area.p1.x, area.p1.z, chunkStartX, chunkStartZ); cChunkDef::BlockToChunk(area.p2.x, area.p2.z, chunkEndX, chunkEndZ); for (int cz = chunkStartZ; cz <= chunkEndZ; ++cz) { for (int cx = chunkStartX; cx <= chunkEndX; ++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 }