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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SimulatorManager.h"
#include "../Chunk.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;
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)
{
for (const auto Item : m_Simulators)
{
Item.first->WakeUp(a_Area);
}
}
void cSimulatorManager::RegisterSimulator(cSimulator * a_Simulator, int a_Rate)
{
m_Simulators.push_back(std::make_pair(a_Simulator, a_Rate));
}
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