Terrain generation
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import { System } from "$/common/ecs/mod.ts";
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import { ClientWorld } from "../client_world.ts";
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import { Position } from "../../common/components/position.ts";
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import { CHUNK_SIZE } from "../components/dimension.ts";
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import { PlayerComponent } from "$/client/player.ts";
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export class WorldGenerationSystem extends System {
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constructor() {
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super();
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}
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update(world: ClientWorld, _delta: number): void {
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const [player] = world.get_tag("player")!;
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const position = player.get(Position)!;
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const player_component = player.get(PlayerComponent)!;
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const dimension = world.dimension;
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const player_chunk_x = Math.floor(position.x / CHUNK_SIZE);
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const player_chunk_z = Math.floor(position.z / CHUNK_SIZE);
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const render_distance = player_component.render_distance;
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for (const chunk of dimension.chunks) {
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if (Math.abs(chunk.x - player_chunk_x) > render_distance) {
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dimension.unload_chunk(chunk.x, chunk.z);
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}
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if (Math.abs(chunk.z - player_chunk_z) > render_distance) {
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dimension.unload_chunk(chunk.x, chunk.z);
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}
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}
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for (let i = player_chunk_x - render_distance; i <= player_chunk_x + render_distance; i += 1) {
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for (let j = player_chunk_z - render_distance; j <= player_chunk_z + render_distance; j += 1) {
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const maybe_chunk = dimension.chunks.find((chunk) => chunk.x === i && chunk.z === j);
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if (!maybe_chunk || !maybe_chunk.generated) {
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console.log("loading chunk", i, j);
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dimension.load_chunk(i, j);
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return;
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}
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}
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}
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}
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}
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