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#include "world.hpp"
#include "chunk.hpp"
#include "object.hpp"
#include "critter.hpp"
#include "scenery.hpp"
#include "scenery-proto.hpp"
#include "light.hpp"
#include "compat/borrowed-ptr.inl"
#include "compat/hash.hpp"
#include "compat/exception.hpp"
#include "compat/overloaded.hpp"
#include <cr/GrowableArray.h>
#include <tsl/robin_map.h>
using namespace floormat;
size_t world::object_id_hasher::operator()(object_id id) const noexcept { return hash_int(id); }
size_t world::chunk_coords_hasher::operator()(const chunk_coords_& coord) const noexcept
{
uint64_t x = 0;
x |= uint64_t((uint16_t)coord.x) << 0;
x |= uint64_t((uint16_t)coord.y) << 16;
x |= uint64_t( (uint8_t)coord.z) << 32;
return hash_int(x);
}
namespace floormat {
struct world::robin_map_wrapper final : tsl::robin_map<object_id, bptr<object>, object_id_hasher>
{
using tsl::robin_map<object_id, bptr<object>, object_id_hasher>::robin_map;
};
world::world(world&& w) noexcept = default;
world::world(std::unordered_map<chunk_coords_, chunk>&& chunks) :
world{std::max(initial_capacity, size_t(1/max_load_factor * 2 * chunks.size()))}
{
for (auto&& [coord, c] : chunks)
operator[](coord) = move(c);
}
world& world::operator=(world&& w) noexcept
{
fm_debug_assert(&w != this);
fm_assert(!w._script_initialized);
fm_assert(!w._script_finalized);
fm_assert(!_script_initialized || _script_finalized);
_script_initialized = false;
_script_finalized = false;
fm_assert(!w._teardown);
fm_assert(!_teardown);
_last_chunk = {};
_objects = move(w._objects);
_chunks = move(w._chunks);
w._objects = {};
fm_assert(w._unique_id);
_unique_id = move(w._unique_id);
fm_debug_assert(_unique_id);
fm_debug_assert(w._unique_id == nullptr);
_object_counter = w._object_counter;
w._object_counter = 0;
_current_frame = w._current_frame;
for (auto& [id, c] : _chunks)
c._world = this;
return *this;
}
world::world() : world{initial_capacity}
{
}
world::~world() noexcept
{
fm_assert(_script_finalized || !_script_initialized);
for (auto& [k, c] : _chunks)
c.on_teardown();
_teardown = true;
_objects->clear();
for (auto& [k, c] : _chunks)
{
c._teardown = true;
//c.mark_scenery_modified(); // XXX why? what for?
//c.mark_passability_modified(); // XXX why? what for?
_last_chunk = {};
arrayResize(c._objects, 0);
}
_last_chunk = {};
_chunks.clear();
}
bool world::unique_id::operator==(const unique_id& other) const { return this == &other; }
world::world(size_t capacity) : _chunks{capacity}, _unique_id{InPlace}
{
_chunks.max_load_factor(max_load_factor);
_chunks.reserve(initial_capacity);
_objects->max_load_factor(max_load_factor);
_objects->reserve(initial_capacity);
}
chunk& world::operator[](chunk_coords_ coord) noexcept
{
fm_debug_assert(coord.z >= chunk_z_min && coord.z <= chunk_z_max);
auto& [c, coord2] = _last_chunk;
if (coord != coord2)
c = &_chunks.try_emplace(coord, *this, coord).first->second;
coord2 = coord;
return *c;
}
auto world::operator[](global_coords pt) noexcept -> pair_chunk_tile
{
auto& c = operator[](pt.chunk3());
return { c, c[pt.local()] };
}
chunk* world::at(chunk_coords_ c) noexcept
{
auto it = _chunks.find(c);
if (it != _chunks.end())
return &it->second;
else
return nullptr;
}
bool world::contains(chunk_coords_ c) const noexcept
{
return _chunks.contains(c);
}
void world::clear()
{
fm_assert(!_teardown);
_chunks.clear();
_chunks.rehash(initial_capacity);
_objects->clear();
_objects->rehash(initial_capacity);
_object_counter = object_counter_init;
auto& [c, pos] = _last_chunk;
c = nullptr;
pos = chunk_tuple::invalid_coords;
}
void world::collect(bool force)
{
const auto len0 = _chunks.size();
for (auto it = _chunks.begin(); it != _chunks.end(); (void)0)
{
const auto& [_, c] = *it;
if (c.empty(force))
it = _chunks.erase(it);
else
++it;
}
auto& [c, pos] = _last_chunk;
c = nullptr;
pos = chunk_tuple::invalid_coords;
const auto len = len0 - _chunks.size();
if (len > 1)
fm_debug("world: collected %zu/%zu chunks", len, len0);
}
void world::do_make_object(const bptr<object>& e, global_coords pos, bool sorted)
{
fm_debug_assert(e->id != 0);
fm_debug_assert(e->c);
fm_debug_assert(pos.chunk3() == e->c->coord());
fm_debug_assert(_unique_id && e->c->world()._unique_id == _unique_id);
fm_assert(e->type() != object_type::none);
const_cast<global_coords&>(e->coord) = pos;
auto [_, fresh] = _objects->try_emplace(e->id, e);
if (!fresh) [[unlikely]]
fm_throw("object already initialized id:{}"_cf, e->id);
if (sorted)
e->c->add_object(e);
else
e->c->add_object_unsorted(e);
}
void world::erase_object(object_id id)
{
fm_debug_assert(id != 0);
auto cnt = _objects->erase(id);
fm_debug_assert(cnt > 0);
}
bptr<object> world::find_object_(object_id id)
{
auto it = _objects->find(id);
auto ret = it == _objects->end() ? nullptr : it->second;
fm_debug_assert(!ret || &ret->c->world() == this);
return ret;
}
void world::set_object_counter(object_id value)
{
fm_assert(value >= _object_counter);
_object_counter = value;
}
void world::throw_on_wrong_object_type(object_id id, object_type actual, object_type expected)
{
fm_throw("object {} has wrong object type {}, should be {}"_cf, id, (size_t)actual, (size_t)expected);
}
void world::throw_on_wrong_scenery_type(object_id id, scenery_type actual, scenery_type expected)
{
fm_throw("object {} has wrong scenery type {}, should be {}"_cf, id, (size_t)actual, (size_t)expected);
}
void world::throw_on_empty_scenery_proto(object_id id, global_coords pos, Vector2b offset)
{
ERR_nospace << "scenery_proto subtype not set"
<< " id:" << id
<< " pos:" << point{pos, offset};
auto ch = Vector3i(pos.chunk3());
auto t = Vector2i(pos.local());
fm_throw("scenery_proto subtype not set! id:{} chunk:{}x{}x{} tile:{}x{}"_cf, id, ch.x(), ch.y(), ch.z(), t.x(), t.y());
}
auto world::neighbors(chunk_coords_ coord) -> std::array<chunk*, 8>
{
std::array<chunk*, 8> ret;
for (auto i = 0u; i < 8; i++)
ret[i] = at(coord + neighbor_offsets[i]);
return ret;
}
critter_proto world::make_player_proto()
{
critter_proto cproto;
cproto.name = "Player"_s;
cproto.speed = 10;
cproto.playable = true;
return cproto;
}
bool world::is_teardown() const { return _teardown; }
void world::init_scripts()
{
fm_assert(!_script_initialized);
_script_initialized = true;
for (auto& [k, c] : _chunks)
for (const auto& obj : c.objects())
obj->init_script(obj);
}
void world::finish_scripts()
{
fm_assert(_script_initialized);
fm_assert(!_script_finalized);
_script_finalized = true;
for (auto& [k, c] : _chunks)
for (const auto& obj : c.objects())
obj->destroy_script_pre(obj, script_destroy_reason::quit);
for (auto& [k, c] : _chunks)
for (const auto& obj : c.objects())
obj->destroy_script_post();
}
struct world::script_status world::script_status() const
{
return { _script_initialized, _script_finalized };
}
bptr<critter> world::ensure_player_character(object_id& id)
{
return ensure_player_character(id, make_player_proto());
}
bptr<critter> world::ensure_player_character(object_id& id_, critter_proto p)
{
if (id_)
{
bptr<critter> tmp;
if (auto C = find_object(id_); C && C->type() == object_type::critter)
{
auto ptr = static_pointer_cast<critter>(C);
return {ptr};
}
}
id_ = 0;
auto id = (object_id)-1;
bptr<critter> ret;
for (auto& [coord, c] : chunks())
{
for (const auto& eʹ : c.objects())
{
const auto& e = *eʹ;
if (e.type() == object_type::critter)
{
const auto& C = static_cast<const critter&>(e);
if (C.playable)
{
id = std::min(id, C.id);
ret = static_pointer_cast<critter>(eʹ);
}
}
}
}
if (id != (object_id)-1)
id_ = id;
else
{
p.playable = true;
ret = make_object<critter>(make_id(), global_coords{}, move(p));
id_ = ret->id;
}
fm_debug_assert(ret);
return ret;
}
template<typename T>
bptr<T> world::find_object(object_id id)
{
static_assert(std::is_base_of_v<object, T>);
if (bptr<object> ptr = find_object_(id); !ptr)
return {};
else if constexpr(std::is_same_v<T, object>)
return ptr;
else if (ptr->type() != object_type_<T>::value) [[unlikely]]
throw_on_wrong_object_type(id, ptr->type(), object_type_<T>::value);
else
return static_pointer_cast<T>(move(ptr));
}
template<typename T>
requires is_strict_base_of<scenery, T>
bptr<T> world::find_object(object_id id)
{
if (auto ptr = find_object<scenery>(id); !ptr)
return {};
else if (ptr->scenery_type() != scenery_type_<T>::value) [[unlikely]]
throw_on_wrong_scenery_type(id, ptr->scenery_type(), scenery_type_<T>::value);
else
return static_pointer_cast<T>(move(ptr));
}
template bptr<object> world::find_object<object>(object_id id);
template bptr<critter> world::find_object<critter>(object_id id);
template bptr<scenery> world::find_object<scenery>(object_id id);
template bptr<light> world::find_object<light>(object_id id);
template bptr<generic_scenery> world::find_object<generic_scenery>(object_id id);
template bptr<door_scenery> world::find_object<door_scenery>(object_id id);
template<bool sorted>
bptr<scenery> world::make_scenery(object_id id, global_coords pos, scenery_proto&& proto)
{
using type = bptr<scenery>;
return std::visit(overloaded {
[&](std::monostate) -> type {
throw_on_empty_scenery_proto(id, pos, proto.offset);
},
[&](generic_scenery_proto&& p) -> type {
return make_object<generic_scenery, sorted>(id, pos, move(p), move(proto));
},
[&](door_scenery_proto&& p) -> type {
return make_object<door_scenery, sorted>(id, pos, move(p), move(proto));
},
}, move(proto.subtype));
}
template bptr<scenery> world::make_scenery<false>(object_id id, global_coords pos, scenery_proto&& proto);
template bptr<scenery> world::make_scenery<true>(object_id id, global_coords pos, scenery_proto&& proto);
} // namespace floormat
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