package game import rl "vendor:raylib" import "core:fmt" import "core:os" import "core:path/filepath" CELL_SIZE :: 16 CHUNK_SIZE :: 32 WORLD_DATA_PATH :: "data/worlds" World :: struct { data_dir: string, chunks: map[Vec2i]Chunk } Chunk :: struct #packed { position: Vec2i, tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile, } create_world :: proc(name:string) -> World { data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name) if !os.is_dir(data_dir) { fmt.printfln("Data dir: %v does not exist", data_dir) os.make_directory(data_dir) } chunk_dir := fmt.tprintf("%v/%v", data_dir, "chunks") if !os.is_dir(chunk_dir) { os.make_directory(chunk_dir) } return World { data_dir = data_dir, chunks = make(map[Vec2i]Chunk), } } load_world :: proc(name:string) -> World { dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name) if !os.is_dir(dir) { panic("Couldnt load world") } return World { data_dir = dir, chunks = make(map[Vec2i]Chunk), } } save_world :: proc(w:^World) { if !os.is_dir(w.data_dir) { panic("World has invalid data_path") } fmt.printfln("Saving world %v", w.data_dir) for chunk in w.chunks { save_chunk(get_chunk(w, chunk), w) } } serialize_chunk :: proc(c:^Chunk) -> []byte { data : [dynamic]byte // Position pos_bytes := serialize_vec2i(c.position) append(&data, ..pos_bytes[:]) // Tiles for y in 0.. Chunk { chunk: Chunk // Position chunk.position = deserialize_vec2i(data[0:8]) // Tiles offset := 8 tile_size := size_of(Tile) // Check total expected size of data expected_size := offset + (CHUNK_SIZE * CHUNK_SIZE * tile_size) if len(data) != expected_size { fmt.printfln("Error: Data size mismatch. Expected size: %v, Actual size: %v", expected_size, len(data)) fmt.printfln("Chunk position: %v", chunk.position) return chunk // Return empty or invalid chunk to handle the error. } for y in 0.. len(data) { fmt.printfln("Out of bounds access. Start:%v, End:%v | Data Length: %v", start, end, len(data)) break } chunk.tiles[x][y] = deserialize_tile(data[start:end]) } } fmt.printfln("Expected chunk size: %v | Serialized chunk data size: %v", size_of(Chunk), len(data)) return chunk } save_chunk :: proc(c:^Chunk, w:^World) { chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks") if !os.is_dir(chunk_dir) { os.make_directory(chunk_dir) } filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, c.position.x, c.position.y) data := serialize_chunk(c) fmt.printfln("Writing chunk data: %v bytes", len(data)) err := os.write_entire_file_or_err(filename, data) if err != nil { fmt.printfln("Failed to save chunk: %v", err) } } load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk { chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks") if !os.is_dir(chunk_dir) { } filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, pos.x, pos.y) data, err := os.read_entire_file_from_filename_or_err(filename) if err != nil { fmt.printfln("Chunk %v file does not exist, creating new chunk", pos) return generate_chunk(pos) } return deserialize_chunk(data) } unload_chunk :: proc(pos:Vec2i, w:^World) { _, exists := w.chunks[pos] if exists { save_chunk(get_chunk(w, pos), w) delete_key(&w.chunks, pos) } } generate_chunk :: proc(pos:Vec2i) -> Chunk { chunk := Chunk {position = pos} for x in 0.. ^Chunk { chunk, exists := w.chunks[chunk_pos] if !exists { w.chunks[chunk_pos] = load_chunk(chunk_pos, w) } return &w.chunks[chunk_pos] } get_chunk_from_world_pos :: proc(w:^World, pos:rl.Vector2) -> ^Chunk { chunk_pos := world_pos_to_chunk_pos(pos) return get_chunk(w, chunk_pos) } world_pos_to_chunk_pos :: proc(pos:rl.Vector2) -> Vec2i { chunk_pos := vec2_to_vec2i({pos.x / CHUNK_SIZE, pos.y / CHUNK_SIZE}) return chunk_pos } get_local_chunk_pos :: proc(pos:Vec2i) -> Vec2i { return Vec2i { (pos.x % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE, (pos.y % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE, } } get_world_tile :: proc(w:^World, pos:Vec2i) -> ^Tile { chunk_pos := world_pos_to_chunk_pos(vec2i_to_vec2(pos)) local_pos := get_local_chunk_pos(pos) chunk := get_chunk(w, chunk_pos) return get_chunk_tile(chunk, local_pos) } get_chunk_tile :: proc(c:^Chunk, pos:Vec2i) -> ^Tile { return &c.tiles[pos.x][pos.y] } set_chunk_tile :: proc(c:^Chunk, t:Tile, pos:Vec2i) { c.tiles[pos.x][pos.y] = t } draw_world :: proc(w:^World) { for chunk_pos, chunk in w.chunks { for x in 0..