165 lines
6.9 KiB
C++
165 lines
6.9 KiB
C++
|
#ifndef STAR_WORLD_GENERATION_HPP
|
||
|
#define STAR_WORLD_GENERATION_HPP
|
||
|
|
||
|
#include "StarDungeonGenerator.hpp"
|
||
|
#include "StarFallingBlocksAgent.hpp"
|
||
|
#include "StarSpawner.hpp"
|
||
|
#include "StarWorldStorage.hpp"
|
||
|
#include "StarMicroDungeon.hpp"
|
||
|
#include "StarCellularLiquid.hpp"
|
||
|
#include "StarBiomePlacement.hpp"
|
||
|
|
||
|
namespace Star {
|
||
|
|
||
|
STAR_CLASS(WorldServer);
|
||
|
STAR_CLASS(FallingBlocksWorld);
|
||
|
STAR_CLASS(DungeonGeneratorWorld);
|
||
|
STAR_CLASS(SpawnerWorld);
|
||
|
STAR_CLASS(WorldGenerator);
|
||
|
STAR_CLASS(Plant);
|
||
|
STAR_CLASS(LiquidsDatabase);
|
||
|
|
||
|
class LiquidWorld : public CellularLiquidWorld<LiquidId> {
|
||
|
public:
|
||
|
LiquidWorld(WorldServer* world);
|
||
|
|
||
|
Vec2I uniqueLocation(Vec2I const& location) const override;
|
||
|
CellularLiquidCell<LiquidId> cell(Vec2I const& location) const override;
|
||
|
float drainLevel(Vec2I const& location) const override;
|
||
|
void setFlow(Vec2I const& location, CellularLiquidFlowCell<LiquidId> const& flow) override;
|
||
|
void liquidInteraction(Vec2I const& a, LiquidId aLiquid, Vec2I const& b, LiquidId bLiquid) override;
|
||
|
void liquidCollision(Vec2I const& pos, LiquidId liquid, Vec2I const& blockPos) override;
|
||
|
|
||
|
private:
|
||
|
WorldServer* m_worldServer;
|
||
|
LiquidsDatabaseConstPtr m_liquidsDatabase;
|
||
|
MaterialDatabaseConstPtr m_materialDatabase;
|
||
|
};
|
||
|
|
||
|
class FallingBlocksWorld : public FallingBlocksFacade {
|
||
|
public:
|
||
|
FallingBlocksWorld(WorldServer* world);
|
||
|
|
||
|
FallingBlockType blockType(Vec2I const& pos) override;
|
||
|
void moveBlock(Vec2I const& from, Vec2I const& to) override;
|
||
|
|
||
|
private:
|
||
|
WorldServer* m_worldServer;
|
||
|
MaterialDatabaseConstPtr m_materialDatabase;
|
||
|
};
|
||
|
|
||
|
class DungeonGeneratorWorld : public DungeonGeneratorWorldFacade {
|
||
|
public:
|
||
|
DungeonGeneratorWorld(WorldServer* worldServer, bool markForActivation);
|
||
|
|
||
|
void markRegion(RectI const& region) override;
|
||
|
void markTerrain(PolyF const& region) override;
|
||
|
void markSpace(PolyF const& region) override;
|
||
|
|
||
|
void setForegroundMaterial(Vec2I const& position, MaterialId material, MaterialHue hueshift, MaterialColorVariant colorVariant) override;
|
||
|
void setBackgroundMaterial(Vec2I const& position, MaterialId material, MaterialHue hueshift, MaterialColorVariant colorVariant) override;
|
||
|
void setForegroundMod(Vec2I const& position, ModId mod, MaterialHue hueshift) override;
|
||
|
void setBackgroundMod(Vec2I const& position, ModId mod, MaterialHue hueshift) override;
|
||
|
void placeObject(
|
||
|
Vec2I const& pos, String const& objectName, Star::Direction direction, Json const& parameters) override;
|
||
|
void placeVehicle(Vec2F const& pos, String const& vehicleName, Json const& parameters) override;
|
||
|
void placeSurfaceBiomeItems(Vec2I const& pos) override;
|
||
|
void placeBiomeTree(Vec2I const& pos) override;
|
||
|
void addDrop(Vec2F const& position, ItemDescriptor const& item) override;
|
||
|
void spawnNpc(Vec2F const& position, Json const& parameters) override;
|
||
|
void spawnStagehand(Vec2F const& position, Json const& definition) override;
|
||
|
void setLiquid(Vec2I const& pos, LiquidStore const& liquid) override;
|
||
|
void setPlayerStart(Vec2F const& startPosition) override;
|
||
|
void connectWireGroup(List<Vec2I> const& wireGroup) override;
|
||
|
void setTileProtection(DungeonId dungeonId, bool isProtected) override;
|
||
|
bool checkSolid(Vec2I const& position, TileLayer layer) override;
|
||
|
bool checkOpen(Vec2I const& position, TileLayer open) override;
|
||
|
bool checkOceanLiquid(Vec2I const& position) override;
|
||
|
DungeonId getDungeonIdAt(Vec2I const& position) override;
|
||
|
void setDungeonIdAt(Vec2I const& position, DungeonId dungeonId) override;
|
||
|
void clearTileEntities(RectI const& bounds, Set<Vec2I> const& positions, bool clearAnchoredObjects) override;
|
||
|
|
||
|
WorldGeometry getWorldGeometry() const override;
|
||
|
|
||
|
private:
|
||
|
void placePlant(PlantPtr const& plant, Vec2I const& position);
|
||
|
void placeBiomeItems(Vec2I const& pos, List<BiomeItemPlacement>& potentialItems);
|
||
|
|
||
|
WorldServer* m_worldServer;
|
||
|
bool m_markForActivation;
|
||
|
};
|
||
|
|
||
|
class SpawnerWorld : public SpawnerFacade {
|
||
|
public:
|
||
|
SpawnerWorld(WorldServer* worldServer);
|
||
|
|
||
|
WorldGeometry geometry() const override;
|
||
|
List<RectF> clientWindows() const override;
|
||
|
bool signalRegion(RectF const& region) const override;
|
||
|
CollisionKind collision(Vec2I const& position) const override;
|
||
|
bool isFreeSpace(RectF const& area) const override;
|
||
|
bool isBackgroundEmpty(Vec2I const& position) const override;
|
||
|
LiquidLevel liquidLevel(Vec2I const& position) const override;
|
||
|
bool spawningProhibited(RectF const& area) const override;
|
||
|
uint64_t spawnSeed() const override;
|
||
|
SpawnProfile spawnProfile(Vec2F const& position) const override;
|
||
|
float dayLevel() const override;
|
||
|
float threatLevel() const override;
|
||
|
EntityId spawnEntity(EntityPtr entity) const override;
|
||
|
void despawnEntity(EntityId entityId) override;
|
||
|
EntityPtr getEntity(EntityId entityId) const override;
|
||
|
|
||
|
private:
|
||
|
WorldServer* m_worldServer;
|
||
|
};
|
||
|
|
||
|
class WorldGenerator : public WorldGeneratorFacade {
|
||
|
public:
|
||
|
WorldGenerator(WorldServer* server);
|
||
|
|
||
|
void generateSectorLevel(WorldStorage* worldStorage, Sector const& sector, SectorGenerationLevel generationLevel) override;
|
||
|
void sectorLoadLevelChanged(WorldStorage* worldStorage, Sector const& sector, SectorLoadLevel loadLevel) override;
|
||
|
void terraformSector(WorldStorage* worldStorage, Sector const& sector) override;
|
||
|
void initEntity(WorldStorage* worldStorage, EntityId entityId, EntityPtr const& entity) override;
|
||
|
void destructEntity(WorldStorage* worldStorage, EntityPtr const& entity) override;
|
||
|
bool entityKeepAlive(WorldStorage* worldStorage, EntityPtr const& entity) const override;
|
||
|
bool entityPersistent(WorldStorage* worldStorage, EntityPtr const& entity) const override;
|
||
|
RpcPromise<Vec2I> enqueuePlacement(List<BiomeItemDistribution> distributions, Maybe<DungeonId> id) override;
|
||
|
|
||
|
void replaceBiomeBlocks(ServerTile* tile);
|
||
|
|
||
|
private:
|
||
|
struct QueuedPlacement {
|
||
|
List<BiomeItemDistribution> distributions;
|
||
|
Maybe<DungeonId> dungeonId;
|
||
|
RpcPromiseKeeper<Vec2I> promise;
|
||
|
bool fulfilled;
|
||
|
};
|
||
|
|
||
|
void prepareTiles(WorldStorage* worldStorage, Sector const& sector);
|
||
|
void generateMicroDungeons(WorldStorage* worldStorage, Sector const& sector);
|
||
|
void generateCaveLiquid(WorldStorage* worldStorage, Sector const& sector);
|
||
|
void prepareSector(WorldStorage* worldStorage, Sector const& sector);
|
||
|
void prepareSectorBiomeBlocks(WorldStorage* worldStorage, Sector const& sector);
|
||
|
|
||
|
void placeBiomeGrass(WorldStorage* worldStorage, ServerTile* tile, Vec2I const& position);
|
||
|
|
||
|
void reapplyBiome(WorldStorage* worldStorage, Sector const& sector);
|
||
|
|
||
|
Set<Vec2I> caveLiquidSeeds(WorldStorage* worldStorage, Sector const& sector);
|
||
|
Map<Vec2I, float> determineLiquidLevel(Set<Vec2I> const& spots, Set<Vec2I> const& filled);
|
||
|
void levelCluster(Set<Vec2I>& cluster, Set<Vec2I> const& filled, Map<Vec2I, float>& results);
|
||
|
|
||
|
// Special plant placement routine that does slight terrain adjustments to
|
||
|
// fit plants.
|
||
|
bool placePlant(WorldStorage* worldStorage, PlantPtr const& plant, Vec2I const& position);
|
||
|
|
||
|
WorldServer* m_worldServer;
|
||
|
MicroDungeonFactoryPtr m_microDungeonFactory;
|
||
|
List<QueuedPlacement> m_queuedPlacements;
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif
|