Game.h 5.0 KB

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  1. #pragma once
  2. #include <Console.h>
  3. #include <Critical.h>
  4. #include <Either.h>
  5. #include <InMemoryBuffer.h>
  6. #include <Punkt.h>
  7. #include <Text.h>
  8. #include <Thread.h>
  9. #include "Area.h"
  10. #include "BlockTypeNameFactory.h"
  11. #include "GameClient.h"
  12. #include "ItemTypeNameFactory.h"
  13. #include "NetworkMessage.h"
  14. #include "TypeRegistry.h"
  15. class QuestManager;
  16. class TickOrganizer;
  17. class WorldGenerator;
  18. class WorldLoader;
  19. class RecipieLoader;
  20. class Chat;
  21. class PlayerRegister;
  22. class UIController;
  23. class EntityType;
  24. class MultiblockStructureType;
  25. class ItemStack;
  26. class BlockType;
  27. class ItemType;
  28. class Item;
  29. class Game : public virtual Framework::Thread
  30. {
  31. public:
  32. static Framework::ConsoleHandler* consoleHandler;
  33. static Framework::InputLine* consoleInput;
  34. private:
  35. Framework::Text name;
  36. TypeRegistry* typeRegistry;
  37. BlockTypeNameFactory* blockTypeNameFactory;
  38. ItemTypeNameFactory* itemTypeNameFactory;
  39. Framework::RCArray<Dimension>* dimensions;
  40. Framework::RCArray<GameClient>* clients;
  41. Framework::Array<std::function<void()>> actions;
  42. QuestManager* questManager;
  43. Framework::Critical actionsCs;
  44. TickOrganizer* ticker;
  45. Framework::Text path;
  46. bool stop;
  47. __int64 tickId;
  48. Framework::Critical cs;
  49. int nextEntityId;
  50. WorldGenerator* generator;
  51. WorldLoader* loader;
  52. RecipieLoader* recipies;
  53. Chat* chat;
  54. PlayerRegister* playerRegister;
  55. UIController* uiController;
  56. double totalTickTime;
  57. int tickCounter;
  58. double averageTickTime;
  59. int ticksPerSecond;
  60. double totalTime;
  61. BlockType** blockTypes;
  62. int blockTypeCount;
  63. ItemType** itemTypes;
  64. int itemTypeCount;
  65. EntityType** entityTypes;
  66. int entityTypeCount;
  67. MultiblockStructureType** multiblockStructureTypes;
  68. int multiblockStructureTypeCount;
  69. void thread() override;
  70. Game(Framework::Text name, Framework::Text worldsDir);
  71. public:
  72. ~Game();
  73. void initialize();
  74. void api(Framework::InMemoryBuffer* zRequest, GameClient* zOrigin);
  75. void updateLightning(int dimensionId, Framework::Vec3<int> location);
  76. void updateLightningWithoutWait(
  77. int dimensionId, Framework::Vec3<int> location);
  78. void broadcastMessage(NetworkMessage* response);
  79. void sendMessage(NetworkMessage* response, Entity* zTargetPlayer);
  80. bool checkPlayer(Framework::Text name, Framework::Text secret);
  81. bool existsPlayer(Framework::Text name);
  82. Framework::Text createPlayer(Framework::Text name);
  83. GameClient* addPlayer(FCKlient* client, Framework::Text name);
  84. bool doesChunkExist(int x, int y, int dimension);
  85. void blockTargetChanged(Block* zBlock);
  86. void entityTargetChanged(Entity* zEntity);
  87. void spawnItem(
  88. Framework::Vec3<float> location, int dimensionId, Item* stack);
  89. void spawnItem(
  90. Framework::Vec3<float> location, int dimensionId, ItemStack* stack);
  91. bool isChunkLoaded(int x, int y, int dimension) const;
  92. Framework::Either<Block*, int> zBlockAt(
  93. Framework::Vec3<int> location, int dimension, OUT Chunk** zChunk) const;
  94. Block* zRealBlockInstance(
  95. Framework::Vec3<int> location, int dimension) const;
  96. const Block* zConstBlock(
  97. Framework::Vec3<int> location, int dimension) const;
  98. int getBlockType(Framework::Vec3<int> location, int dimension) const;
  99. Dimension* zDimension(int id) const;
  100. static Framework::Punkt getChunkCenter(int x, int y);
  101. Area getChunckArea(Framework::Punkt center) const;
  102. Framework::Text getWorldDirectory() const;
  103. void requestArea(Area area);
  104. void save() const;
  105. void requestStop();
  106. void addDimension(Dimension* d);
  107. int getNextEntityId();
  108. WorldGenerator* zGenerator() const;
  109. Entity* zEntity(int id, int dimensionId) const;
  110. Entity* zEntity(int id) const;
  111. Entity* zNearestEntity(int dimensionId,
  112. Framework::Vec3<float> pos,
  113. std::function<bool(Entity*)> filter) const;
  114. RecipieLoader* zRecipies() const;
  115. void doLater(std::function<void()> action);
  116. TickOrganizer* zTickOrganizer() const;
  117. Chat* zChat() const;
  118. Player* zPlayerByName(const char* name) const;
  119. void listPlayerNames(Framework::RCArray<Framework::Text>& names);
  120. TypeRegistry* zTypeRegistry() const;
  121. int getPlayerId(const char* name) const;
  122. QuestManager* zQuestManager() const;
  123. UIController* zUIController() const;
  124. double getAverageTickTime() const;
  125. int getTicksPerSecond() const;
  126. int getPlayerCount() const;
  127. int getChunkCount() const;
  128. const BlockType* zBlockType(int id) const;
  129. const ItemType* zItemType(int id) const;
  130. const EntityType* zEntityType(int id) const;
  131. int getEntityTypeId(const char* name) const;
  132. int getBlockTypeId(const char* name) const;
  133. int getItemTypeId(const char* name) const;
  134. int getBlockTypeCount() const;
  135. int getItemTypeCount() const;
  136. int getEntityTypeCount() const;
  137. const MultiblockStructureType* zMultiblockStructureType(int id) const;
  138. int getMultiblockStructureTypeCount() const;
  139. static Game* INSTANCE;
  140. static Framework::Critical INSTANCE_CS;
  141. static void initialize(Framework::Text name, Framework::Text worldsDir);
  142. };