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