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#include "world.h"
#include "cglm/io.h"
#include "chunk.h"
#include <stdlib.h>
#include <string.h>
// LOAD_DISTANCE determines how many chunks are loaded on world creation
#define LOAD_DISTANCE 4
int world_init(int32_t seed, struct world** world) {
srand(seed);
struct world* wld = malloc(sizeof(struct world));
memset(wld, 0, sizeof(struct world));
wld->seed = seed;
//TODO: Improve loading here
for (int i = 0; i < LOAD_DISTANCE; i++) {
for (int j = 0; j < LOAD_DISTANCE; j++) {
struct chunk* chunk;
int coords[2] = { i, j };
world_get_chunk(wld, coords, &chunk);
}
}
*world = wld;
return 0;
}
int world_get_chunk(struct world* world, int coord[2], struct chunk** chunk) {
int w = ((abs(coord[0]) / WORLD_WIDTH) + 1) * WORLD_WIDTH;
int l = ((abs(coord[1]) / WORLD_LENGTH) + 1) * WORLD_LENGTH;
int x = (coord[0] + w) % WORLD_WIDTH;
int y = (coord[1] + l) % WORLD_LENGTH;
vec2 new_coord = { x, y };
struct chunk* c = world->chunks[x][y];
if (c != NULL) {
*chunk = c;
} else {
chunk_gen(world, new_coord, chunk);
world->chunks[x][y] = *chunk;
}
return 0;
}
void world_get_chunk_real_coord(struct world* world, vec2 coord, int out[2]) {
int x = (int)coord[0] % WORLD_WIDTH;
int y = (int)coord[1] % WORLD_LENGTH;
out[0] = x;
out[1] = y;
}
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