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https://github.com/DarkflameUniverse/DarkflameServer.git
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refactor: deduplicate terrain grid lookup logic, remove unnecessary cast
Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos() to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition, SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline math. Remove unnecessary static_cast in LoadSceneTransitionInfo. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -2007,52 +2007,31 @@ namespace DEVGMCommands {
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return;
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}
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// Spawn at all sceneMap points in the current scene
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uint32_t spawnedCount = 0;
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()
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|| chunk.width <= 1 || chunk.height <= 1 || chunk.scaleFactor <= 0.0f) continue;
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if (!chunk.IsValidForSceneLookup()) continue;
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for (uint32_t i = 0; i < chunk.width; ++i) {
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for (uint32_t j = 0; j < chunk.height; ++j) {
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const uint32_t heightIndex = chunk.width * i + j;
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if (heightIndex >= chunk.heightMap.size()) continue;
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if (i * chunk.width + j >= chunk.heightMap.size()) continue;
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const float y = chunk.heightMap[heightIndex];
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const uint8_t sceneID = chunk.GetSceneIDAtGrid(i, j);
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if (sceneID != currentSceneID.GetSceneID()) continue;
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const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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EntityInfo info;
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info.lot = lot + sceneID;
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info.pos = chunk.GridToWorldPos(i, j);
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings.Insert(u"SpawnedFromSlashCommand", true);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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uint8_t sceneID = 0;
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if (sceneIndex < chunk.sceneMap.size()) {
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sceneID = chunk.sceneMap[sceneIndex];
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}
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if (sceneID == currentSceneID.GetSceneID()) {
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const float worldX = (static_cast<float>(i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
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const float worldY = y;
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const float worldZ = (static_cast<float>(j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
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NiPoint3 spawnPos(worldX, worldY, worldZ);
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EntityInfo info;
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info.lot = lot + currentSceneID.GetSceneID();
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info.pos = spawnPos;
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings.Insert(u"SpawnedFromSlashCommand", true);
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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}
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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}
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}
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}
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@@ -2092,43 +2071,22 @@ namespace DEVGMCommands {
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return;
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}
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// Spawn at all sceneMap points across all scenes
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uint32_t spawnedCount = 0;
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std::map<uint8_t, uint32_t> sceneSpawnCounts; // Track spawns per scene
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std::map<uint8_t, uint32_t> sceneSpawnCounts;
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()
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|| chunk.width <= 1 || chunk.height <= 1 || chunk.scaleFactor <= 0.0f) continue;
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if (!chunk.IsValidForSceneLookup()) continue;
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for (uint32_t i = 0; i < chunk.width; ++i) {
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for (uint32_t j = 0; j < chunk.height; ++j) {
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const uint32_t heightIndex = chunk.width * i + j;
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if (heightIndex >= chunk.heightMap.size()) continue;
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const float y = chunk.heightMap[heightIndex];
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const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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uint8_t sceneID = 0;
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if (sceneIndex < chunk.sceneMap.size()) {
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sceneID = chunk.sceneMap[sceneIndex];
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}
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if (i * chunk.width + j >= chunk.heightMap.size()) continue;
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const uint8_t sceneID = chunk.GetSceneIDAtGrid(i, j);
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if (sceneID == 0) continue;
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const float worldX = (static_cast<float>(i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
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const float worldY = y;
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const float worldZ = (static_cast<float>(j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
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NiPoint3 spawnPos(worldX, worldY, worldZ);
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EntityInfo info;
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info.lot = lot + sceneID;
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info.pos = spawnPos;
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info.pos = chunk.GridToWorldPos(i, j);
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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