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); // one extra ring gets generated so the edge of the render distance has neighbors to mesh against const load_distance = player_component.render_distance + 1; const out_of_range = (x: number, z: number) => Math.max(Math.abs(x - player_chunk_x), Math.abs(z - player_chunk_z)) > load_distance; // collect first, deleting from the map while iterating it skips entries const to_unload = []; for (const chunk of dimension.chunks.values()) { if (out_of_range(chunk.x, chunk.z)) { to_unload.push(chunk); } } for (const chunk of to_unload) { dimension.unload_chunk(chunk.x, chunk.z); } for (const pending of [...dimension.pending_generation.values()]) { if (out_of_range(pending.x, pending.z)) { dimension.cancel_chunk_request(pending.x, pending.z); } } // dont queue up the whole area at once, so walking somewhere new gets the close chunks first const max_in_flight = dimension.workers.size * 2; if (dimension.pending_generation.size >= max_in_flight) { return; } const missing: { x: number; z: number; distance: number }[] = []; for (let x = player_chunk_x - load_distance; x <= player_chunk_x + load_distance; x += 1) { for (let z = player_chunk_z - load_distance; z <= player_chunk_z + load_distance; z += 1) { if (!dimension.is_generated(x, z) && !dimension.is_generating(x, z)) { const dx = x - player_chunk_x; const dz = z - player_chunk_z; missing.push({ x, z, distance: dx * dx + dz * dz }); } } } missing.sort((a, b) => a.distance - b.distance); for (const chunk of missing.slice(0, max_in_flight - dimension.pending_generation.size)) { dimension.request_chunk(chunk.x, chunk.z); } } }