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World.cpp
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World.cpp
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#include <chrono>
#include "World.hpp"
#include <iostream>
void Simulation::simulate(const Simulation_Status &t_new_status)
{
}
Simulation::Simulation(const Simulation_Status &t_status, const Map_Instance &t_map)
: status(t_status), map(t_map)
{
}
World_Instance::World_Instance(int t_tile_width, int t_tile_height, int t_num_horizontal, int t_num_vertical, std::mt19937 &t_engine,
const Map &t_map)
: m_tile_width(t_tile_width), m_tile_height(t_tile_height), m_num_horizontal(t_num_horizontal), m_num_vertical(t_num_vertical),
m_simulation(Simulation_Status(), t_map.render(t_tile_width, t_tile_height, t_num_horizontal, t_num_vertical, t_engine)),
m_current_simulation(m_simulation)
{
};
Simulation World_Instance::get_current_simulation() const
{
std::unique_lock<std::mutex> l(m_mutex);
return m_current_simulation;
}
void World_Instance::set_current_simulation(const Simulation &t_simulation)
{
std::unique_lock<std::mutex> l(m_mutex);
m_current_simulation = t_simulation;
}
void World_Instance::set_new_status(const Simulation_Status &t_status)
{
std::unique_lock<std::mutex> l(m_mutex);
m_status = std::shared_ptr<Simulation_Status>(new Simulation_Status(t_status));
}
Simulation_Status World_Instance::get_new_status(const Simulation_Status &t_status)
{
std::unique_lock<std::mutex> l(m_mutex);
std::shared_ptr<Simulation_Status> s = m_status;
m_status.reset();
if (s)
{
return *s;
} else {
return t_status;
}
}
void World_Instance::start()
{
m_cont_simulation = true;
m_thread = std::thread(std::bind(&World_Instance::simulate, this));
}
void World_Instance::simulate()
{
typedef std::conditional<std::chrono::high_resolution_clock::is_monotonic, std::chrono::high_resolution_clock, std::chrono::monotonic_clock>::type clocktype;
clocktype::time_point starttime = clocktype::now();
clocktype::time_point t1 = starttime;
int frame = 0;
while (m_cont_simulation)
{
++frame;
clocktype::time_point t2 = clocktype::now();
clocktype::duration frame_duration = t2 - t1;
clocktype::duration total_duration = t2 - starttime;
t1 = t2;
double frame_ms = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(frame_duration).count();
double total_ms = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(total_duration).count();
Simulation &sim = m_simulation;
Simulation_Status status = get_new_status(sim.status);
status.frame_ms = frame_ms;
status.total_ms = total_ms;
sim.simulate(status);
set_current_simulation(sim);
if (frame_ms < 1)
{
std::this_thread::sleep_for(std::chrono::duration<double, std::milli>(1-frame_ms));
}
if (frame % 1000 == 0)
{
std::cout << "Simulation FPS: " << (1 / frame_ms) * 1000 << std::endl;
}
}
}
World::World()
{
}
void World::add_map(const Map &t_map)
{
m_maps.push_back(t_map);
}
std::shared_ptr<World_Instance> World::render(int t_tile_width, int t_tile_height,
int t_num_horizontal, int t_num_vertical, int t_seed) const
{
std::mt19937 engine(t_seed);
std::shared_ptr<World_Instance> wi(new World_Instance(t_tile_width, t_tile_height,
t_num_horizontal, t_num_vertical, engine, m_maps.at(0)));
return wi;
}