feat(core): add scheduled block-tick queue for delayed updates
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#pragma once
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#include <cstdint>
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#include <functional>
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#include <vector>
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#include "World.h"
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#include "Block.h"
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namespace vf {
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struct ScheduledTick {
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Vec3i pos;
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int dueTick;
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uint32_t sequence;
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};
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inline bool isFallingBlock(Block b) { return b == Block::Sand || b == Block::Gravel; }
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inline bool tryGrowGrass(World& world, const Vec3i& pos) {
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if (world.blockAt(pos.x, pos.y, pos.z) != Block::Dirt) return false;
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if (world.solidAt(pos.x, pos.y + 1, pos.z)) return false;
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world.setBlock(pos.x, pos.y, pos.z, Block::Grass);
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return true;
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}
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using RandomTickHook = std::function<void(World&, const Vec3i&, Block)>;
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class BlockTickScheduler {
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public:
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explicit BlockTickScheduler(uint32_t seed = 1u, int randomTicksPerChunk = 3);
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void schedule(const Vec3i& pos, int delayTicks);
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void cancel(const Vec3i& pos);
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bool isScheduled(const Vec3i& pos) const;
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void setRandomTickHook(RandomTickHook hook) { randomTickHook = std::move(hook); }
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std::vector<Vec3i> tick(World& world);
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const std::vector<Vec3i>& lastRandomTicks() const { return randomTickPositions; }
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int currentTick() const { return tickCounter; }
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std::size_t pendingCount() const { return pending.size(); }
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private:
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uint32_t nextRandom();
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void fireScheduled(std::vector<Vec3i>& fired);
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void sampleRandomTicks(World& world);
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void applyGravity(World& world);
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int tickCounter = 0;
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uint32_t rngState;
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int randomTicksPerChunk;
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uint32_t sequenceCounter = 0;
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std::vector<ScheduledTick> pending;
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std::vector<Vec3i> randomTickPositions;
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RandomTickHook randomTickHook;
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};
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} // namespace vf
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