#include <iostream>
#include <vector>
#include <string>
// 1. Define the types of blocks available
enum BlockType { AIR, DIRT, GRASS, STONE };
struct Block {
BlockType type;
// Minecraft uses "metadata" to store extra info (like orientation)
std::string getBlockName() {
switch(type) {
case GRASS: return "Grass Block";
case STONE: return "Stone Block";
case DIRT: return "Dirt Block";
default: return "Air";
}
}
};
// 2. The Chunk - A 16x16x16 area (simplified for this example)
class Chunk {
public:
static const int SIZE = 16;
Block blocks[SIZE][SIZE][SIZE];
void generateTerrain() {
for (int x = 0; x < SIZE; x++) {
for (int z = 0; z < SIZE; z++) {
// Simple flat world generation
blocks[x][0][z] = {STONE};
blocks[x][1][z] = {DIRT};
blocks[x][2][z] = {GRASS};
// Everything else remains AIR by default
}
}
}
};
// 3. The World - Manages multiple chunks
class World {
public:
std::vector<Chunk> loadedChunks;
void addChunk() {
Chunk newChunk;
newChunk.generateTerrain();
loadedChunks.push_back(newChunk);
}
void getBlockAt(int x, int y, int z) {
// In a real game, you'd calculate which chunk (x,y,z) is in
std::cout << "Block at " << x << "," << y << "," << z << " is: "
<< loadedChunks[0].blocks[x][y][z].getBlockName() << std::endl;
}
};
int main() {
World myWorld;
myWorld.addChunk();
// Check what is at the surface (y=2)
myWorld.getBlockAt(5, 2, 5);
return 0;
}
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