move biomes definition to a json file
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@@ -1,6 +1,9 @@
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#include "GeneratorDef.hpp"
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#include "VoxelFragment.hpp"
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#include "content/Content.hpp"
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#include "util/stringutil.hpp"
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#include "voxels/Block.hpp"
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GeneratingVoxelStructure::GeneratingVoxelStructure(
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VoxelStructureMeta meta,
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@@ -9,3 +12,25 @@ GeneratingVoxelStructure::GeneratingVoxelStructure(
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GeneratorDef::GeneratorDef(std::string name) : name(std::move(name)) {}
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void GeneratorDef::prepare(const Content* content) {
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for (auto& biome : biomes) {
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for (auto& layer : biome.groundLayers.layers) {
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layer.rt.id = content->blocks.require(layer.block).rt.id;
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}
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for (auto& layer : biome.seaLayers.layers) {
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layer.rt.id = content->blocks.require(layer.block).rt.id;
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}
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for (auto& plant : biome.plants.entries) {
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plant.rt.id = content->blocks.require(plant.name).rt.id;
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}
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for (auto& structure : biome.structures.entries) {
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const auto& found = structuresIndices.find(structure.name);
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if (found == structuresIndices.end()) {
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throw std::runtime_error(
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"no structure "+util::quote(structure.name)+" found");
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}
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structure.rt.id = found->second;
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}
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}
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}
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@@ -137,13 +137,6 @@ public:
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virtual std::vector<StructurePlacement> placeStructures(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed,
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const std::shared_ptr<Heightmap>& heightmap) = 0;
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/// @brief Get generator biomes
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virtual const std::vector<Biome>& getBiomes() const = 0;
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/// @brief Build the runtime cache
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/// @param content built content
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virtual void prepare(const GeneratorDef& def, const Content* content) = 0;
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};
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struct GeneratingVoxelStructure {
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@@ -170,7 +163,10 @@ struct GeneratorDef {
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std::unordered_map<std::string, size_t> structuresIndices;
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std::vector<std::unique_ptr<GeneratingVoxelStructure>> structures;
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std::vector<Biome> biomes;
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GeneratorDef(std::string name);
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GeneratorDef(const GeneratorDef&) = delete;
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void prepare(const Content* content);
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};
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@@ -231,7 +231,7 @@ void WorldGenerator::generateBiomes(
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}
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auto biomeParams = def.script->generateParameterMaps(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed);
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const auto& biomes = def.script->getBiomes();
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const auto& biomes = def.biomes;
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auto chunkBiomes = std::make_unique<const Biome*[]>(CHUNK_W*CHUNK_D);
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for (uint z = 0; z < CHUNK_D; z++) {
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