osb/source/game/StarPlantDatabase.hpp

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#pragma once
2023-06-20 04:33:09 +00:00
#include "StarJson.hpp"
#include "StarThread.hpp"
#include "StarTileDamage.hpp"
namespace Star {
STAR_CLASS(Plant);
STAR_CLASS(PlantDatabase);
STAR_EXCEPTION(PlantDatabaseException, StarException);
// Configuration for a specific tree variant
struct TreeVariant {
TreeVariant();
TreeVariant(Json const& json);
Json toJson() const;
String stemName;
String foliageName;
String stemDirectory;
Json stemSettings;
float stemHueShift;
String foliageDirectory;
Json foliageSettings;
float foliageHueShift;
Json descriptions;
bool ceiling;
bool ephemeral;
Json stemDropConfig;
Json foliageDropConfig;
TileDamageParameters tileDamageParameters;
};
// Configuration for a specific grass variant
struct GrassVariant {
GrassVariant();
GrassVariant(Json const& json);
Json toJson() const;
String name;
String directory;
StringList images;
float hueShift;
Json descriptions;
bool ceiling;
bool ephemeral;
TileDamageParameters tileDamageParameters;
};
// Configuration for a specific bush variant
struct BushVariant {
struct BushShape {
String image;
StringList mods;
};
BushVariant();
BushVariant(Json const& json);
Json toJson() const;
String bushName;
String modName;
String directory;
List<BushShape> shapes;
float baseHueShift;
float modHueShift;
Json descriptions;
bool ceiling;
bool ephemeral;
TileDamageParameters tileDamageParameters;
};
class PlantDatabase {
public:
PlantDatabase();
StringList treeStemNames(bool ceiling = false) const;
StringList treeFoliageNames() const;
// Each stem / foliage set has its own patterns of shapes that must match up
String treeStemShape(String const& stemName) const;
String treeFoliageShape(String const& foliageName) const;
Maybe<String> treeStemDirectory(String const& stemName) const;
Maybe<String> treeFoliageDirectory(String const& foliageName) const;
// Throws an exception if stem shape and foliage shape do not match
TreeVariant buildTreeVariant(String const& stemName, float stemHueShift, String const& foliageName, float foliageHueShift) const;
// Build a foliage-less tree
TreeVariant buildTreeVariant(String const& stemName, float stemHueShift) const;
StringList grassNames(bool ceiling = false) const;
GrassVariant buildGrassVariant(String const& grassName, float hueShift) const;
StringList bushNames(bool ceiling = false) const;
StringList bushMods(String const& bushName) const;
BushVariant buildBushVariant(String const& bushName, float baseHueShift, String const& modName, float modHueShift) const;
PlantPtr createPlant(TreeVariant const& treeVariant, uint64_t seed) const;
PlantPtr createPlant(GrassVariant const& grassVariant, uint64_t seed) const;
PlantPtr createPlant(BushVariant const& bushVariant, uint64_t seed) const;
private:
struct Config {
String directory;
Json settings;
};
StringMap<Config> m_treeStemConfigs;
StringMap<Config> m_treeFoliageConfigs;
StringMap<Config> m_grassConfigs;
StringMap<Config> m_bushConfigs;
};
}