add heightmap-based test generation
This commit is contained in:
@@ -1,241 +0,0 @@
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#include "DefaultWorldGenerator.hpp"
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#include "Block.hpp"
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#include "Chunk.hpp"
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#include "voxel.hpp"
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#define FNL_IMPL
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#include <math.h>
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#include <time.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/noise.hpp>
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#include <iostream>
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#include <stdexcept>
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#include <vector>
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#include "content/Content.hpp"
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#include "core_defs.hpp"
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#include "maths/FastNoiseLite.h"
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#include "maths/util.hpp"
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#include "maths/voxmaths.hpp"
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// will be refactored in generators update
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const int SEA_LEVEL = 55;
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enum class MAPS { SAND, TREE, CLIFF, HEIGHT };
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#define MAPS_LEN 4
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class Map2D {
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int x, z;
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int w, d;
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float* heights[MAPS_LEN];
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public:
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Map2D(int x, int z, int w, int d) : x(x), z(z), w(w), d(d) {
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for (int i = 0; i < MAPS_LEN; i++) heights[i] = new float[w * d];
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}
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~Map2D() {
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for (int i = 0; i < MAPS_LEN; i++) delete[] heights[i];
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}
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inline float get(MAPS map, int x, int z) {
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x -= this->x;
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z -= this->z;
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if (x < 0 || z < 0 || x >= w || z >= d) {
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throw std::runtime_error("out of heightmap");
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}
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return heights[(int)map][z * w + x];
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}
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inline void set(MAPS map, int x, int z, float value) {
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x -= this->x;
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z -= this->z;
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if (x < 0 || z < 0 || x >= w || z >= d) {
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throw std::runtime_error("out of heightmap");
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}
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heights[(int)map][z * w + x] = value;
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}
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};
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float calc_height(fnl_state* noise, int cur_x, int cur_z) {
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float height = 0;
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height += fnlGetNoise2D(
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noise, cur_x * 0.0125f * 8 - 125567, cur_z * 0.0125f * 8 + 3546
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);
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height += fnlGetNoise2D(
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noise, cur_x * 0.025f * 8 + 4647, cur_z * 0.025f * 8 - 3436
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) *
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0.5f;
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height += fnlGetNoise2D(
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noise, cur_x * 0.05f * 8 - 834176, cur_z * 0.05f * 8 + 23678
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) *
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0.25f;
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height +=
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fnlGetNoise2D(
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noise,
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cur_x * 0.2f * 8 +
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fnlGetNoise2D(
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noise, cur_x * 0.1f * 8 - 23557, cur_z * 0.1f * 8 - 6568
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) * 50,
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cur_z * 0.2f * 8 +
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fnlGetNoise2D(
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noise, cur_x * 0.1f * 8 + 4363, cur_z * 0.1f * 8 + 4456
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) * 50
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) *
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fnlGetNoise2D(noise, cur_x * 0.01f - 834176, cur_z * 0.01f + 23678) *
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0.25;
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height +=
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fnlGetNoise2D(noise, cur_x * 0.1f * 8 - 3465, cur_z * 0.1f * 8 + 4534) *
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0.125f;
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height *=
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fnlGetNoise2D(noise, cur_x * 0.1f + 1000, cur_z * 0.1f + 1000) * 0.5f +
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0.5f;
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height += 1.0f;
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height *= 64.0f;
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return height;
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}
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int generate_tree(
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fnl_state* noise,
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PseudoRandom* random,
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Map2D& heights,
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// Map2D& humidity,
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int cur_x,
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int cur_y,
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int cur_z,
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int tileSize,
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blockid_t idWood,
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blockid_t idLeaves
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) {
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const int tileX = floordiv(cur_x, tileSize);
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const int tileZ = floordiv(cur_z, tileSize);
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random->setSeed(tileX * 4325261 + tileZ * 12160951 + tileSize * 9431111);
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int randomX = (random->rand() % (tileSize / 2)) - tileSize / 4;
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int randomZ = (random->rand() % (tileSize / 2)) - tileSize / 4;
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int centerX = tileX * tileSize + tileSize / 2 + randomX;
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int centerZ = tileZ * tileSize + tileSize / 2 + randomZ;
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bool gentree =
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(random->rand() % 10) < heights.get(MAPS::TREE, centerX, centerZ) * 13;
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if (!gentree) return 0;
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int height = (int)(heights.get(MAPS::HEIGHT, centerX, centerZ));
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if (height < SEA_LEVEL + 1) return 0;
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int lx = cur_x - centerX;
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int radius = random->rand() % 4 + 2;
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int ly = cur_y - height - 3 * radius;
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int lz = cur_z - centerZ;
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if (lx == 0 && lz == 0 && cur_y - height < (3 * radius + radius / 2))
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return idWood;
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if (lx * lx + ly * ly / 2 + lz * lz < radius * radius) return idLeaves;
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return 0;
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}
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void DefaultWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed) {
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const int treesTile = 12;
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fnl_state noise = fnlCreateState();
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noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
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noise.seed = seed * 60617077 % 25896307;
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PseudoRandom randomtree;
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PseudoRandom randomgrass;
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int padding = 8;
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Map2D heights(
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cx * CHUNK_W - padding,
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cz * CHUNK_D - padding,
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CHUNK_W + padding * 2,
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CHUNK_D + padding * 2
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);
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for (int z = -padding; z < CHUNK_D + padding; z++) {
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for (int x = -padding; x < CHUNK_W + padding; x++) {
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int cur_x = x + cx * CHUNK_W;
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int cur_z = z + cz * CHUNK_D;
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float height = calc_height(&noise, cur_x, cur_z);
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float hum = fnlGetNoise2D(&noise, cur_x * 0.3 + 633, cur_z * 0.3);
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float sand =
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fnlGetNoise2D(&noise, cur_x * 0.1 - 633, cur_z * 0.1 + 1000);
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float cliff = pow((sand + abs(sand)) / 2, 2);
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float w = pow(fmax(-abs(height - SEA_LEVEL) + 4, 0) / 6, 2) * cliff;
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float h1 = -abs(height - SEA_LEVEL - 0.03);
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float h2 = abs(height - SEA_LEVEL + 0.04);
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float h = (h1 + h2) * 100;
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height += (h * w);
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heights.set(MAPS::HEIGHT, cur_x, cur_z, height);
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heights.set(MAPS::TREE, cur_x, cur_z, hum);
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heights.set(MAPS::SAND, cur_x, cur_z, sand);
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heights.set(MAPS::CLIFF, cur_x, cur_z, cliff);
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}
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}
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for (int z = 0; z < CHUNK_D; z++) {
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int cur_z = z + cz * CHUNK_D;
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for (int x = 0; x < CHUNK_W; x++) {
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int cur_x = x + cx * CHUNK_W;
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float height = heights.get(MAPS::HEIGHT, cur_x, cur_z);
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for (int cur_y = 0; cur_y < CHUNK_H; cur_y++) {
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// int cur_y = y;
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int id = cur_y < SEA_LEVEL ? idWater : BLOCK_AIR;
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blockstate state {};
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if ((cur_y == (int)height) && (SEA_LEVEL - 2 < cur_y)) {
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id = idGrassBlock;
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} else if (cur_y < (height - 6)) {
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id = idStone;
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} else if (cur_y < height) {
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id = idDirt;
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} else {
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int tree = generate_tree(
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&noise,
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&randomtree,
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heights,
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cur_x,
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cur_y,
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cur_z,
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treesTile,
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idWood,
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idLeaves
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);
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if (tree) {
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id = tree;
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state.rotation = BLOCK_DIR_UP;
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}
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}
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float sand = fmax(
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heights.get(MAPS::SAND, cur_x, cur_z),
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heights.get(MAPS::CLIFF, cur_x, cur_z)
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);
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if (((height - (1.1 - 0.2 * pow(height - 54, 4)) + (5 * sand)) <
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cur_y + (height - 0.01 - (int)height)) &&
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(cur_y < height)) {
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id = idSand;
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}
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if (cur_y <= 2) id = idBazalt;
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randomgrass.setSeed(cur_x, cur_z);
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if ((id == 0) && ((height > SEA_LEVEL + 0.4) || (sand > 0.1)) &&
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((int)(height + 1) == cur_y) &&
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((unsigned short)randomgrass.rand() > 56000)) {
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id = idGrass;
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}
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if ((id == 0) && (height > SEA_LEVEL + 0.4) &&
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((int)(height + 1) == cur_y) &&
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((unsigned short)randomgrass.rand() > 65000)) {
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id = idFlower;
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}
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if ((height > SEA_LEVEL + 1) && ((int)(height + 1) == cur_y) &&
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((unsigned short)randomgrass.rand() > 65533)) {
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id = idWood;
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state.rotation = BLOCK_DIR_UP;
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}
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voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id;
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voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].state = state;
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}
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}
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}
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}
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@@ -1,15 +0,0 @@
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#pragma once
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#include "typedefs.hpp"
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#include "WorldGenerator.hpp"
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struct voxel;
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class Content;
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class DefaultWorldGenerator : WorldGenerator {
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public:
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DefaultWorldGenerator(const Content* content) : WorldGenerator(content) {
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}
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void generate(voxel* voxels, int x, int z, int seed);
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};
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@@ -1,28 +0,0 @@
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#include "FlatWorldGenerator.hpp"
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#include "content/Content.hpp"
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#include "core_defs.hpp"
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#include "Chunk.hpp"
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#include "voxel.hpp"
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void FlatWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed) {
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for (int z = 0; z < CHUNK_D; z++) {
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for (int x = 0; x < CHUNK_W; x++) {
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for (int cur_y = 0; cur_y < CHUNK_H; cur_y++) {
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int id = BLOCK_AIR;
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blockstate state {};
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if (cur_y == 2) {
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id = idBazalt;
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} else if (cur_y == 6) {
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id = idGrassBlock;
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} else if (cur_y > 2 && cur_y <= 5) {
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id = idDirt;
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}
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voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id;
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voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].state = state;
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}
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}
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}
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}
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@@ -1,15 +0,0 @@
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#pragma once
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#include "typedefs.hpp"
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#include "WorldGenerator.hpp"
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struct voxel;
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class Content;
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class FlatWorldGenerator : WorldGenerator {
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public:
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FlatWorldGenerator(const Content* content) : WorldGenerator(content) {
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}
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void generate(voxel* voxels, int x, int z, int seed);
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};
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@@ -4,16 +4,33 @@
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#include "Block.hpp"
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#include "Chunk.hpp"
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#include "voxel.hpp"
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#include "world/generator/GeneratorDef.hpp"
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WorldGenerator::WorldGenerator(const Content* content)
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: idStone(content->blocks.require("base:stone").rt.id),
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idDirt(content->blocks.require("base:dirt").rt.id),
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idGrassBlock(content->blocks.require("base:grass_block").rt.id),
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idSand(content->blocks.require("base:sand").rt.id),
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idWater(content->blocks.require("base:water").rt.id),
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idWood(content->blocks.require("base:wood").rt.id),
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idLeaves(content->blocks.require("base:leaves").rt.id),
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idGrass(content->blocks.require("base:grass").rt.id),
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idFlower(content->blocks.require("base:flower").rt.id),
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idBazalt(content->blocks.require("base:bazalt").rt.id) {
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WorldGenerator::WorldGenerator(
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const GeneratorDef& def,
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const Content* content
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) : def(def), content(content) {
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}
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#include "util/timeutil.hpp"
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void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ, int seed) {
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timeutil::ScopeLogTimer log(555);
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auto heightmap = def.script->generateHeightmap(
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{chunkX*CHUNK_W, chunkZ*CHUNK_D}, {CHUNK_W, CHUNK_D}
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);
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auto& baseStone = content->blocks.require("base:stone");
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auto& baseWater = content->blocks.require("base:water");
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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auto height = heightmap->getValues()[z * CHUNK_W + x] * 255 + 10;
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for (uint y = 0; y < CHUNK_H; y++) {
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voxels[vox_index(x, y, z)].state = {};
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if (y > height) {
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voxels[vox_index(x, y, z)].id = y <= 64 ? baseWater.rt.id : 0;
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} else {
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voxels[vox_index(x, y, z)].id = baseStone.rt.id;
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}
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}
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}
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}
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}
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@@ -6,22 +6,19 @@
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struct voxel;
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class Content;
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class GeneratorDef;
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class WorldGenerator {
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protected:
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blockid_t const idStone;
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blockid_t const idDirt;
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blockid_t const idGrassBlock;
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blockid_t const idSand;
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blockid_t const idWater;
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blockid_t const idWood;
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blockid_t const idLeaves;
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blockid_t const idGrass;
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blockid_t const idFlower;
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blockid_t const idBazalt;
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const GeneratorDef& def;
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const Content* content;
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public:
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WorldGenerator(const Content* content);
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WorldGenerator(
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const GeneratorDef& def,
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const Content* content
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);
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virtual ~WorldGenerator() = default;
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virtual void generate(voxel* voxels, int x, int z, int seed) = 0;
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virtual void generate(voxel* voxels, int x, int z, int seed);
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inline static std::string DEFAULT = "core:default";
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};
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Reference in New Issue
Block a user