osb/source/game/StarFallingBlocksAgent.cpp
Kai Blaschke 431a9c00a5
Fixed a huge amount of Clang warnings
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.

99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.

Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.

Most remaining warnings are now unused parameters.
2024-02-19 16:55:19 +01:00

82 lines
2.5 KiB
C++

#include "StarFallingBlocksAgent.hpp"
#include "StarRoot.hpp"
#include "StarAssets.hpp"
namespace Star {
FallingBlocksAgent::FallingBlocksAgent(FallingBlocksFacadePtr worldFacade)
: m_facade(std::move(worldFacade)) {
m_immediateUpwardPropagateProbability = Root::singleton().assets()->json("/worldserver.config:fallingBlocksImmediateUpwardPropogateProbability").toFloat();
}
void FallingBlocksAgent::update() {
HashSet<Vec2I> processing = take(m_pending);
while (!processing.empty()) {
List<Vec2I> positions;
for (auto const& pos : take(processing))
positions.append(pos);
m_random.shuffle(positions);
positions.sort([](auto const& a, auto const& b) {
return a[1] < b[1];
});
for (auto const& pos : positions) {
Vec2I belowPos = pos + Vec2I(0, -1);
Vec2I belowLeftPos = pos + Vec2I(-1, -1);
Vec2I belowRightPos = pos + Vec2I(1, -1);
FallingBlockType thisBlock = m_facade->blockType(pos);
FallingBlockType belowBlock = m_facade->blockType(belowPos);
Maybe<Vec2I> moveTo;
if (thisBlock == FallingBlockType::Falling) {
if (belowBlock == FallingBlockType::Open)
moveTo = belowPos;
} else if (thisBlock == FallingBlockType::Cascading) {
if (belowBlock == FallingBlockType::Open) {
moveTo = belowPos;
} else {
FallingBlockType belowLeftBlock = m_facade->blockType(belowLeftPos);
FallingBlockType belowRightBlock = m_facade->blockType(belowRightPos);
if (belowLeftBlock == FallingBlockType::Open && belowRightBlock == FallingBlockType::Open)
moveTo = m_random.randb() ? belowLeftPos : belowRightPos;
else if (belowLeftBlock == FallingBlockType::Open)
moveTo = belowLeftPos;
else if (belowRightBlock == FallingBlockType::Open)
moveTo = belowRightPos;
}
}
if (moveTo) {
m_facade->moveBlock(pos, *moveTo);
if (m_random.randf() < m_immediateUpwardPropagateProbability) {
processing.add(pos + Vec2I(0, 1));
processing.add(pos + Vec2I(-1, 1));
processing.add(pos + Vec2I(1, 1));
}
visitLocation(pos);
visitLocation(*moveTo);
}
}
}
}
void FallingBlocksAgent::visitLocation(Vec2I const& location) {
visitRegion(RectI::withSize(location, Vec2I(1, 1)));
}
void FallingBlocksAgent::visitRegion(RectI const& region) {
for (int x = region.xMin() - 1; x <= region.xMax(); ++x) {
for (int y = region.yMin(); y <= region.yMax(); ++y)
m_pending.add({x, y});
}
}
}