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#pragma once
#include "StarJson.hpp"
#include "StarEither.hpp"
#include "StarGameTypes.hpp"
#include "StarList.hpp"
#include "StarCellularLiquid.hpp"
#include "StarItemDescriptor.hpp"
namespace Star {
STAR_STRUCT(LiquidSettings);
STAR_CLASS(LiquidsDatabase);
STAR_EXCEPTION(LiquidException, StarException);
typedef Either<MaterialId, LiquidId> LiquidInteractionResult;
struct LiquidSettings {
LiquidSettings();
String name;
LiquidId id;
String path;
Json config;
Json descriptions;
unsigned tickDelta;
Vec4B liquidColor;
Vec3F radiantLightLevel;
ItemDescriptor itemDrop;
JsonArray statusEffects;
HashMap<LiquidId, Maybe<LiquidInteractionResult>> interactions;
};
class LiquidsDatabase {
public:
LiquidsDatabase();
LiquidCellEngineParameters liquidEngineParameters() const;
float backgroundDrain() const;
StringList liquidNames() const;
// Returns settings object for all liquids except "empty"
List<LiquidSettingsConstPtr> allLiquidSettings() const;
bool isLiquidName(String const& name) const;
bool isValidLiquidId(LiquidId liquidId) const;
LiquidId liquidId(String const& str) const;
String liquidName(LiquidId liquidId) const;
String liquidDescription(LiquidId liquidId, String const& species) const;
String liquidDescription(LiquidId liquidId) const;
Maybe<String> liquidPath(LiquidId liquidId) const;
Maybe<Json> liquidConfig(LiquidId liquidId) const;
// Returns null on EmptyLiquidId or invalid liquid id
LiquidSettingsConstPtr liquidSettings(LiquidId liquidId) const;
Vec3F radiantLight(LiquidLevel level) const;
Maybe<LiquidInteractionResult> interact(LiquidId target, LiquidId other) const;
private:
LiquidCellEngineParameters m_liquidEngineParameters;
float m_backgroundDrain;
List<LiquidSettingsConstPtr> m_settings;
StringMap<LiquidId> m_liquidNames;
};
inline float LiquidsDatabase::backgroundDrain() const {
return m_backgroundDrain;
}
inline bool LiquidsDatabase::isLiquidName(String const& name) const {
return m_liquidNames.contains(name);
}
inline bool LiquidsDatabase::isValidLiquidId(LiquidId liquidId) const {
return liquidId == EmptyLiquidId || (liquidId < m_settings.size() && m_settings[liquidId]);
}
inline LiquidSettingsConstPtr LiquidsDatabase::liquidSettings(LiquidId liquidId) const {
if (liquidId >= m_settings.size())
return {};
return m_settings[liquidId];
}
inline Vec3F LiquidsDatabase::radiantLight(LiquidLevel level) const {
if (level.liquid < m_settings.size()) {
if (auto const& settings = m_settings[level.liquid])
return settings->radiantLightLevel * level.level;
}
return Vec3F();
}
}
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