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Added NoiseCollection
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28
Application/NoiseCollection.cpp
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28
Application/NoiseCollection.cpp
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#include <NoiseCollection.h>
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#include <Noise.h>
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#include <memory>
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NoiseCollection::NoiseCollection(const std::uint32_t seed)
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{
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m_collection["terrain"] = std::make_unique<Noise>(seed);
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m_collection["caves"] = std::make_unique<Noise>(seed); // TODO !!!!!!
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}
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void NoiseCollection::AddNoise(const std::string& key, std::unique_ptr<Noise> noise)
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{
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m_collection[key] = std::move(noise);
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}
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Noise* NoiseCollection::GetNoise(const std::string key) const
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{
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auto it = m_collection.find(key);
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if (it != m_collection.end())
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return it->second.get();
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Scop::FatalError("A non existant Noise has been requested");
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return nullptr;
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}
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[[nodiscard]] std::array<std::uint32_t, CHUNK_SIZE.y> NoiseCollection::GetBlocks(Scop::Vec2i pos)
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{
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return m_collection["terrain"]->GetHeight(pos);
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}
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22
Application/NoiseCollection.h
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Application/NoiseCollection.h
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#ifndef NOISECOLLECTION_H
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# define NOISECOLLECTION_H
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#include <Noise.h>
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#include <cstdint>
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#include <memory>
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#include <unordered_map>
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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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private:
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std::unordered_map<std::string, std::unique_ptr<Noise>> m_collection;
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};
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#endif
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