v1.4.4
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commit
9c94d113d3
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784
source/game/StarWorldTemplate.cpp
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784
source/game/StarWorldTemplate.cpp
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#include "StarWorldTemplate.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarInterpolation.hpp"
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#include "StarIterator.hpp"
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#include "StarBiome.hpp"
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#include "StarRoot.hpp"
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#include "StarTerrainDatabase.hpp"
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#include "StarLiquidTypes.hpp"
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#include "StarAssets.hpp"
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#include "StarLogging.hpp"
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#include "StarDungeonGenerator.hpp"
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namespace Star {
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WorldTemplate::WorldTemplate(Vec2U const& size) : WorldTemplate() {
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m_geometry = size;
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}
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WorldTemplate::WorldTemplate(CelestialCoordinate const& celestialCoordinate, CelestialDatabasePtr const& celestialDatabase)
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: WorldTemplate() {
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auto celestialParameters = celestialDatabase->parameters(celestialCoordinate);
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if (!celestialParameters)
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throw StarException("Celestial parameters for constructing WorldTemplate not found!");
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m_celestialParameters = celestialParameters;
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m_worldParameters = m_celestialParameters->visitableParameters();
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if (!m_worldParameters)
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throw StarException("Cannot create WorldTemplate from non-visitable world");
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m_skyParameters = SkyParameters(celestialCoordinate, celestialDatabase);
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m_seed = m_celestialParameters->seed();
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m_geometry = WorldGeometry(m_worldParameters->worldSize);
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
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m_layout = make_shared<WorldLayout>(WorldLayout::buildTerrestrialLayout(*terrestrialParameters, m_seed));
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else if (auto asteroidsParameters = as<AsteroidsWorldParameters>(m_worldParameters))
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m_layout = make_shared<WorldLayout>(WorldLayout::buildAsteroidsLayout(*asteroidsParameters, m_seed));
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else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
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m_layout = make_shared<WorldLayout>(WorldLayout::buildFloatingDungeonLayout(*floatingDungeonParameters, m_seed));
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determineWorldName();
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}
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WorldTemplate::WorldTemplate(VisitableWorldParametersConstPtr const& worldParameters, SkyParameters const& skyParameters, uint64_t seed)
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: WorldTemplate() {
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if (!worldParameters)
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throw StarException("Cannot create WorldTemplate from non-visitable world");
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m_worldParameters = worldParameters;
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m_skyParameters = skyParameters;
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m_seed = seed;
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m_geometry = WorldGeometry(m_worldParameters->worldSize);
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
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m_layout = make_shared<WorldLayout>(WorldLayout::buildTerrestrialLayout(*terrestrialParameters, seed));
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else if (auto asteroidsParameters = as<AsteroidsWorldParameters>(m_worldParameters))
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m_layout = make_shared<WorldLayout>(WorldLayout::buildAsteroidsLayout(*asteroidsParameters, seed));
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else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
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m_layout = make_shared<WorldLayout>(WorldLayout::buildFloatingDungeonLayout(*floatingDungeonParameters, m_seed));
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determineWorldName();
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}
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WorldTemplate::WorldTemplate(Json const& store) : WorldTemplate() {
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m_celestialParameters = jsonToMaybe<CelestialParameters>(store.get("celestialParameters", {}));
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m_worldParameters = diskLoadVisitableWorldParameters(store.get("worldParameters", {}));
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m_skyParameters = SkyParameters(store.get("skyParameters"));
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m_seed = store.getUInt("seed");
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m_geometry = WorldGeometry(jsonToVec2U(store.get("size")));
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if (auto regionData = store.opt("regionData"))
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m_layout = make_shared<WorldLayout>(regionData.take());
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m_customTerrainRegions = store.getArray("customTerrainRegions", JsonArray()).transformed([](Json const& config) {
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CustomTerrainRegion ctr = {jsonToPolyF(config.get("region")), {}, config.getBool("solid")};
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ctr.regionBounds = ctr.region.boundBox();
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return ctr;
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});
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determineWorldName();
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}
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Json WorldTemplate::store() const {
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return JsonObject{
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{"celestialParameters", jsonFromMaybe(m_celestialParameters, mem_fn(&CelestialParameters::diskStore))},
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{"worldParameters", diskStoreVisitableWorldParameters(m_worldParameters)},
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{"skyParameters", m_skyParameters.toJson()},
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{"seed", m_seed},
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{"size", jsonFromVec2U(m_geometry.size())},
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{"regionData", m_layout ? m_layout->toJson() : Json()},
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{"customTerrainRegions", transform<JsonArray>(m_customTerrainRegions, [](CustomTerrainRegion const& region) {
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return JsonObject{{"region", jsonFromPolyF(region.region)}, {"solid", region.solid}};
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})}
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};
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}
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Maybe<CelestialParameters> const& WorldTemplate::celestialParameters() const {
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return m_celestialParameters;
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}
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VisitableWorldParametersConstPtr WorldTemplate::worldParameters() const {
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return m_worldParameters;
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}
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SkyParameters WorldTemplate::skyParameters() const {
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return m_skyParameters;
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}
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WorldLayoutPtr WorldTemplate::worldLayout() const {
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return m_layout;
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}
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void WorldTemplate::setWorldParameters(VisitableWorldParametersPtr newParameters) {
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m_worldParameters = take(newParameters);
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}
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void WorldTemplate::setWorldLayout(WorldLayoutPtr newLayout) {
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m_layout = take(newLayout);
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m_blockCache.clear();
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}
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void WorldTemplate::setSkyParameters(SkyParameters newParameters) {
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m_skyParameters = take(newParameters);
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}
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uint64_t WorldTemplate::worldSeed() const {
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return m_seed;
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}
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String WorldTemplate::worldName() const {
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return m_worldName;
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}
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Vec2U WorldTemplate::size() const {
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return m_geometry.size();
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}
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float WorldTemplate::surfaceLevel() const {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
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return terrestrialParameters->surfaceLayer.layerBaseHeight;
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return m_geometry.size()[1] / 2.0f;
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}
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float WorldTemplate::undergroundLevel() const {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
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return terrestrialParameters->surfaceLayer.layerMinHeight;
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else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
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return floatingDungeonParameters->dungeonUndergroundLevel;
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return 0.0f;
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}
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bool WorldTemplate::inSurfaceLayer(Vec2I const& position) const {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
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auto posLayerAndCell = m_layout->findLayerAndCell(position[0], position[1]);
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auto surfaceLayerAndCell = m_layout->findLayerAndCell(position[0], terrestrialParameters->surfaceLayer.layerBaseHeight);
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return posLayerAndCell.first == surfaceLayerAndCell.first;
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}
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return false;
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}
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Maybe<Vec2I> WorldTemplate::findSensiblePlayerStart() const {
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if (!m_layout)
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return {};
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auto playerStartSearchRegions = m_layout->playerStartSearchRegions();
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if (playerStartSearchRegions.empty())
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return {};
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int playerStartSearchTries = m_templateConfig.getInt("playerStartSearchTries");
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int playerStartFreeBlocksRadius = m_templateConfig.getInt("playerStartFreeBlocksRadius");
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int playerStartFreeBlocksHeight = m_templateConfig.getInt("playerStartFreeBlocksHeight");
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for (int i = 0; i < playerStartSearchTries; ++i) {
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RectI searchRegion = Random::randFrom(playerStartSearchRegions);
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int x = Random::randInt(searchRegion.xMin(), searchRegion.xMax());
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for (int y = searchRegion.yMax() - 1; y >= searchRegion.yMin(); --y) {
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if (getBlockInfo(x, y).terrain && !getBlockInfo(x, y + 1).terrain) {
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if (isOutside(RectI(x - playerStartFreeBlocksRadius, y + 1, x + playerStartFreeBlocksRadius, y + playerStartFreeBlocksHeight)))
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return Vec2I(x, y + 1);
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}
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}
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}
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return {};
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}
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void WorldTemplate::addCustomTerrainRegion(PolyF poly) {
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m_customTerrainRegions.append({poly, poly.boundBox(), true});
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m_blockCache.clear();
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}
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void WorldTemplate::addCustomSpaceRegion(PolyF poly) {
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m_customTerrainRegions.append({poly, poly.boundBox(), false});
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m_blockCache.clear();
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}
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void WorldTemplate::clearCustomTerrains() {
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m_customTerrainRegions.clear();
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m_blockCache.clear();
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}
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List<RectI> WorldTemplate::previewAddBiomeRegion(Vec2I const& position, int width) {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
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auto regionRects = m_layout->previewAddBiomeRegion(position, width);
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regionRects.transform([terrestrialParameters](RectI const& rect) {
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return rect.padded(ceil(terrestrialParameters->blendSize));
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});
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return regionRects;
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} else {
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Logger::error("Cannot add biome region to non-terrestrial world!");
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// throw StarException("Cannot add biome region to non-terrestrial world!");
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return List<RectI>();
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}
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}
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List<RectI> WorldTemplate::previewExpandBiomeRegion(Vec2I const& position, int newWidth) {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
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auto regionRects = m_layout->previewExpandBiomeRegion(position, newWidth);
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regionRects.transform([terrestrialParameters](RectI const& rect) {
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return rect.padded(ceil(terrestrialParameters->blendSize));
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});
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return regionRects;
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} else {
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Logger::error("Cannot expand biome region on non-terrestrial world!");
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// throw StarException("Cannot expand biome region on non-terrestrial world!");
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return List<RectI>();
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}
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}
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void WorldTemplate::addBiomeRegion(Vec2I const& position, String const& biomeName, String const& subBlockSelector, int width) {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
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m_layout->addBiomeRegion(*terrestrialParameters, m_seed, position, biomeName, subBlockSelector, width);
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m_blockCache.clear();
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} else {
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Logger::error("Cannot add biome region to non-terrestrial world!");
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// throw StarException("Cannot add biome region to non-terrestrial world!");
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}
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}
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void WorldTemplate::expandBiomeRegion(Vec2I const& position, int newWidth) {
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if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
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m_layout->expandBiomeRegion(position, newWidth);
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m_blockCache.clear();
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} else {
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Logger::error("Cannot expand biome region on non-terrestrial world!");
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// throw StarException("Cannot expand biome region on non-terrestrial world!");
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}
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}
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List<WorldTemplate::Dungeon> WorldTemplate::dungeons() const {
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List<Dungeon> dungeonList;
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if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters)) {
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dungeonList.append({floatingDungeonParameters->primaryDungeon, floatingDungeonParameters->dungeonBaseHeight, 0, 0, true, false});
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} else if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
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auto addLayerDungeons = [this, &dungeonList](TerrestrialWorldParameters::TerrestrialLayer const& layer) {
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if (layer.dungeons.size() > 0) {
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int dungeonSpacing = floor(m_geometry.width() / layer.dungeons.size());
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uint32_t dungeonOffset = staticRandomU32Range(0, m_geometry.width(), m_seed, layer.layerBaseHeight);
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for (auto const& dp : enumerateIterator(layer.dungeons)) {
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dungeonList.append({dp.first, layer.layerBaseHeight, (int)dungeonOffset, layer.dungeonXVariance, false, true});
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dungeonOffset = (dungeonOffset + dungeonSpacing) % m_geometry.width();
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}
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}
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};
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addLayerDungeons(terrestrialParameters->spaceLayer);
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addLayerDungeons(terrestrialParameters->atmosphereLayer);
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addLayerDungeons(terrestrialParameters->surfaceLayer);
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addLayerDungeons(terrestrialParameters->subsurfaceLayer);
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for (auto const& ul : terrestrialParameters->undergroundLayers)
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addLayerDungeons(ul);
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addLayerDungeons(terrestrialParameters->coreLayer);
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}
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return dungeonList;
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}
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WorldTemplate::BlockInfo WorldTemplate::blockInfo(int x, int y) const {
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return getBlockInfo(m_geometry.xwrap(x), y);
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}
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WorldTemplate::BlockInfo WorldTemplate::blockBiomeInfo(int x, int y) const {
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BlockInfo blockInfo;
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if (!m_layout)
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return blockInfo;
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// The environment biome is calculated with weighting based on the flat coordinates.
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List<WorldLayout::RegionWeighting> flatWeighting = m_layout->getWeighting(x, y);
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int blendNoiseOffset = 0;
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if (auto const& blendNoise = m_layout->blendNoise())
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blendNoiseOffset = (int)blendNoise->get(x, y);
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Vec2I blockPos;
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List<WorldLayout::RegionWeighting> blockWeighting;
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List<WorldLayout::RegionWeighting> transitionWeighting;
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if (auto const& blockNoise = m_layout->blockNoise()) {
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blockPos = blockNoise->apply(Vec2I(x, y), m_geometry.size());
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blockWeighting = m_layout->getWeighting(blockPos[0] + blendNoiseOffset, blockPos[1]);
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transitionWeighting = m_layout->getWeighting(blockPos[0], blockPos[1]);
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} else {
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blockPos = Vec2I(x, y);
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blockWeighting = flatWeighting;
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transitionWeighting = flatWeighting;
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}
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if (flatWeighting.empty() || blockWeighting.empty())
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return blockInfo;
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auto const& primaryFlatWeighting = flatWeighting.first();
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auto const& primaryBlockWeighting = blockWeighting.first();
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blockInfo.blockBiomeIndex = primaryBlockWeighting.region->blockBiomeIndex;
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blockInfo.environmentBiomeIndex = primaryFlatWeighting.region->environmentBiomeIndex;
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blockInfo.biomeTransition = transitionWeighting.first().weight < m_templateConfig.getFloat("biomeTransitionThreshold", 0);
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if (auto blockBiome = biome(blockInfo.blockBiomeIndex)) {
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if (!blockInfo.foregroundCave) {
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blockInfo.foreground = blockBiome->mainBlock;
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blockInfo.background = blockInfo.foreground;
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} else if (!blockInfo.backgroundCave) {
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blockInfo.background = blockBiome->mainBlock;
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}
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if (!primaryBlockWeighting.region->subBlockSelectorIndexes.empty()) {
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for (size_t i = 0; i < blockBiome->subBlocks.size(); ++i) {
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auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->subBlockSelectorIndexes.at(i));
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if (selector->get(primaryBlockWeighting.xValue - blendNoiseOffset, blockPos[1]) > 0.0f) {
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if (!blockInfo.foregroundCave) {
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blockInfo.foreground = blockBiome->subBlocks.at(i);
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blockInfo.background = blockInfo.foreground;
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} else if (!blockInfo.backgroundCave) {
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blockInfo.background = blockBiome->subBlocks.at(i);
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}
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break;
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}
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}
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}
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}
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return blockInfo;
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}
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bool WorldTemplate::isOutside(int x, int y) const {
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return !getBlockInfo(m_geometry.xwrap(x), y).terrain;
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}
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bool WorldTemplate::isOutside(RectI const& region) const {
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for (int x = region.xMin(); x < region.xMax(); ++x) {
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for (int y = region.yMin(); y < region.yMax(); ++y) {
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if (getBlockInfo(m_geometry.xwrap(x), y).terrain)
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return false;
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}
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}
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return true;
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}
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BiomeIndex WorldTemplate::blockBiomeIndex(int x, int y) const {
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return getBlockInfo(m_geometry.xwrap(x), y).blockBiomeIndex;
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}
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BiomeIndex WorldTemplate::environmentBiomeIndex(int x, int y) const {
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return getBlockInfo(m_geometry.xwrap(x), y).environmentBiomeIndex;
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}
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BiomeConstPtr WorldTemplate::biome(BiomeIndex biomeIndex) const {
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if (!m_layout)
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return {};
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if (biomeIndex == NullBiomeIndex)
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return {};
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return m_layout->getBiome(biomeIndex);
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}
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BiomeConstPtr WorldTemplate::blockBiome(int x, int y) const {
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return biome(blockBiomeIndex(m_geometry.xwrap(x), y));
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}
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BiomeConstPtr WorldTemplate::environmentBiome(int x, int y) const {
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return biome(environmentBiomeIndex(m_geometry.xwrap(x), y));
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}
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MaterialHue WorldTemplate::biomeMaterialHueShift(BiomeIndex biomeIndex, MaterialId material) const {
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if (m_layout && biomeIndex != NullBiomeIndex) {
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auto const& biome = m_layout->getBiome(biomeIndex);
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if (material == biome->mainBlock)
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return biome->materialHueShift;
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}
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return MaterialHue();
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}
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MaterialHue WorldTemplate::biomeModHueShift(BiomeIndex biomeIndex, ModId mod) const {
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if (m_layout && biomeIndex != NullBiomeIndex) {
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auto const& biome = m_layout->getBiome(biomeIndex);
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if (mod == biome->surfacePlaceables.grassMod || mod == biome->surfacePlaceables.ceilingGrassMod
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|| mod == biome->undergroundPlaceables.grassMod
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|| mod == biome->undergroundPlaceables.ceilingGrassMod)
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return biome->materialHueShift;
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}
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return MaterialHue();
|
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}
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||||
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||||
WeatherPool WorldTemplate::weathers() const {
|
||||
if (m_worldParameters)
|
||||
return m_worldParameters->weatherPool;
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return {};
|
||||
}
|
||||
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AmbientNoisesDescriptionPtr WorldTemplate::ambientNoises(int x, int y) const {
|
||||
if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters)) {
|
||||
if (floatingDungeonParameters->dayAmbientNoises || floatingDungeonParameters->nightAmbientNoises) {
|
||||
auto dayTracks = floatingDungeonParameters->dayAmbientNoises
|
||||
? AmbientTrackGroup(StringList{*floatingDungeonParameters->dayAmbientNoises})
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||||
: AmbientTrackGroup();
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||||
auto nightTracks = floatingDungeonParameters->nightAmbientNoises
|
||||
? AmbientTrackGroup(StringList{*floatingDungeonParameters->nightAmbientNoises})
|
||||
: AmbientTrackGroup();
|
||||
return make_shared<AmbientNoisesDescription>(dayTracks, nightTracks);
|
||||
}
|
||||
}
|
||||
if (auto biome = environmentBiome(x, y))
|
||||
return biome->ambientNoises;
|
||||
return {};
|
||||
}
|
||||
|
||||
AmbientNoisesDescriptionPtr WorldTemplate::musicTrack(int x, int y) const {
|
||||
if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters)) {
|
||||
if (floatingDungeonParameters->dayMusicTrack || floatingDungeonParameters->nightMusicTrack) {
|
||||
auto dayTracks = floatingDungeonParameters->dayMusicTrack
|
||||
? AmbientTrackGroup(StringList{*floatingDungeonParameters->dayMusicTrack})
|
||||
: AmbientTrackGroup();
|
||||
auto nightTracks = floatingDungeonParameters->nightMusicTrack
|
||||
? AmbientTrackGroup(StringList{*floatingDungeonParameters->nightMusicTrack})
|
||||
: AmbientTrackGroup();
|
||||
return make_shared<AmbientNoisesDescription>(dayTracks, nightTracks);
|
||||
}
|
||||
}
|
||||
if (auto biome = environmentBiome(x, y))
|
||||
return biome->musicTrack;
|
||||
return {};
|
||||
}
|
||||
|
||||
StringList WorldTemplate::environmentStatusEffects(int, int) const {
|
||||
if (m_worldParameters)
|
||||
return m_worldParameters->environmentStatusEffects;
|
||||
return {};
|
||||
}
|
||||
|
||||
bool WorldTemplate::breathable(int, int) const {
|
||||
if (m_worldParameters)
|
||||
return !m_worldParameters->airless;
|
||||
return true;
|
||||
}
|
||||
|
||||
void WorldTemplate::addPotentialBiomeItems(int x, int y, PotentialBiomeItems& items, List<BiomeItemDistribution> const& distributions, BiomePlacementArea area, Maybe<BiomePlacementMode> mode) const {
|
||||
for (auto const& itemDistribution : distributions) {
|
||||
auto placeMode = mode.value(itemDistribution.mode());
|
||||
|
||||
if (area == BiomePlacementArea::Surface) {
|
||||
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Floor) {
|
||||
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
|
||||
items.surfaceBiomeItems.append(itemToPlace.take());
|
||||
}
|
||||
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Ocean) {
|
||||
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
|
||||
items.oceanItems.append(itemToPlace.take());
|
||||
}
|
||||
} else if (area == BiomePlacementArea::Underground) {
|
||||
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Floor) {
|
||||
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
|
||||
items.caveSurfaceBiomeItems.append(itemToPlace.take());
|
||||
}
|
||||
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Ceiling) {
|
||||
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
|
||||
items.caveCeilingBiomeItems.append(itemToPlace.take());
|
||||
}
|
||||
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Background) {
|
||||
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
|
||||
items.caveBackgroundBiomeItems.append(itemToPlace.take());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
WorldTemplate::PotentialBiomeItems WorldTemplate::potentialBiomeItemsAt(int x, int y) const {
|
||||
if (!m_layout || y <= 0 || y >= (int)m_geometry.height() - 1)
|
||||
return {};
|
||||
x = m_geometry.xwrap(x);
|
||||
|
||||
auto blockBiome = [this](int x, int y) -> Biome const* {
|
||||
BiomeIndex index = blockBiomeIndex(m_geometry.xwrap(x), y);
|
||||
if (index == NullBiomeIndex)
|
||||
return nullptr;
|
||||
return m_layout->getBiome(index).get();
|
||||
};
|
||||
|
||||
auto lowerBlockBiome = blockBiome(x, y - 1);
|
||||
auto upperBlockBiome = blockBiome(x, y + 1);
|
||||
auto thisBlockBiome = blockBiome(x, y);
|
||||
|
||||
PotentialBiomeItems potentialBiomeItems;
|
||||
// surface floor, surface ocean
|
||||
if (lowerBlockBiome)
|
||||
addPotentialBiomeItems(x, y, potentialBiomeItems, lowerBlockBiome->surfacePlaceables.itemDistributions, BiomePlacementArea::Surface, BiomePlacementMode::Floor);
|
||||
if (thisBlockBiome)
|
||||
addPotentialBiomeItems(x, y, potentialBiomeItems, thisBlockBiome->surfacePlaceables.itemDistributions, BiomePlacementArea::Surface, BiomePlacementMode::Ocean);
|
||||
|
||||
// underground floor, ceiling, background
|
||||
if (lowerBlockBiome)
|
||||
addPotentialBiomeItems(x, y, potentialBiomeItems, lowerBlockBiome->undergroundPlaceables.itemDistributions, BiomePlacementArea::Underground, BiomePlacementMode::Floor);
|
||||
if (upperBlockBiome)
|
||||
addPotentialBiomeItems(x, y, potentialBiomeItems, upperBlockBiome->undergroundPlaceables.itemDistributions, BiomePlacementArea::Underground, BiomePlacementMode::Ceiling);
|
||||
if (thisBlockBiome)
|
||||
addPotentialBiomeItems(x, y, potentialBiomeItems, thisBlockBiome->undergroundPlaceables.itemDistributions, BiomePlacementArea::Underground, BiomePlacementMode::Background);
|
||||
|
||||
return potentialBiomeItems;
|
||||
}
|
||||
|
||||
List<BiomeItemPlacement> WorldTemplate::validBiomeItems(int x, int y, PotentialBiomeItems potentialBiomeItems) const {
|
||||
if (y <= 0 || y >= (int)m_geometry.height() - 1)
|
||||
return {};
|
||||
|
||||
x = m_geometry.xwrap(x);
|
||||
|
||||
auto block = getBlockInfo(x, y);
|
||||
|
||||
if (block.biomeTransition)
|
||||
return {};
|
||||
List<BiomeItemPlacement> biomeItems;
|
||||
|
||||
auto blockAbove = getBlockInfo(x, y + 1);
|
||||
auto blockBelow = getBlockInfo(x, y - 1);
|
||||
|
||||
if (!blockBelow.biomeTransition && blockBelow.terrain && !block.terrain && !blockBelow.foregroundCave)
|
||||
biomeItems.appendAll(move(potentialBiomeItems.surfaceBiomeItems));
|
||||
|
||||
if (!blockBelow.biomeTransition && blockBelow.terrain && block.terrain && !blockBelow.foregroundCave && block.foregroundCave)
|
||||
biomeItems.appendAll(move(potentialBiomeItems.caveSurfaceBiomeItems));
|
||||
|
||||
if (!blockAbove.biomeTransition && blockAbove.terrain && block.terrain && !blockAbove.foregroundCave && block.foregroundCave)
|
||||
biomeItems.appendAll(move(potentialBiomeItems.caveCeilingBiomeItems));
|
||||
|
||||
if (block.terrain && block.foregroundCave && !block.backgroundCave)
|
||||
biomeItems.appendAll(move(potentialBiomeItems.caveBackgroundBiomeItems));
|
||||
|
||||
if (block.oceanLiquid != EmptyLiquidId && y == block.oceanLiquidLevel)
|
||||
biomeItems.appendAll(move(potentialBiomeItems.oceanItems));
|
||||
|
||||
return biomeItems;
|
||||
}
|
||||
|
||||
float WorldTemplate::gravity() const {
|
||||
if (m_worldParameters)
|
||||
return m_worldParameters->gravity;
|
||||
return m_templateConfig.getFloat("defaultGravity");
|
||||
}
|
||||
|
||||
float WorldTemplate::threatLevel() const {
|
||||
if (m_worldParameters)
|
||||
return m_worldParameters->threatLevel;
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
uint64_t WorldTemplate::seedFor(int x, int y) const {
|
||||
return staticRandomU64(m_seed, m_geometry.xwrap(x), y, "Block");
|
||||
}
|
||||
|
||||
WorldTemplate::WorldTemplate() {
|
||||
auto assets = Root::singleton().assets();
|
||||
m_templateConfig = Root::singleton().assets()->json("/world_template.config");
|
||||
m_customTerrainBlendSize = m_templateConfig.getFloat("customTerrainBlendSize");
|
||||
m_customTerrainBlendWeight = m_templateConfig.getFloat("customTerrainBlendWeight");
|
||||
|
||||
m_blockCache.setMaxSize(m_templateConfig.getInt("blockCacheSize"));
|
||||
m_geometry = Vec2U(2048, 2048);
|
||||
m_seed = Random::randu64();
|
||||
}
|
||||
|
||||
void WorldTemplate::determineWorldName() {
|
||||
if (m_celestialParameters)
|
||||
m_worldName = m_celestialParameters->name();
|
||||
else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
|
||||
m_worldName = Root::singleton().dungeonDefinitions()->get(floatingDungeonParameters->primaryDungeon)->displayName();
|
||||
else
|
||||
m_worldName = "";
|
||||
}
|
||||
|
||||
pair<float, float> WorldTemplate::customTerrainWeighting(int x, int y) const {
|
||||
auto assets = Root::singleton().assets();
|
||||
|
||||
float minimumDistance = highest<float>();
|
||||
float finalSolidWeight = 0.0f;
|
||||
float totalWeight = 0.0f;
|
||||
|
||||
for (auto const& region : m_customTerrainRegions) {
|
||||
if (!m_geometry.rectContains(region.regionBounds.padded(m_customTerrainBlendSize), Vec2F(x, y)))
|
||||
continue;
|
||||
|
||||
float distance = m_geometry.polyDistance(region.region, Vec2F(x, y));
|
||||
if (distance >= m_customTerrainBlendSize)
|
||||
continue;
|
||||
|
||||
float weight = 1.0f - distance / m_customTerrainBlendSize;
|
||||
totalWeight += weight;
|
||||
if (!region.solid)
|
||||
weight *= -1.0f;
|
||||
|
||||
finalSolidWeight += weight;
|
||||
minimumDistance = min(minimumDistance, distance);
|
||||
}
|
||||
|
||||
if (minimumDistance > m_customTerrainBlendSize)
|
||||
return {0.0f, 0.0f};
|
||||
|
||||
finalSolidWeight /= totalWeight;
|
||||
|
||||
return {finalSolidWeight * m_customTerrainBlendWeight, 1.0f - minimumDistance / m_customTerrainBlendSize};
|
||||
}
|
||||
|
||||
WorldTemplate::BlockInfo WorldTemplate::getBlockInfo(uint32_t x, uint32_t y) const {
|
||||
return m_blockCache.get(Vector<uint32_t, 2>(x, y), [this, x, y](Vector<uint32_t, 2>) {
|
||||
BlockInfo blockInfo;
|
||||
|
||||
if (!m_layout)
|
||||
return blockInfo;
|
||||
|
||||
// The environment biome is calculated with weighting based on the flat coordinates.
|
||||
List<WorldLayout::RegionWeighting> flatWeighting = m_layout->getWeighting(x, y);
|
||||
|
||||
// The block biome is calculated optionally with higher frequency noise
|
||||
// added to prevent straight lines appearing on the boundaries of
|
||||
// regions.
|
||||
|
||||
int blendNoiseOffset = 0;
|
||||
if (auto const& blendNoise = m_layout->blendNoise())
|
||||
blendNoiseOffset = (int)blendNoise->get(x, y);
|
||||
|
||||
Vec2I blockPos;
|
||||
List<WorldLayout::RegionWeighting> blockWeighting;
|
||||
List<WorldLayout::RegionWeighting> transitionWeighting;
|
||||
if (auto const& blockNoise = m_layout->blockNoise()) {
|
||||
blockPos = blockNoise->apply(Vec2I(x, y), m_geometry.size());
|
||||
blockWeighting = m_layout->getWeighting(blockPos[0] + blendNoiseOffset, blockPos[1]);
|
||||
transitionWeighting = m_layout->getWeighting(blockPos[0], blockPos[1]);
|
||||
} else {
|
||||
blockPos = Vec2I(x, y);
|
||||
blockWeighting = flatWeighting;
|
||||
transitionWeighting = flatWeighting;
|
||||
}
|
||||
|
||||
if (flatWeighting.empty() || blockWeighting.empty())
|
||||
return blockInfo;
|
||||
|
||||
auto const& primaryFlatWeighting = flatWeighting.first();
|
||||
auto const& primaryBlockWeighting = blockWeighting.first();
|
||||
|
||||
blockInfo.blockBiomeIndex = primaryBlockWeighting.region->blockBiomeIndex;
|
||||
blockInfo.environmentBiomeIndex = primaryFlatWeighting.region->environmentBiomeIndex;
|
||||
|
||||
blockInfo.biomeTransition = transitionWeighting.first().weight < m_templateConfig.getFloat("biomeTransitionThreshold", 0);
|
||||
|
||||
float terrainSelect = 0.0f;
|
||||
float foregroundCaveSelect = 0.0f;
|
||||
float backgroundCaveSelect = 0.0f;
|
||||
|
||||
// Terrain weighting uses the flat weighting, and weights each selector
|
||||
// to blend among them.
|
||||
for (auto const& weighting : flatWeighting) {
|
||||
if (weighting.region->terrainSelectorIndex != NullTerrainSelectorIndex) {
|
||||
auto const& terrainSelector = m_layout->getTerrainSelector(weighting.region->terrainSelectorIndex);
|
||||
float select = terrainSelector->get(weighting.xValue, y) * weighting.weight;
|
||||
terrainSelect += select;
|
||||
}
|
||||
}
|
||||
|
||||
// This is a bit of a cheat. Since customTerrainWeighting is always flat,
|
||||
// there are some odd effects that come from linearly interpolating from
|
||||
// the generally non-flat terrain sources to flat regions of space. By
|
||||
// using an interpolator that has an exaggerated S curve between the
|
||||
// points, this hides some of these effects.
|
||||
auto ctweighting = customTerrainWeighting(x, y);
|
||||
terrainSelect = quintic2(ctweighting.second, terrainSelect, ctweighting.first);
|
||||
|
||||
if (terrainSelect > 0.0f) {
|
||||
blockInfo.terrain = true;
|
||||
|
||||
for (auto const& weighting : flatWeighting) {
|
||||
if (weighting.region->foregroundCaveSelectorIndex != NullTerrainSelectorIndex) {
|
||||
auto const& foregroundCaveSelector = m_layout->getTerrainSelector(weighting.region->foregroundCaveSelectorIndex);
|
||||
foregroundCaveSelect += foregroundCaveSelector->get(weighting.xValue, y) * weighting.weight;
|
||||
}
|
||||
|
||||
if (weighting.region->backgroundCaveSelectorIndex != NullTerrainSelectorIndex) {
|
||||
auto const& backgroundCaveSelector = m_layout->getTerrainSelector(weighting.region->backgroundCaveSelectorIndex);
|
||||
backgroundCaveSelect += backgroundCaveSelector->get(weighting.xValue, y) * weighting.weight;
|
||||
}
|
||||
}
|
||||
|
||||
auto surfaceCaveAttenuationDist = m_templateConfig.getFloat("surfaceCaveAttenuationDist", 0);
|
||||
if (terrainSelect < surfaceCaveAttenuationDist) {
|
||||
auto surfaceCaveAttenuationFactor = m_templateConfig.getFloat("surfaceCaveAttenuationFactor", 1);
|
||||
foregroundCaveSelect -= (surfaceCaveAttenuationDist - terrainSelect) * surfaceCaveAttenuationFactor;
|
||||
backgroundCaveSelect -= (surfaceCaveAttenuationDist - terrainSelect) * surfaceCaveAttenuationFactor;
|
||||
}
|
||||
}
|
||||
|
||||
blockInfo.foregroundCave = foregroundCaveSelect > 0.0f;
|
||||
blockInfo.backgroundCave = backgroundCaveSelect > 0.0f;
|
||||
|
||||
auto const& regionLiquids = primaryFlatWeighting.region->regionLiquids;
|
||||
blockInfo.caveLiquid = regionLiquids.caveLiquid;
|
||||
blockInfo.caveLiquidSeedDensity = regionLiquids.caveLiquidSeedDensity;
|
||||
blockInfo.oceanLiquid = regionLiquids.oceanLiquid;
|
||||
blockInfo.oceanLiquidLevel = regionLiquids.oceanLiquidLevel;
|
||||
blockInfo.encloseLiquids = regionLiquids.encloseLiquids;
|
||||
blockInfo.fillMicrodungeons = regionLiquids.fillMicrodungeons;
|
||||
|
||||
if (!blockInfo.terrain && blockInfo.encloseLiquids && (int)y < blockInfo.oceanLiquidLevel) {
|
||||
blockInfo.terrain = true;
|
||||
blockInfo.foregroundCave = true;
|
||||
}
|
||||
|
||||
if (blockInfo.terrain) {
|
||||
if (auto blockBiome = biome(blockInfo.blockBiomeIndex)) {
|
||||
if (!blockInfo.foregroundCave) {
|
||||
blockInfo.foreground = blockBiome->mainBlock;
|
||||
blockInfo.background = blockInfo.foreground;
|
||||
} else if (!blockInfo.backgroundCave) {
|
||||
blockInfo.background = blockBiome->mainBlock;
|
||||
}
|
||||
|
||||
// subBlock, foregroundOre, and backgroundOre selectors can be empty
|
||||
// if they are not enabled, otherwise they will always have the
|
||||
// correct count
|
||||
|
||||
if (!primaryBlockWeighting.region->subBlockSelectorIndexes.empty()) {
|
||||
for (size_t i = 0; i < blockBiome->subBlocks.size(); ++i) {
|
||||
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->subBlockSelectorIndexes.at(i));
|
||||
if (selector->get(primaryBlockWeighting.xValue - blendNoiseOffset, blockPos[1]) > 0.0f) {
|
||||
if (!blockInfo.foregroundCave) {
|
||||
blockInfo.foreground = blockBiome->subBlocks.at(i);
|
||||
blockInfo.background = blockInfo.foreground;
|
||||
} else if (!blockInfo.backgroundCave) {
|
||||
blockInfo.background = blockBiome->subBlocks.at(i);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!blockInfo.foregroundCave && !primaryBlockWeighting.region->foregroundOreSelectorIndexes.empty()) {
|
||||
for (size_t i = 0; i < blockBiome->ores.size(); ++i) {
|
||||
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->foregroundOreSelectorIndexes.at(i));
|
||||
if (selector->get(x, y) > 0.0f) {
|
||||
blockInfo.foregroundMod = blockBiome->ores.at(i).first;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!blockInfo.backgroundCave && !primaryBlockWeighting.region->backgroundOreSelectorIndexes.empty()) {
|
||||
for (size_t i = 0; i < blockBiome->ores.size(); ++i) {
|
||||
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->backgroundOreSelectorIndexes.at(i));
|
||||
if (selector->get(x, y) > 0.0f) {
|
||||
blockInfo.backgroundMod = blockBiome->ores.at(i).first;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return blockInfo;
|
||||
});
|
||||
}
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue