refactor(gameplay): add base classes Chunk and World for shared logic

This commit is contained in:
2026-07-25 15:47:46 +08:00
parent df3ac5b5db
commit f9bf2f4b89
11 changed files with 202 additions and 67 deletions

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@@ -0,0 +1,27 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include <glm/glm.hpp>
#include <tuple>
namespace Cubed {
class Chunk {
public:
Chunk() = default;
Chunk(const Chunk&) = delete;
Chunk(Chunk&&) = delete;
Chunk& operator=(const Chunk&) = delete;
Chunk& operator=(Chunk&&) = delete;
virtual ~Chunk() = default;
static int index(int x, int y, int z);
static int index(const glm::vec3& pos);
static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
};
} // namespace Cubed

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@@ -2,6 +2,7 @@
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/vertex_data.hpp"
#include "world/chunk_data.pb.h"
@@ -26,7 +27,7 @@ struct ChunkRenderSnapshot {
glm::vec3 center;
glm::vec3 half_extents;
};
class ClientChunk {
class ClientChunk : public Chunk {
public:
ClientChunk(ClientWorld& world);
~ClientChunk();
@@ -35,17 +36,6 @@ public:
ClientChunk(ClientChunk&&) noexcept;
ClientChunk& operator=(ClientChunk&&) noexcept;
static int index(int x, int y, int z);
static int index(const glm::vec3& pos);
static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
BiomeType get_biome() const;
ChunkPos get_chunk_pos() const;
const std::vector<BlockType>& get_chunk_blocks() const;

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@@ -8,6 +8,7 @@
#include "Cubed/gameplay/client_player.hpp"
#include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/network_client.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/input/event.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include "Cubed/tools/priority_thread_pool.hpp"
@@ -30,7 +31,7 @@ struct PlayerRenderData {
float angle;
};
class WorldScene;
class ClientWorld {
class ClientWorld : public World {
public:
ClientWorld(const ClientWorld&) = delete;
ClientWorld(ClientWorld&&) = delete;
@@ -46,10 +47,10 @@ public:
const std::optional<LookBlock>& get_look_block_pos() const;
ClientPlayer& get_player();
const ClientPlayer& get_player() const;
int get_block(const glm::ivec3& block_pos) const;
bool is_solid(const glm::ivec3& block_pos) const;
bool can_pass_block(const glm::ivec3& block_pos) const;
BlockType get_block_tpye(const glm::ivec3& block_pos) const;
int get_block(const glm::ivec3& block_pos) const override;
bool is_solid(const glm::ivec3& block_pos) const override;
bool can_pass_block(const glm::ivec3& block_pos) const override;
BlockType get_block_tpye(const glm::ivec3& block_pos) const override;
void rebuild_world();

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@@ -2,6 +2,7 @@
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
@@ -11,7 +12,7 @@
#include <tuple>
namespace Cubed {
class ServerWorld;
class ServerChunk {
class ServerChunk : public Chunk {
public:
ServerChunk(ServerWorld& world, ChunkPos chunk_pos,
bool temp_chunk = false);

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@@ -8,6 +8,7 @@
#include "Cubed/gameplay/river_worm.hpp"
#include "Cubed/gameplay/server_chunk.hpp"
#include "Cubed/gameplay/server_player.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/tools/priority_thread_pool.hpp"
#include "Cubed/tools/recent_queue.hpp"
#include "Cubed/tools/sensitive_filter.hpp"
@@ -25,7 +26,7 @@
#include <vector>
namespace Cubed {
class Session;
class ServerWorld {
class ServerWorld : public World {
public:
enum class ThreadPoolKind { NET, GEN };
ServerWorld(Config& config);
@@ -85,6 +86,12 @@ public:
void handle_chat_message(ChatMsg& msg);
void handle_voice_message(VoiceMsg& msg);
int chunk_size() const;
int get_block(const glm::ivec3& block_pos) const override;
bool is_solid(const glm::ivec3& block_pos) const override;
bool can_pass_block(const glm::ivec3& block_pos) const override;
BlockType get_block_tpye(const glm::ivec3& block_pos) const override;
template <typename Fn>
void register_timer(std::string_view id, TickType threshold, Fn&& f) {
m_timers.emplace(std::piecewise_construct,
@@ -119,7 +126,7 @@ private:
using PlayerUUIDMap = tbb::concurrent_hash_map<std::string, std::string>;
using chunk_acc = ChunkHashMap::accessor;
using chunk_caac = ChunkHashMap::const_accessor;
using chunk_cacc = ChunkHashMap::const_accessor;
using uuid_acc = PlayerUUIDMap::accessor;
using uuid_cacc = PlayerUUIDMap::const_accessor;

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@@ -0,0 +1,20 @@
#pragma once
#include "Cubed/gameplay/block.hpp"
#include <glm/glm.hpp>
namespace Cubed {
class World {
public:
World() = default;
World(const World&) = delete;
World(World&&) = delete;
World& operator=(const World&) = delete;
World& operator=(World&&) = delete;
virtual ~World() = default;
virtual int get_block(const glm::ivec3& block_pos) const = 0;
virtual bool is_solid(const glm::ivec3& block_pos) const = 0;
virtual bool can_pass_block(const glm::ivec3& block_pos) const = 0;
virtual BlockType get_block_tpye(const glm::ivec3& block_pos) const = 0;
};
} // namespace Cubed