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- #pragma once
- #include <Welt3D.h>
- #include <Bildschirm.h>
- #include <Kam3D.h>
- #include <Thread.h>
- #include "Dimension.h"
- #include "CurrentPlayer.h"
- #include "PlayerKam.h"
- class World : public Framework::Thread
- {
- private:
- Framework::RCArray<Dimension>* dimensions;
- CurrentPlayer* currentPlayer;
- Framework::Welt3D* renderedWorld;
- Framework::Bildschirm3D* zScreenPtr;
- PlayerKam* kam;
- Framework::Vec3<int> target;
- int entityTarget;
- bool hasTarget;
- bool firstMessage;
- int ownEntityId;
- Framework::Model3D* currentTarget;
- public:
- World( Framework::Bildschirm3D* zScreen );
- ~World();
- void update( bool background );
- void setChunk( Chunk* chunk, int dimensionId );
- void thread() override;
- Block* zBlockAt( Framework::Vec3<int> location, int dimension ) const;
- Block* getBlockAt( Framework::Vec3<int> location, int dimension ) const;
- Dimension* zDimension( int id ) const;
- Dimension* zDimensionOrCreate( int id );
- void setVisibility( Chunk* zChunk, bool visible );
- void setVisibility( Entity* zEntity, bool visible );
- Framework::Bildschirm3D* zScreen() const;
- Framework::Punkt getChunkCenter( int x, int y ) const;
- Entity* zEntity( int id ) const;
- Entity* getEntity( int id ) const;
- void removeEntity( int id );
- PlayerKam* zKamera() const;
- int getCurrentPlayerId() const;
- Entity* getCurrentPlayerEntity() const;
- void setTarget( Framework::Model3D* zTarget );
- };
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