osb/source/game/StarWorldLayout.cpp

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#include "StarWorldLayout.hpp"
#include "StarJsonExtra.hpp"
#include "StarWorldGeometry.hpp"
#include "StarAssets.hpp"
#include "StarBiomeDatabase.hpp"
#include "StarTerrainDatabase.hpp"
#include "StarParallax.hpp"
#include "StarRoot.hpp"
namespace Star {
WorldRegion::WorldRegion()
: terrainSelectorIndex(NullTerrainSelectorIndex),
foregroundCaveSelectorIndex(NullTerrainSelectorIndex),
backgroundCaveSelectorIndex(NullTerrainSelectorIndex),
blockBiomeIndex(NullBiomeIndex),
environmentBiomeIndex(NullBiomeIndex) {}
WorldRegion::WorldRegion(Json const& store) {
terrainSelectorIndex = store.getUInt("terrainSelectorIndex");
foregroundCaveSelectorIndex = store.getUInt("foregroundCaveSelectorIndex");
backgroundCaveSelectorIndex = store.getUInt("backgroundCaveSelectorIndex");
blockBiomeIndex = store.getUInt("blockBiomeIndex");
environmentBiomeIndex = store.getUInt("environmentBiomeIndex");
regionLiquids.caveLiquid = store.getUInt("caveLiquid");
regionLiquids.caveLiquidSeedDensity = store.getFloat("caveLiquidSeedDensity");
regionLiquids.oceanLiquid = store.getUInt("oceanLiquid");
regionLiquids.oceanLiquidLevel = store.getInt("oceanLiquidLevel");
regionLiquids.encloseLiquids = store.getBool("encloseLiquids");
regionLiquids.fillMicrodungeons = store.getBool("fillMicrodungeons");
subBlockSelectorIndexes = transform<List<TerrainSelectorIndex>>(store.getArray("subBlockSelectorIndexes"), mem_fn(&Json::toUInt));
foregroundOreSelectorIndexes = transform<List<TerrainSelectorIndex>>(store.getArray("foregroundOreSelectorIndexes"), mem_fn(&Json::toUInt));
backgroundOreSelectorIndexes = transform<List<TerrainSelectorIndex>>(store.getArray("backgroundOreSelectorIndexes"), mem_fn(&Json::toUInt));
}
Json WorldRegion::toJson() const {
return JsonObject{
{"terrainSelectorIndex", terrainSelectorIndex},
{"foregroundCaveSelectorIndex", foregroundCaveSelectorIndex},
{"backgroundCaveSelectorIndex", backgroundCaveSelectorIndex},
{"blockBiomeIndex", blockBiomeIndex},
{"environmentBiomeIndex", environmentBiomeIndex},
{"caveLiquid", regionLiquids.caveLiquid},
{"caveLiquidSeedDensity", regionLiquids.caveLiquidSeedDensity},
{"oceanLiquid", regionLiquids.oceanLiquid},
{"oceanLiquidLevel", regionLiquids.oceanLiquidLevel},
{"encloseLiquids", regionLiquids.encloseLiquids},
{"fillMicrodungeons", regionLiquids.fillMicrodungeons},
{"subBlockSelectorIndexes", subBlockSelectorIndexes.transformed(construct<Json>())},
{"foregroundOreSelectorIndexes", foregroundOreSelectorIndexes.transformed(construct<Json>())},
{"backgroundOreSelectorIndexes", backgroundOreSelectorIndexes.transformed(construct<Json>())}
};
}
WorldLayout::BlockNoise WorldLayout::BlockNoise::build(Json const& config, uint64_t seed) {
BlockNoise blockNoise;
blockNoise.horizontalNoise = PerlinF(config.get("horizontalNoise"), staticRandomU64(seed, "HorizontalNoise"));
blockNoise.verticalNoise = PerlinF(config.get("verticalNoise"), staticRandomU64(seed, "VerticalNoise"));
blockNoise.xNoise = PerlinF(config.get("noise"), staticRandomU64(seed, "XNoise"));
blockNoise.yNoise = PerlinF(config.get("noise"), staticRandomU64(seed, "yNoise"));
return blockNoise;
}
WorldLayout::BlockNoise::BlockNoise() {}
WorldLayout::BlockNoise::BlockNoise(Json const& store) {
horizontalNoise = PerlinF(store.get("horizontalNoise"));
verticalNoise = PerlinF(store.get("verticalNoise"));
xNoise = PerlinF(store.get("xNoise"));
yNoise = PerlinF(store.get("yNoise"));
}
Json WorldLayout::BlockNoise::toJson() const {
return JsonObject{
{"horizontalNoise", horizontalNoise.toJson()},
{"verticalNoise", verticalNoise.toJson()},
{"xNoise", xNoise.toJson()},
{"yNoise", yNoise.toJson()},
};
}
Vec2I WorldLayout::BlockNoise::apply(Vec2I const& input, Vec2U const& worldSize) const {
float angle = (input[0] / (float)worldSize[0]) * 2 * Constants::pi;
float xc = std::sin(angle) / (2 * Constants::pi) * worldSize[0];
float zc = std::cos(angle) / (2 * Constants::pi) * worldSize[0];
Vec2I noisePos = Vec2I(
floor(input[0] + horizontalNoise.get(input[1]) + xNoise.get(xc, input[1], zc)),
floor(input[1] + verticalNoise.get(xc, zc) + yNoise.get(xc, input[1], zc))
);
noisePos[1] = clamp<int>(noisePos[1], 0, worldSize[1]);
return noisePos;
}
WorldLayout WorldLayout::buildTerrestrialLayout(TerrestrialWorldParameters const& terrestrialParameters, uint64_t seed) {
auto& root = Root::singleton();
auto assets = root.assets();
auto terrainDatabase = root.terrainDatabase();
auto biomeDatabase = root.biomeDatabase();
RandomSource randSource(seed);
WorldLayout layout;
layout.m_worldSize = terrestrialParameters.worldSize;
auto addLayer = [&](TerrestrialWorldParameters::TerrestrialLayer const& terrestrialLayer) {
RegionParams primaryRegionParams = {
terrestrialLayer.layerBaseHeight,
terrestrialParameters.threatLevel,
terrestrialLayer.primaryRegion.biome,
terrestrialLayer.primaryRegion.blockSelector,
terrestrialLayer.primaryRegion.fgCaveSelector,
terrestrialLayer.primaryRegion.bgCaveSelector,
terrestrialLayer.primaryRegion.fgOreSelector,
terrestrialLayer.primaryRegion.bgOreSelector,
terrestrialLayer.primaryRegion.subBlockSelector,
{
terrestrialLayer.primaryRegion.caveLiquid,
terrestrialLayer.primaryRegion.caveLiquidSeedDensity,
terrestrialLayer.primaryRegion.oceanLiquid,
terrestrialLayer.primaryRegion.oceanLiquidLevel,
terrestrialLayer.primaryRegion.encloseLiquids,
terrestrialLayer.primaryRegion.fillMicrodungeons
}
};
RegionParams primarySubRegionParams = {
terrestrialLayer.layerBaseHeight,
terrestrialParameters.threatLevel,
terrestrialLayer.primarySubRegion.biome,
terrestrialLayer.primarySubRegion.blockSelector,
terrestrialLayer.primarySubRegion.fgCaveSelector,
terrestrialLayer.primarySubRegion.bgCaveSelector,
terrestrialLayer.primarySubRegion.fgOreSelector,
terrestrialLayer.primarySubRegion.bgOreSelector,
terrestrialLayer.primarySubRegion.subBlockSelector,
{
terrestrialLayer.primarySubRegion.caveLiquid,
terrestrialLayer.primarySubRegion.caveLiquidSeedDensity,
terrestrialLayer.primarySubRegion.oceanLiquid,
terrestrialLayer.primarySubRegion.oceanLiquidLevel,
terrestrialLayer.primarySubRegion.encloseLiquids,
terrestrialLayer.primarySubRegion.fillMicrodungeons
}
};
List<RegionParams> secondaryRegions;
for (auto const& secondaryRegion : terrestrialLayer.secondaryRegions) {
RegionParams secondaryRegionParams = {
terrestrialLayer.layerBaseHeight,
terrestrialParameters.threatLevel,
secondaryRegion.biome,
secondaryRegion.blockSelector,
secondaryRegion.fgCaveSelector,
secondaryRegion.bgCaveSelector,
secondaryRegion.fgOreSelector,
secondaryRegion.bgOreSelector,
secondaryRegion.subBlockSelector,
{
secondaryRegion.caveLiquid,
secondaryRegion.caveLiquidSeedDensity,
secondaryRegion.oceanLiquid,
secondaryRegion.oceanLiquidLevel,
secondaryRegion.encloseLiquids,
secondaryRegion.fillMicrodungeons
}
};
secondaryRegions.append(secondaryRegionParams);
}
List<RegionParams> secondarySubRegions;
for (auto const& secondarySubRegion : terrestrialLayer.secondarySubRegions) {
RegionParams secondarySubRegionParams = {
terrestrialLayer.layerBaseHeight,
terrestrialParameters.threatLevel,
secondarySubRegion.biome,
secondarySubRegion.blockSelector,
secondarySubRegion.fgCaveSelector,
secondarySubRegion.bgCaveSelector,
secondarySubRegion.fgOreSelector,
secondarySubRegion.bgOreSelector,
secondarySubRegion.subBlockSelector,
{
secondarySubRegion.caveLiquid,
secondarySubRegion.caveLiquidSeedDensity,
secondarySubRegion.oceanLiquid,
secondarySubRegion.oceanLiquidLevel,
secondarySubRegion.encloseLiquids,
secondarySubRegion.fillMicrodungeons
}
};
secondarySubRegions.append(secondarySubRegionParams);
}
layout.addLayer(seed,
terrestrialLayer.layerMinHeight,
terrestrialLayer.layerBaseHeight,
terrestrialParameters.primaryBiome,
primaryRegionParams,
primarySubRegionParams,
secondaryRegions,
secondarySubRegions,
terrestrialLayer.secondaryRegionSizeRange,
terrestrialLayer.subRegionSizeRange);
};
addLayer(terrestrialParameters.coreLayer);
for (auto const& undergroundLayer : reverseIterate(terrestrialParameters.undergroundLayers))
addLayer(undergroundLayer);
addLayer(terrestrialParameters.subsurfaceLayer);
addLayer(terrestrialParameters.surfaceLayer);
addLayer(terrestrialParameters.atmosphereLayer);
addLayer(terrestrialParameters.spaceLayer);
layout.m_regionBlending = terrestrialParameters.blendSize;
if (terrestrialParameters.blockNoiseConfig)
layout.m_blockNoise = BlockNoise::build(terrestrialParameters.blockNoiseConfig, seed);
if (terrestrialParameters.blendNoiseConfig)
layout.m_blendNoise = PerlinF(terrestrialParameters.blendNoiseConfig, staticRandomU64(seed, "BlendNoise"));
layout.finalize(terrestrialParameters.skyColoring.mainColor);
return layout;
}
WorldLayout WorldLayout::buildAsteroidsLayout(AsteroidsWorldParameters const& asteroidParameters, uint64_t seed) {
auto assets = Root::singleton().assets();
RandomSource randSource(seed);
auto asteroidsConfig = assets->json("/asteroids_worlds.config");
auto asteroidTerrainConfig = randSource.randFrom(asteroidsConfig.get("terrains").toArray());
auto emptyTerrainConfig = asteroidsConfig.get("emptyTerrain");
WorldLayout layout;
layout.m_worldSize = asteroidParameters.worldSize;
RegionParams asteroidRegion{
(int)asteroidParameters.worldSize[1] / 2,
asteroidParameters.threatLevel,
asteroidParameters.asteroidBiome,
asteroidTerrainConfig.getString("terrainSelector"),
asteroidTerrainConfig.getString("caveSelector"),
asteroidTerrainConfig.getString("bgCaveSelector"),
asteroidTerrainConfig.getString("oreSelector"),
asteroidTerrainConfig.getString("oreSelector"),
asteroidTerrainConfig.getString("subBlockSelector"),
{EmptyLiquidId, 0.0f, EmptyLiquidId, 0, false, false}
};
RegionParams emptyRegion{
(int)asteroidParameters.worldSize[1] / 2,
asteroidParameters.threatLevel,
asteroidParameters.asteroidBiome,
emptyTerrainConfig.getString("terrainSelector"),
emptyTerrainConfig.getString("caveSelector"),
emptyTerrainConfig.getString("bgCaveSelector"),
emptyTerrainConfig.getString("oreSelector"),
emptyTerrainConfig.getString("oreSelector"),
emptyTerrainConfig.getString("subBlockSelector"),
{EmptyLiquidId, 0.0f, EmptyLiquidId, 0, false, false}
};
layout.addLayer(seed, 0, emptyRegion);
layout.addLayer(seed, asteroidParameters.asteroidBottomLevel, asteroidRegion);
layout.addLayer(seed, asteroidParameters.asteroidTopLevel, emptyRegion);
layout.m_regionBlending = asteroidParameters.blendSize;
layout.m_blockNoise = asteroidsConfig.opt("blockNoise").apply(bind(&BlockNoise::build, _1, seed));
layout.m_playerStartSearchRegions.append(RectI(0, asteroidParameters.asteroidBottomLevel, asteroidParameters.worldSize[0], asteroidParameters.asteroidTopLevel));
layout.finalize(Color::Black);
return layout;
}
WorldLayout WorldLayout::buildFloatingDungeonLayout(FloatingDungeonWorldParameters const& floatingDungeonParameters, uint64_t seed) {
auto assets = Root::singleton().assets();
auto biomeDatabase = Root::singleton().biomeDatabase();
RandomSource randSource(seed);
WorldLayout layout;
layout.m_worldSize = floatingDungeonParameters.worldSize;
RegionParams biomeRegion{
(int)floatingDungeonParameters.dungeonSurfaceHeight,
floatingDungeonParameters.threatLevel,
floatingDungeonParameters.biome,
{}, {}, {}, {}, {}, {},
{EmptyLiquidId, 0.0f, EmptyLiquidId, 0, false, false}
};
layout.addLayer(seed, 0, biomeRegion);
if (floatingDungeonParameters.biome)
biomeDatabase->biomeSkyColoring(*floatingDungeonParameters.biome, seed);
else
layout.finalize(Color::Black);
return layout;
}
WorldLayout::WorldLayout() : m_regionBlending(0.0f) {}
WorldLayout::WorldLayout(Json const& store) : WorldLayout() {
auto terrainDatabase = Root::singleton().terrainDatabase();
m_worldSize = jsonToVec2U(store.get("worldSize"));
m_biomes = store.getArray("biomes").transformed([](Json const& json) {
return BiomeConstPtr(make_shared<Biome>(json));
});
m_terrainSelectors = store.getArray("terrainSelectors").transformed([terrainDatabase](Json const& v) {
return TerrainSelectorConstPtr(terrainDatabase->loadSelector(v));
});
m_layers = store.getArray("layers").transformed([](Json const& l) {
WorldLayer layer;
layer.yStart = l.getInt("yStart");
for (auto const& b : l.getArray("boundaries"))
layer.boundaries.append(b.toInt());
for (auto const& r : l.getArray("cells"))
layer.cells.append(make_shared<WorldRegion>(r));
return layer;
});
m_regionBlending = store.getFloat("regionBlending");
m_blockNoise = store.opt("blockNoise").apply(construct<BlockNoise>());
m_blendNoise = store.opt("blendNoise").apply(construct<PerlinF>());
m_playerStartSearchRegions = store.getArray("playerStartSearchRegions").transformed(jsonToRectI);
}
Json WorldLayout::toJson() const {
auto terrainDatabase = Root::singleton().terrainDatabase();
return JsonObject{
{"worldSize", jsonFromVec2U(m_worldSize)},
{"biomes", transform<JsonArray>(m_biomes, [](auto const& biome) {
return biome->toJson();
})},
{"terrainSelectors", transform<JsonArray>(m_terrainSelectors, [terrainDatabase](auto const& selector) {
return terrainDatabase->storeSelector(selector);
})},
{"layers", m_layers.transformed([](WorldLayer const& layer) -> Json {
return JsonObject{
{"yStart", layer.yStart},
{"boundaries", JsonArray::from(layer.boundaries.transformed(construct<Json>()))},
{"cells", JsonArray::from(layer.cells.transformed(mem_fn(&WorldRegion::toJson)))}
};
})},
{"regionBlending", m_regionBlending},
{"blockNoise", m_blockNoise.apply(mem_fn(&BlockNoise::toJson)).value()},
{"blendNoise", m_blendNoise.apply(mem_fn(&PerlinF::toJson)).value()},
{"playerStartSearchRegions", JsonArray::from(m_playerStartSearchRegions.transformed(jsonFromRectI))}
};
}
Maybe<WorldLayout::BlockNoise> const& WorldLayout::blockNoise() const {
return m_blockNoise;
}
Maybe<PerlinF> const& WorldLayout::blendNoise() const {
return m_blendNoise;
}
List<RectI> WorldLayout::playerStartSearchRegions() const {
return m_playerStartSearchRegions;
}
List<WorldLayout::RegionWeighting> WorldLayout::getWeighting(int x, int y) const {
List<RegionWeighting> weighting;
WorldGeometry geometry(m_worldSize);
auto cellWeighting = [&](WorldLayer const& layer, size_t cellIndex, int x) -> float {
int xMin = 0;
if (cellIndex > 0)
xMin = layer.boundaries[cellIndex - 1];
int xMax = m_worldSize[0];
if (cellIndex < layer.boundaries.size())
xMax = layer.boundaries[cellIndex];
if (x > (xMin + xMax) / 2.0f)
return clamp<float>(0.5f - (x - xMax) / m_regionBlending, 0.0f, 1.0f);
else
return clamp<float>(0.5f - (xMin - x) / m_regionBlending, 0.0f, 1.0f);
};
auto addLayerWeighting = [&](WorldLayer const& layer, int x, float weightFactor) {
if (layer.cells.empty())
return;
size_t innerCellIndex;
int innerCellXValue;
tie(innerCellIndex, innerCellXValue) = findContainingCell(layer, x);
float innerCellWeight = cellWeighting(layer, innerCellIndex, innerCellXValue);
size_t leftCellIndex;
int leftCellXValue;
tie(leftCellIndex, leftCellXValue) = leftCell(layer, innerCellIndex, innerCellXValue);
float leftCellWeight = cellWeighting(layer, leftCellIndex, leftCellXValue);
size_t rightCellIndex;
int rightCellXValue;
tie(rightCellIndex, rightCellXValue) = rightCell(layer, innerCellIndex, innerCellXValue);
float rightCellWeight = cellWeighting(layer, rightCellIndex, rightCellXValue);
float totalWeight = innerCellWeight + leftCellWeight + rightCellWeight;
if (totalWeight <= 0.0f)
return;
innerCellWeight *= weightFactor / totalWeight;
leftCellWeight *= weightFactor / totalWeight;
rightCellWeight *= weightFactor / totalWeight;
if (innerCellWeight > 0.0f)
weighting.append(RegionWeighting{innerCellWeight, innerCellXValue, layer.cells[innerCellIndex].get()});
if (leftCellWeight > 0.0f)
weighting.append(RegionWeighting{leftCellWeight, leftCellXValue, layer.cells[leftCellIndex].get()});
if (rightCellWeight > 0.0f)
weighting.append(RegionWeighting{rightCellWeight, rightCellXValue, layer.cells[rightCellIndex].get()});
};
auto yi = std::lower_bound(m_layers.begin(), m_layers.end(), y, [](WorldLayer const& layer, int y) {
return layer.yStart < y;
});
if (yi == m_layers.end() || yi->yStart != y) {
if (yi == m_layers.begin())
return {};
else
--yi;
}
if (y - yi->yStart < (m_regionBlending / 2)) {
if (yi == m_layers.begin()) {
addLayerWeighting(*yi, x, 1.0f);
} else {
auto ypi = yi;
--ypi;
float yWeight = 0.5f + (y - yi->yStart) / m_regionBlending;
addLayerWeighting(*yi, x, yWeight);
addLayerWeighting(*ypi, x, 1.0f - yWeight);
}
} else {
auto yni = yi;
++yni;
if (yni == m_layers.end()) {
addLayerWeighting(*yi, x, 1.0f);
} else if (y <= yni->yStart - (m_regionBlending / 2)) {
addLayerWeighting(*yi, x, 1.0f);
} else {
float yWeight = 0.5f - (yni->yStart - y) / m_regionBlending;
addLayerWeighting(*yi, x, 1.0f - yWeight);
addLayerWeighting(*yni, x, yWeight);
}
}
// Need to return weighting in order of greatest to least
sort(weighting, [](RegionWeighting const& lhs, RegionWeighting const& rhs) {
return lhs.weight > rhs.weight;
});
return weighting;
}
List<RectI> WorldLayout::previewAddBiomeRegion(Vec2I const& position, int width) const {
auto layerAndCell = findLayerAndCell(position[0], position[1]);
auto targetLayer = m_layers[layerAndCell.first];
auto targetRegion = targetLayer.cells[layerAndCell.second];
int insertX = position[0] > 0 ? position[0] : 1;
// need a dummy region to expand
std::shared_ptr<WorldRegion> dummyRegion;
targetLayer.boundaries.insertAt(layerAndCell.second, insertX);
targetLayer.cells.insertAt(layerAndCell.second, dummyRegion);
targetLayer.boundaries.insertAt(layerAndCell.second, insertX - 1);
targetLayer.cells.insertAt(layerAndCell.second, targetRegion);
auto expandResult = expandRegionInLayer(targetLayer, layerAndCell.second + 1, width);
return expandResult.second;
}
List<RectI> WorldLayout::previewExpandBiomeRegion(Vec2I const& position, int width) const {
auto layerAndCell = findLayerAndCell(position[0], position[1]);
auto targetLayer = m_layers[layerAndCell.first];
auto expandResult = expandRegionInLayer(targetLayer, layerAndCell.second, width);
return expandResult.second;
}
String WorldLayout::setLayerEnvironmentBiome(Vec2I const& position) {
auto layerAndCell = findLayerAndCell(position[0], position[1]);
auto targetLayer = m_layers[layerAndCell.first];
auto targetBiomeIndex = targetLayer.cells[layerAndCell.second]->blockBiomeIndex;
for (size_t i = 0; i < targetLayer.cells.size(); ++i)
targetLayer.cells[i]->environmentBiomeIndex = targetBiomeIndex;
m_layers[layerAndCell.first] = targetLayer;
return getBiome(targetBiomeIndex)->baseName;
}
void WorldLayout::addBiomeRegion(
TerrestrialWorldParameters const& terrestrialParameters,
uint64_t seed,
Vec2I const& position,
String biomeName,
String const& subBlockSelector,
int width) {
auto layerAndCell = findLayerAndCell(position[0], position[1]);
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// Logger::info("inserting biome {} into region with layerIndex {} cellIndex {}", biomeName, layerAndCell.first, layerAndCell.second);
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auto targetLayer = m_layers[layerAndCell.first];
// do this annoying dance to figure out which terrestrial layer we're in, so
// we can extract the base height
TerrestrialWorldParameters::TerrestrialLayer terrestrialLayer = terrestrialParameters.coreLayer;
auto checkLayer = [targetLayer, &terrestrialLayer](TerrestrialWorldParameters::TerrestrialLayer const& layer) {
if (layer.layerMinHeight == targetLayer.yStart)
terrestrialLayer = layer;
};
for (auto undergroundLayer : terrestrialParameters.undergroundLayers)
checkLayer(undergroundLayer);
checkLayer(terrestrialParameters.subsurfaceLayer);
checkLayer(terrestrialParameters.surfaceLayer);
checkLayer(terrestrialParameters.atmosphereLayer);
checkLayer(terrestrialParameters.spaceLayer);
// build a new region using the biomeName and the parameters from the target region
auto targetRegion = targetLayer.cells[layerAndCell.second];
WorldRegion newRegion;
newRegion.terrainSelectorIndex = targetRegion->terrainSelectorIndex;
newRegion.foregroundCaveSelectorIndex = targetRegion->foregroundCaveSelectorIndex;
newRegion.backgroundCaveSelectorIndex = targetRegion->backgroundCaveSelectorIndex;
newRegion.foregroundOreSelectorIndexes = targetRegion->foregroundOreSelectorIndexes;
newRegion.backgroundOreSelectorIndexes = targetRegion->backgroundOreSelectorIndexes;
newRegion.regionLiquids = targetRegion->regionLiquids;
auto biomeDatabase = Root::singleton().biomeDatabase();
auto newBiome = biomeDatabase->createBiome(biomeName, staticRandomU64(seed, "BiomeSeed"), terrestrialLayer.layerBaseHeight, terrestrialParameters.threatLevel);
auto oldBiome = getBiome(targetRegion->blockBiomeIndex);
newBiome->ores = oldBiome->ores;
// build new sub block selectors; this is the only region-level property that needs to be
// newly constructed for the biome
TerrainSelectorParameters baseSelectorParameters;
baseSelectorParameters.worldWidth = m_worldSize[0];
baseSelectorParameters.baseHeight = terrestrialLayer.layerBaseHeight;
auto terrainDatabase = Root::singleton().terrainDatabase();
for (size_t i = 0; i < newBiome->subBlocks.size(); ++i) {
auto selector = terrainDatabase->createNamedSelector(subBlockSelector, baseSelectorParameters.withSeed(staticRandomU64(seed, i, "subBlocks")));
newRegion.subBlockSelectorIndexes.append(registerTerrainSelector(selector));
}
newRegion.environmentBiomeIndex = targetRegion->environmentBiomeIndex;
newRegion.blockBiomeIndex = registerBiome(newBiome);
WorldRegionPtr newRegionPtr = make_shared<WorldRegion>(newRegion);
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// Logger::info("boundaries before region insertion are {}", targetLayer.boundaries);
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// handle case where insert x position is exactly at world wrap
int insertX = position[0] > 0 ? position[0] : 1;
// insert the new region boundary
targetLayer.boundaries.insertAt(layerAndCell.second, insertX);
targetLayer.cells.insertAt(layerAndCell.second, newRegionPtr);
// insert the left side of the (now split) target region
targetLayer.boundaries.insertAt(layerAndCell.second, insertX - 1);
targetLayer.cells.insertAt(layerAndCell.second, targetRegion);
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// Logger::info("boundaries after region insertion are {}", targetLayer.boundaries);
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// expand the cell to the desired size
auto expandResult = expandRegionInLayer(targetLayer, layerAndCell.second + 1, width);
// update the layer in the template
m_layers[layerAndCell.first] = expandResult.first;
}
void WorldLayout::expandBiomeRegion(Vec2I const& position, int newWidth) {
auto layerAndCell = findLayerAndCell(position[0], position[1]);
auto targetLayer = m_layers[layerAndCell.first];
auto expandResult = expandRegionInLayer(targetLayer, layerAndCell.second, newWidth);
m_layers[layerAndCell.first] = expandResult.first;
}
pair<size_t, size_t> WorldLayout::findLayerAndCell(int x, int y) const {
// find the target layer
size_t targetLayerIndex{};
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for (size_t i = 0; i < m_layers.size(); ++i) {
if (m_layers[i].yStart < y)
targetLayerIndex = i;
else
break;
}
auto targetLayer = m_layers[targetLayerIndex];
auto targetCell = findContainingCell(targetLayer, x);
return {targetLayerIndex, targetCell.first};
}
WorldLayout::WorldLayer::WorldLayer() : yStart(0) {}
pair<WorldLayout::WorldLayer, List<RectI>> WorldLayout::expandRegionInLayer(WorldLayout::WorldLayer targetLayer, size_t cellIndex, int newWidth) const {
struct RegionCell {
int lBound;
int rBound;
WorldRegionPtr region;
};
// auto printRegionCells = [](List<RegionCell> const& cells) {
// String output = "";
// for (auto cell : cells)
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// output += strf("[{} {}] ", cell.lBound, cell.rBound);
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// return output;
// };
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// Logger::info("expanding region in layer with cellIndex {} newWidth {}", cellIndex, newWidth);
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List<RectI> regionRects;
if (targetLayer.cells.size() == 1) {
Logger::info("Cannot expand region as it already fills the layer");
return {targetLayer, regionRects};
}
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// Logger::info("boundaries before expansion are {}", targetLayer.boundaries);
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// TODO: this is a messy way to get the top of the layer, but maybe it's ok
int layerTop = (int)m_worldSize[1];
for (size_t i = 0; i < m_layers.size(); ++i) {
if (m_layers[i].yStart == targetLayer.yStart && m_layers.size() > i + 1) {
layerTop = m_layers[i + 1].yStart;
break;
}
}
// if the region is going to cover the full layer width, this is much simpler
if (newWidth == (int)m_worldSize[0]) {
targetLayer.cells = {targetLayer.cells[cellIndex]};
targetLayer.boundaries = {};
regionRects.append(RectI{0, targetLayer.yStart, (int)m_worldSize[0], layerTop});
} else {
auto targetRegion = targetLayer.cells[cellIndex];
// convert cells and boundaries into something more tractable
List<RegionCell> targetCells;
List<RegionCell> otherCells;
int lastBoundary = 0;
size_t lastCellIndex = targetLayer.cells.size() - 1;
for (size_t i = 0; i <= lastCellIndex; ++i) {
int nextBoundary = i == lastCellIndex ? (int)m_worldSize[0] : targetLayer.boundaries[i];
if (i == cellIndex ||
(i == 0 && cellIndex == lastCellIndex && targetLayer.cells[i] == targetRegion) ||
(cellIndex == 0 && i == lastCellIndex && targetLayer.cells[i] == targetRegion))
targetCells.append(RegionCell{lastBoundary, nextBoundary, targetLayer.cells[i]});
else
otherCells.append(RegionCell{lastBoundary, nextBoundary, targetLayer.cells[i]});
lastBoundary = nextBoundary;
}
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// Logger::info("before expansion:\ntarget cells are: {}\nother cells are: {}", printRegionCells(targetCells), printRegionCells(otherCells));
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starAssert(targetCells.size() > 0);
starAssert(targetCells.size() < 3);
// check the current width to see how much (if any) to expand
int currentWidth = 0;
for (auto regionCell : targetCells)
currentWidth += (regionCell.rBound - regionCell.lBound);
if (currentWidth >= newWidth) {
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Logger::info("New cell width ({}) must be greater than current cell width {}!", newWidth, currentWidth);
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return {targetLayer, regionRects};
}
// expand the leftmost cell to the right and the rightmost cell to the left (they may be the same cell)
int expandRight = ceil(0.5 * (newWidth - currentWidth));
int expandLeft = floor(0.5 * (newWidth - currentWidth));
// build the rects for the areas NEWLY covered by the region; these don't need to be wrapped because
// they'll be split when they're consumed
regionRects.append(RectI{targetCells[0].rBound, targetLayer.yStart, targetCells[0].rBound + expandRight, layerTop});
regionRects.append(RectI{targetCells[targetCells.size() - 1].lBound - expandLeft, targetLayer.yStart, targetCells[targetCells.size() - 1].lBound, layerTop});
targetCells[0].rBound += expandRight;
targetCells[targetCells.size() - 1].lBound -= expandLeft;
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// Logger::info("after expansion:\ntarget cells are: {}\nother cells are: {}", printRegionCells(targetCells), printRegionCells(otherCells));
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// split any target cells that now cross the world wrap
List<RegionCell> wrappedTargetCells;
for (auto cell : targetCells) {
if (cell.lBound < 0) {
wrappedTargetCells.append(RegionCell{0, cell.rBound, cell.region});
wrappedTargetCells.append(RegionCell{(int)m_worldSize[0] + cell.lBound, (int)m_worldSize[0], cell.region});
} else if (cell.rBound > (int)m_worldSize[0]) {
wrappedTargetCells.append(RegionCell{cell.lBound, (int)m_worldSize[0], cell.region});
wrappedTargetCells.append(RegionCell{0, cell.rBound - (int)m_worldSize[0], cell.region});
} else {
wrappedTargetCells.append(cell);
}
}
targetCells = wrappedTargetCells;
// modify/delete any overlapped cells
for (auto targetCell : targetCells) {
List<RegionCell> newOtherCells;
for (auto otherCell : otherCells) {
bool rInside = otherCell.rBound <= targetCell.rBound && otherCell.rBound >= targetCell.lBound;
bool lInside = otherCell.lBound <= targetCell.rBound && otherCell.lBound >= targetCell.lBound;
if (rInside && lInside)
continue;
else if (rInside)
newOtherCells.append(RegionCell{otherCell.lBound, targetCell.lBound, otherCell.region});
else if (lInside)
newOtherCells.append(RegionCell{targetCell.rBound, otherCell.rBound, otherCell.region});
else
newOtherCells.append(otherCell);
}
otherCells = newOtherCells;
}
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// Logger::info("after de-overlapping:\ntarget cells are: {}\nother cells are: {}", printRegionCells(targetCells), printRegionCells(otherCells));
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// combine lists and sort
otherCells.appendAll(targetCells);
otherCells.sort([](RegionCell const& a, RegionCell const& b) { return a.rBound < b.rBound; });
// convert back into cells and boundaries
targetLayer.cells.clear();
targetLayer.boundaries.clear();
for (size_t i = 0; i < otherCells.size(); ++i) {
targetLayer.cells.append(otherCells[i].region);
if (i < otherCells.size() - 1)
targetLayer.boundaries.append(otherCells[i].rBound);
}
}
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// Logger::info("boundaries after expansion are {}", targetLayer.boundaries);
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return {targetLayer, regionRects};
}
BiomeIndex WorldLayout::registerBiome(BiomeConstPtr biome) {
size_t foundIndex = m_biomes.indexOf(biome);
if (foundIndex != NPos)
return foundIndex + 1;
m_biomes.append(biome);
return m_biomes.size();
}
TerrainSelectorIndex WorldLayout::registerTerrainSelector(TerrainSelectorConstPtr terrainSelector) {
size_t foundIndex = m_terrainSelectors.indexOf(terrainSelector);
if (foundIndex != NPos)
return foundIndex + 1;
m_terrainSelectors.append(terrainSelector);
return m_terrainSelectors.size();
}
WorldRegion WorldLayout::buildRegion(uint64_t seed, RegionParams const& regionParams) {
auto terrainDatabase = Root::singleton().terrainDatabase();
auto biomeDatabase = Root::singleton().biomeDatabase();
WorldRegion region;
TerrainSelectorParameters baseSelectorParameters;
baseSelectorParameters.worldWidth = m_worldSize[0];
baseSelectorParameters.baseHeight = regionParams.baseHeight;
TerrainSelectorParameters terrainSelectorParameters = baseSelectorParameters.withSeed(staticRandomU64(seed, "Terrain"));
TerrainSelectorParameters foregroundCaveSelectorParameters = baseSelectorParameters.withSeed(staticRandomU64(seed, "ForegroundCaveSeed"));
TerrainSelectorParameters backgroundCaveSelectorParameters = baseSelectorParameters.withSeed(staticRandomU64(seed, "BackgroundCave"));
if (regionParams.terrainSelector)
region.terrainSelectorIndex = registerTerrainSelector(terrainDatabase->createNamedSelector(*regionParams.terrainSelector, terrainSelectorParameters));
if (regionParams.fgCaveSelector)
region.foregroundCaveSelectorIndex = registerTerrainSelector(terrainDatabase->createNamedSelector(*regionParams.fgCaveSelector, foregroundCaveSelectorParameters));
if (regionParams.bgCaveSelector)
region.backgroundCaveSelectorIndex = registerTerrainSelector(terrainDatabase->createNamedSelector(*regionParams.bgCaveSelector, backgroundCaveSelectorParameters));
if (regionParams.biomeName) {
auto biome = biomeDatabase->createBiome(*regionParams.biomeName, staticRandomU64(seed, "BiomeSeed"), regionParams.baseHeight, regionParams.threatLevel);
if (regionParams.subBlockSelector) {
for (size_t i = 0; i < biome->subBlocks.size(); ++i) {
auto selector = terrainDatabase->createNamedSelector(*regionParams.subBlockSelector, terrainSelectorParameters.withSeed(staticRandomU64(seed, i, "subBlocks")));
region.subBlockSelectorIndexes.append(registerTerrainSelector(selector));
}
}
for (auto const& p : enumerateIterator(biome->ores)) {
auto oreSelectorTerrainParameters = terrainSelectorParameters.withCommonality(p.first.second);
if (regionParams.fgOreSelector) {
auto fgSelector = terrainDatabase->createNamedSelector(*regionParams.fgOreSelector, oreSelectorTerrainParameters.withSeed(staticRandomU64(seed, p.second, "FGOreSelector")));
region.foregroundOreSelectorIndexes.append(registerTerrainSelector(fgSelector));
}
if (regionParams.bgOreSelector) {
auto bgSelector = terrainDatabase->createNamedSelector(*regionParams.bgOreSelector, oreSelectorTerrainParameters.withSeed(staticRandomU64(seed, p.second, "BGOreSelector")));
region.backgroundOreSelectorIndexes.append(registerTerrainSelector(bgSelector));
}
}
region.blockBiomeIndex = registerBiome(biome);
region.environmentBiomeIndex = region.blockBiomeIndex;
}
region.regionLiquids = regionParams.regionLiquids;
return region;
}
void WorldLayout::addLayer(uint64_t seed, int yStart, RegionParams regionParams) {
WorldLayer layer;
layer.yStart = yStart;
WorldRegionPtr region = make_shared<WorldRegion>(buildRegion(seed, regionParams));
layer.cells.append(region);
m_layers.append(layer);
}
void WorldLayout::addLayer(uint64_t seed, int yStart, int yBase, String const& primaryBiome,
RegionParams primaryRegionParams, RegionParams primarySubRegionParams,
List<RegionParams> secondaryRegions, List<RegionParams> secondarySubRegions,
Vec2F secondaryRegionSize, Vec2F subRegionSize) {
WorldLayer layer;
layer.yStart = yStart;
List<float> relativeRegionSizes;
float totalRelativeSize = 0.0;
int mix = 0;
BiomeIndex primaryEnvironmentBiomeIndex = buildRegion(seed, primaryRegionParams).environmentBiomeIndex;
Set<BiomeIndex> spawnBiomeIndexes;
auto addRegion = [&](RegionParams const& regionParams, RegionParams const& subRegionParams, Vec2F const& regionSizeRange) {
WorldRegionPtr region = make_shared<WorldRegion>(buildRegion(seed, regionParams));
WorldRegionPtr subRegion = make_shared<WorldRegion>(buildRegion(seed, subRegionParams));
if (!Root::singleton().assets()->json("/terrestrial_worlds.config:useSecondaryEnvironmentBiomeIndex").toBool())
region->environmentBiomeIndex = primaryEnvironmentBiomeIndex;
subRegion->environmentBiomeIndex = region->environmentBiomeIndex;
if (regionParams.biomeName == primaryBiome)
spawnBiomeIndexes.add(region->blockBiomeIndex);
if (subRegionParams.biomeName == primaryBiome)
spawnBiomeIndexes.add(subRegion->blockBiomeIndex);
layer.cells.append(region);
layer.cells.append(subRegion);
layer.cells.append(region);
float regionRelativeSize = staticRandomFloatRange(regionSizeRange[0], regionSizeRange[1], seed, ++mix, yStart);
float subRegionRelativeSize = staticRandomFloatRange(subRegionSize[0], subRegionSize[1], seed, ++mix, yStart);
totalRelativeSize += regionRelativeSize;
if (subRegionRelativeSize >= 1.0f)
throw StarException("Relative size of subRegion must be less than 1.0!");
subRegionRelativeSize *= regionRelativeSize;
regionRelativeSize -= subRegionRelativeSize;
relativeRegionSizes.append(regionRelativeSize / 2);
relativeRegionSizes.append(subRegionRelativeSize);
relativeRegionSizes.append(regionRelativeSize / 2);
};
// construct list of region cells and relative sizes
addRegion(primaryRegionParams, primarySubRegionParams, Vec2F(1, 1));
for (size_t i = 0; i < secondaryRegions.size(); ++i)
addRegion(secondaryRegions[i], secondarySubRegions[i], secondaryRegionSize);
// construct boundaries based on normalized sizes
int nextBoundary = staticRandomI32Range(0, m_worldSize[0] - 1, seed, yStart, "LayerOffset");
layer.boundaries.append(nextBoundary);
for (size_t i = 0; i + 1 < relativeRegionSizes.size(); ++i) {
int regionSize = (int)m_worldSize[0] * (relativeRegionSizes[i] / totalRelativeSize);
nextBoundary += regionSize;
layer.boundaries.append(nextBoundary);
}
// wrap cells + boundaries
while (layer.boundaries.last() > (int)m_worldSize[0]) {
layer.cells.prepend(layer.cells.takeLast());
layer.boundaries.prepend(layer.boundaries.takeLast() - m_worldSize[0]);
}
layer.cells.prepend(layer.cells.last());
int yRange = Root::singleton().assets()->json("/world_template.config:playerStartSearchYRange").toInt();
int i = 0;
int lastBoundary = 0;
for (auto region : layer.cells) {
int nextBoundary = i < (int)layer.boundaries.size() ? layer.boundaries[i] : m_worldSize[0];
if (spawnBiomeIndexes.contains(region->blockBiomeIndex))
m_playerStartSearchRegions.append(RectI(lastBoundary, std::max(0, yBase - yRange), nextBoundary, std::min((int)m_worldSize[1], yBase + yRange)));
lastBoundary = nextBoundary;
i++;
}
m_layers.append(layer);
}
void WorldLayout::finalize(Color mainSkyColor) {
sort(m_layers, [](WorldLayer const& a, WorldLayer const& b) { return a.yStart < b.yStart; });
// Post-process all parallaxes
for (auto const& biome : m_biomes) {
if (biome->parallax)
biome->parallax->fadeToSkyColor(mainSkyColor);
}
}
pair<size_t, int> WorldLayout::findContainingCell(WorldLayer const& layer, int x) const {
x = WorldGeometry(m_worldSize).xwrap(x);
auto xi = std::lower_bound(layer.boundaries.begin(), layer.boundaries.end(), x);
return {xi - layer.boundaries.begin(), x};
}
pair<size_t, int> WorldLayout::leftCell(WorldLayer const& layer, size_t cellIndex, int x) const {
if (cellIndex == 0)
return {layer.cells.size() - 1, x + (int)m_worldSize[0]};
else
return {cellIndex - 1, x};
}
pair<size_t, int> WorldLayout::rightCell(WorldLayer const& layer, size_t cellIndex, int x) const {
if (cellIndex >= layer.cells.size() - 1)
return {0, x - (int)m_worldSize[0]};
else
return {cellIndex + 1, x};
}
}