add automatic biome-based structures placement
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@@ -12,7 +12,7 @@
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#include "voxels/Chunk.hpp"
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#include "data/dv.hpp"
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#include "world/generator/GeneratorDef.hpp"
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#include "util/stringutil.hpp"
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#include "util/timeutil.hpp"
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class LuaGeneratorScript : public GeneratorScript {
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@@ -140,7 +140,7 @@ public:
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return placements;
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}
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void prepare(const Content* content) override {
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void prepare(const GeneratorDef& def, const Content* content) override {
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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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@@ -148,8 +148,16 @@ public:
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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.plants) {
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plant.rt.id = content->blocks.require(plant.block).rt.id;
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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 = def.structuresIndices.find(structure.name);
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if (found == def.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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@@ -207,29 +215,36 @@ static inline BlocksLayers load_layers(
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return BlocksLayers {std::move(layers), lastLayersHeight};
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}
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static inline BiomePlants load_plants(
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const dv::value& biomeMap
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static inline BiomeElementList load_biome_element_list(
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const dv::value map,
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const std::string& chanceName,
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const std::string& arrName,
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const std::string& nameName
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) {
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float plantChance = 0.0f;
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biomeMap.at("plant_chance").get(plantChance);
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float plantsWeightSum = 0.0f;
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std::vector<PlantEntry> plants;
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if (biomeMap.has("plants")) {
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const auto& plantsArr = biomeMap["plants"];
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for (const auto& entry : plantsArr) {
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const auto& block = entry["block"].asString();
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float chance = 0.0f;
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map.at(chanceName).get(chance);
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std::vector<WeightedEntry> entries;
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if (map.has(arrName)) {
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const auto& arr = map[arrName];
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for (const auto& entry : arr) {
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const auto& name = entry[nameName].asString();
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float weight = entry["weight"].asNumber();
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if (weight <= 0.0f) {
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throw std::runtime_error("weight must be positive");
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}
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plantsWeightSum += weight;
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plants.push_back(PlantEntry {block, weight, {}});
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entries.push_back(WeightedEntry {name, weight, {}});
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}
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}
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std::sort(plants.begin(), plants.end(), std::greater<PlantEntry>());
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return BiomePlants {
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std::move(plants), plantsWeightSum, plantChance};
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std::sort(entries.begin(), entries.end(), std::greater<WeightedEntry>());
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return BiomeElementList(std::move(entries), chance);
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}
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static inline BiomeElementList load_plants(const dv::value& biomeMap) {
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return load_biome_element_list(biomeMap, "plant_chance", "plants", "block");
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}
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static inline BiomeElementList load_structures(const dv::value map) {
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return load_biome_element_list(map, "structure_chance", "structures", "name");
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}
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static inline Biome load_biome(
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@@ -252,13 +267,19 @@ static inline Biome load_biome(
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parameters.push_back(BiomeParameter {value, weight});
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}
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BiomePlants plants = load_plants(biomeMap);
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BlocksLayers groundLayers = load_layers(biomeMap["layers"], "layers");
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BlocksLayers seaLayers = load_layers(biomeMap["sea_layers"], "sea_layers");
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auto plants = load_plants(biomeMap);
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auto groundLayers = load_layers(biomeMap["layers"], "layers");
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auto seaLayers = load_layers(biomeMap["sea_layers"], "sea_layers");
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BiomeElementList structures;
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if (biomeMap.has("structures")) {
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structures = load_structures(biomeMap);
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}
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return Biome {
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name,
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std::move(parameters),
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std::move(plants),
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std::move(structures),
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std::move(groundLayers),
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std::move(seaLayers)};
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}
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