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small refactor
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@@ -9,11 +9,18 @@
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class NoiseCollection
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{
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public:
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NoiseCollection(const std::uint32_t seed);
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~NoiseCollection(void) = default;
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void AddNoise(const std::string& key, std::unique_ptr<Noise> noise);
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Noise* GetNoise(const std::string key) const;
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[[nodiscard]] std::array<std::uint32_t, CHUNK_SIZE.y> GetBlocks(Scop::Vec2i pos);
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inline NoiseCollection(const std::uint32_t seed)
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{
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m_collection.emplace("terrain", std::make_unique<Noise>(seed));
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m_collection.emplace("caves", std::make_unique<Noise>(seed)); // TODO !!!!!!
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}
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Noise* GetNoise(const std::string& key) const;
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inline void AddNoise(std::string key, std::unique_ptr<Noise> noise) { m_collection.emplace(std::move(key), std::move(noise)); }
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[[nodiscard]] inline std::array<std::uint32_t, CHUNK_SIZE.y> GetBlocks(Scop::Vec2i pos) const { return m_collection.at("terrain")->GetHeight(pos); }
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~NoiseCollection() = default;
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private:
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std::unordered_map<std::string, std::unique_ptr<Noise>> m_collection;
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