osb/source/game/StarSkyParameters.hpp

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#pragma once
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#include "StarSkyTypes.hpp"
#include "StarEither.hpp"
#include "StarCelestialCoordinate.hpp"
namespace Star {
STAR_CLASS(CelestialParameters);
STAR_CLASS(CelestialDatabase);
STAR_STRUCT(SkyParameters);
STAR_STRUCT(VisitableWorldParameters);
// This struct is a stripped down version of CelestialParameters that only
// contains the required inforamtion to generate a sky. It's constructable
// from a CelestialParameters or importantly from Json. This allows places
// without a coordinate (and therefore without CelestialParameters) to have a
// valid sky. (Instances, outposts and the like.)
// Additionally, a copy-ish constructor is provided to allow changing elements
// derived from the visitableworldparameters without reconstructing all sky
// parameters, e.g. for terraforming
struct SkyParameters {
SkyParameters();
SkyParameters(CelestialCoordinate const& coordinate, CelestialDatabasePtr const& celestialDatabase);
SkyParameters(SkyParameters const& oldSkyParameters, VisitableWorldParametersConstPtr newVisitableParameters);
explicit SkyParameters(Json const& config);
Json toJson() const;
void read(DataStream& ds);
void write(DataStream& ds) const;
void readVisitableParameters(VisitableWorldParametersConstPtr visitableParameters);
uint64_t seed;
Maybe<float> dayLength;
Maybe<pair<List<pair<String, float>>, Vec2F>> nearbyPlanet;
List<pair<List<pair<String, float>>, Vec2F>> nearbyMoons;
List<pair<String, String>> horizonImages;
bool horizonClouds;
SkyType skyType;
Either<SkyColoring, Color> skyColoring;
Maybe<float> spaceLevel;
Maybe<float> surfaceLevel;
String sunType;
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};
DataStream& operator>>(DataStream& ds, SkyParameters& sky);
DataStream& operator<<(DataStream& ds, SkyParameters const& sky);
}