228 lines
6.3 KiB
C++
228 lines
6.3 KiB
C++
#pragma once
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#include <array>
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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#include <unordered_map>
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#include "typedefs.hpp"
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#include "maths/Heightmap.hpp"
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#include "StructurePlacement.hpp"
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class Content;
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class VoxelFragment;
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struct GeneratorDef;
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struct VoxelStructureMeta {
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std::string name;
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};
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struct BlocksLayer {
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/// @brief Layer block
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std::string block;
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/// @brief Layer height. -1 is resizeable layer
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int height;
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/// @brief Layer can present under the sea level (default: true) else will
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/// extend the next layer
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bool belowSeaLevel;
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struct {
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/// @brief Layer block index
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blockid_t id;
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} rt;
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};
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/// @brief Set of blocks layers with additional info
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struct BlocksLayers {
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std::vector<BlocksLayer> layers;
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/// @brief Total height of all layers after the resizeable one
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uint lastLayersHeight;
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};
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struct BiomeParameter {
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/// @brief Central parameter value for the biome
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float value;
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/// @brief Parameter score multiplier
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/// (the higher the weight, the greater the chance of biome choosing)
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float weight;
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};
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struct WeightedEntry {
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std::string name;
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float weight;
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struct {
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size_t id;
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} rt;
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bool operator>(const WeightedEntry& other) const {
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return weight > other.weight;
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}
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};
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struct BiomeElementList {
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static inline float MIN_CHANCE = 1e-6f;
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/// @brief Entries sorted by weight descending.
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std::vector<WeightedEntry> entries;
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/// @brief Sum of weight values
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float weightsSum = 0.0f;
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/// @brief Value generation chance
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float chance;
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BiomeElementList() {}
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BiomeElementList(std::vector<WeightedEntry> entries, float chance)
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: entries(entries), chance(chance) {
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for (const auto& entry : entries) {
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weightsSum += entry.weight;
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}
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}
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/// @brief Choose value based on weight
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/// @param rand some random value in range [0, 1)
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/// @return *.index of chosen value
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inline size_t choose(float rand, size_t def=0) const {
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if (entries.empty() || rand > chance || chance < MIN_CHANCE) {
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return def;
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}
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rand = rand / chance;
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rand *= weightsSum;
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for (const auto& entry : entries) {
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rand -= entry.weight;
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if (rand <= 0.0f) {
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return entry.rt.id;
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}
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}
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return entries[entries.size()-1].rt.id;
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}
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};
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struct Biome {
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/// @brief Biome name
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std::string name;
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std::vector<BiomeParameter> parameters;
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/// @brief Plant is a single-block structure randomly generating in world
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BiomeElementList plants;
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BiomeElementList structures;
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BlocksLayers groundLayers;
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BlocksLayers seaLayers;
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};
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/// @brief Generator behaviour and settings interface
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class GeneratorScript {
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public:
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virtual ~GeneratorScript() = default;
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virtual void initialize(uint64_t seed) = 0;
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/// @brief Generate a heightmap with values in range 0..1
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/// @param offset position of the heightmap in the world
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/// @param size size of the heightmap
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/// @param bpd blocks per dot
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/// @param inputs biome parameter maps passed to generate_heightmap
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/// @return generated heightmap (can't be nullptr)
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virtual std::shared_ptr<Heightmap> generateHeightmap(
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const glm::ivec2& offset,
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const glm::ivec2& size,
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uint bpd,
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const std::vector<std::shared_ptr<Heightmap>>& inputs
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) = 0;
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/// @brief Generate a biomes parameters maps
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/// @param offset position of maps in the world
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/// @param size maps size
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/// @param bpd blocks per dot
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/// @return generated maps (can't be nullptr)
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virtual std::vector<std::shared_ptr<Heightmap>> generateParameterMaps(
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const glm::ivec2& offset,
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const glm::ivec2& size,
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uint bpd
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) = 0;
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/// @brief Generate a list of structures placements. Structures may be
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/// placed to nearest N chunks also (position of out area), where N is
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/// wide-structs-chunks-radius
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/// @param offset position of the area
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/// @param size size of the area (blocks)
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/// @param chunkHeight chunk height to use as heights multiplier
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virtual std::vector<Placement> placeStructuresWide(
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const glm::ivec2& offset,
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const glm::ivec2& size,
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uint chunkHeight
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) = 0;
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/// @brief Generate a list of structures placements. Structures may be
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/// placed to nearest chunks also (position of out area).
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/// @param offset position of the area
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/// @param size size of the area (blocks)
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/// @param heightmap area heightmap
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/// @param chunkHeight chunk height to use as heights multiplier
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/// @return structure & line placements
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virtual std::vector<Placement> placeStructures(
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const glm::ivec2& offset,
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const glm::ivec2& size,
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const std::shared_ptr<Heightmap>& heightmap,
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uint chunkHeight
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) = 0;
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};
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/// @brief Structure voxel fragments and metadata
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struct VoxelStructure {
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VoxelStructureMeta meta;
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/// @brief voxel fragment and 3 pre-calculated rotated versions
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std::array<std::unique_ptr<VoxelFragment>, 4> fragments;
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VoxelStructure(
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VoxelStructureMeta meta,
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std::unique_ptr<VoxelFragment> structure
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);
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};
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/// @brief Generator information
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struct GeneratorDef {
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/// @brief Generator full name - packid:name
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std::string name;
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/// @brief Generator display name
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std::string caption;
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std::unique_ptr<GeneratorScript> script;
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/// @brief Sea level (top of seaLayers)
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uint seaLevel = 0;
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/// @brief Number of biome parameters, that biome choosing depending on
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uint biomeParameters = 0;
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/// @brief Biome parameter map blocks per dot
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uint biomesBPD = 8;
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/// @brief Heightmap blocks per dot
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uint heightsBPD = 8;
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/// @brief Number of chunks must be generated before and after wide
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/// structures placement triggered
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uint wideStructsChunksRadius = 3;
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/// @brief Indices of biome parameter maps passed to generate_heightmap
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std::vector<uint8_t> heightmapInputs;
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std::unordered_map<std::string, size_t> structuresIndices;
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std::vector<std::unique_ptr<VoxelStructure>> 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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