Files
VoxelEngine/World/World.cs

63 lines
2.2 KiB
C#

using OpenTK.Mathematics;
using VoxelEngine.Core;
using VoxelEngine.World.Blocks;
using VoxelEngine.World.Persistence;
namespace VoxelEngine.World;
public sealed class World(BlockRegistry registry, IChunkModificationStore modStore)
: IWorld
{
private readonly Dictionary<Vector3i, Chunk.Chunk> _chunks = new();
public IChunkModificationStore ModificationStore { get; } = modStore;
public void SetChunk(Vector3i chunkPos, Chunk.Chunk chunk) => this._chunks[chunkPos] = chunk;
public void RemoveChunk(Vector3i chunkPos) => this._chunks.Remove(chunkPos);
public Chunk.Chunk? GetChunk(Vector3i chunkPos) => this._chunks.GetValueOrDefault(chunkPos);
public IBlock GetBlock(int worldX, int worldY, int worldZ)
{
Vector3i chunkPos = new(
ChunkMath.FloorDiv(worldX, Chunk.Chunk.Size),
ChunkMath.FloorDiv(worldY, Chunk.Chunk.Size),
ChunkMath.FloorDiv(worldZ, Chunk.Chunk.Size));
Chunk.Chunk? chunk = this.GetChunk(chunkPos);
if (chunk == null) return registry.Air;
int localX = worldX - chunkPos.X * Chunk.Chunk.Size;
int localY = worldY - chunkPos.Y * Chunk.Chunk.Size;
int localZ = worldZ - chunkPos.Z * Chunk.Chunk.Size;
return registry.Get(chunk[localX, localY, localZ]);
}
public bool SetBlock(int worldX, int worldY, int worldZ, ushort blockId)
{
Vector3i chunkPos = new(
ChunkMath.FloorDiv(worldX, Chunk.Chunk.Size),
ChunkMath.FloorDiv(worldY, Chunk.Chunk.Size),
ChunkMath.FloorDiv(worldZ, Chunk.Chunk.Size));
Chunk.Chunk? chunk = this.GetChunk(chunkPos);
int localX = worldX - chunkPos.X * Chunk.Chunk.Size;
int localY = worldY - chunkPos.Y * Chunk.Chunk.Size;
int localZ = worldZ - chunkPos.Z * Chunk.Chunk.Size;
int localIndex = (localX * Chunk.Chunk.Size + localY) * Chunk.Chunk.Size + localZ;
// For a loaded chunk, no-op writes shouldn't pollute the diff store.
if (chunk != null && chunk[localX, localY, localZ] == blockId) return true;
this.ModificationStore.RecordEdit(chunkPos, localIndex, blockId);
if (chunk == null) return false;
chunk[localX, localY, localZ] = blockId;
return true;
}
}