osb/source/game/StarWorldGeneration.cpp

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#include "StarWorldGeneration.hpp"
#include "StarWorldServer.hpp"
#include "StarMaterialItem.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarNpcDatabase.hpp"
#include "StarMonsterDatabase.hpp"
#include "StarNpc.hpp"
#include "StarBiome.hpp"
#include "StarSky.hpp"
#include "StarWorldTemplate.hpp"
#include "StarBiomePlacement.hpp"
#include "StarWireEntity.hpp"
#include "StarItemDrop.hpp"
#include "StarLogging.hpp"
#include "StarRoot.hpp"
#include "StarItemDatabase.hpp"
#include "StarProjectileDatabase.hpp"
#include "StarProjectile.hpp"
#include "StarObjectDatabase.hpp"
#include "StarObject.hpp"
#include "StarContainerObject.hpp"
#include "StarMonster.hpp"
#include "StarEntityMap.hpp"
#include "StarPlant.hpp"
#include "StarLiquidsDatabase.hpp"
#include "StarStagehand.hpp"
#include "StarVehicleDatabase.hpp"
namespace Star {
static int const PlantAdjustmentLimit = 2;
LiquidWorld::LiquidWorld(WorldServer* world) {
m_worldServer = world;
auto& root = Root::singleton();
m_liquidsDatabase = root.liquidsDatabase();
m_materialDatabase = root.materialDatabase();
}
Vec2I LiquidWorld::uniqueLocation(Vec2I const& location) const {
return m_worldServer->geometry().xwrap(location);
}
float LiquidWorld::drainLevel(Vec2I const& location) const {
if (location[1] > m_worldServer->worldTemplate()->undergroundLevel()) {
auto const& tile = m_worldServer->getServerTile(location);
if (!m_materialDatabase->blocksLiquidFlow(tile.background)) {
auto const& belowTile = m_worldServer->getServerTile(location + Vec2I(0, -1));
if (m_materialDatabase->blocksLiquidFlow(belowTile.background) || m_materialDatabase->blocksLiquidFlow(belowTile.foreground) || belowTile.liquid.source)
return m_liquidsDatabase->backgroundDrain();
}
}
return 0.0f;
}
CellularLiquidCell<LiquidId> LiquidWorld::cell(Vec2I const& location) const {
auto const& tile = m_worldServer->getServerTile(location);
if (m_materialDatabase->blocksLiquidFlow(tile.foreground)) {
return CellularLiquidCollisionCell();
} else {
if (tile.liquid.source)
return CellularLiquidSourceCell<LiquidId>{tile.liquid.liquid, tile.liquid.pressure};
else if (tile.liquid.liquid != EmptyLiquidId)
return CellularLiquidFlowCell<LiquidId>{tile.liquid.liquid, tile.liquid.level, tile.liquid.pressure};
else
return CellularLiquidFlowCell<LiquidId>{{}, 0.0f, 0.0f};
}
}
void LiquidWorld::setFlow(Vec2I const& location, CellularLiquidFlowCell<LiquidId> const& flow) {
if (flow.liquid) {
m_worldServer->setLiquid(location, *flow.liquid, flow.level, flow.pressure);
auto const& tile = m_worldServer->getServerTile(location);
if (auto materialInteraction = m_materialDatabase->liquidMaterialInteraction(*flow.liquid, tile.background)) {
if (!materialInteraction->topOnly && tile.liquid.level >= materialInteraction->consumeLiquid) {
if (auto modifyTile = m_worldServer->modifyServerTile(location)) {
modifyTile->liquid.take(materialInteraction->consumeLiquid);
modifyTile->background = materialInteraction->transformTo;
m_worldServer->activateLiquidLocation(location);
}
}
}
if (auto modInteraction = m_materialDatabase->liquidModInteraction(*flow.liquid, tile.backgroundMod)) {
if (!modInteraction->topOnly && tile.liquid.level >= modInteraction->consumeLiquid) {
if (auto modifyTile = m_worldServer->modifyServerTile(location)) {
modifyTile->liquid.take(modInteraction->consumeLiquid);
modifyTile->backgroundMod = modInteraction->transformTo;
m_worldServer->activateLiquidLocation(location);
}
}
}
} else {
m_worldServer->setLiquid(location, EmptyLiquidId, 0.0f, 0.0f);
}
}
void LiquidWorld::liquidInteraction(Vec2I const& a, LiquidId aLiquid, Vec2I const& b, LiquidId bLiquid) {
auto handleInteraction = [this](Vec2I const& target, Maybe<LiquidInteractionResult> interaction) {
if (interaction) {
if (interaction->isLeft()) {
m_worldServer->modifyTile(target, PlaceMaterial{TileLayer::Foreground, interaction->left(), 0}, false);
} else {
auto liquidLevel = m_worldServer->liquidLevel(target);
m_worldServer->setLiquid(target, interaction->right(), liquidLevel.level, liquidLevel.level);
}
}
};
handleInteraction(a, m_liquidsDatabase->interact(aLiquid, bLiquid));
handleInteraction(b, m_liquidsDatabase->interact(bLiquid, aLiquid));
}
void LiquidWorld::liquidCollision(Vec2I const& liquidPos, LiquidId liquidId, Vec2I const& blockPos) {
auto const& blockTile = m_worldServer->getServerTile(blockPos);
if (auto materialInteraction = m_materialDatabase->liquidMaterialInteraction(liquidId, blockTile.foreground)) {
if ((!materialInteraction->topOnly || liquidPos[1] > blockPos[1]) && m_worldServer->liquidLevel(liquidPos).level >= materialInteraction->consumeLiquid) {
auto modifyLiquidTile = m_worldServer->modifyServerTile(liquidPos);
auto modifyBlockTile = m_worldServer->modifyServerTile(blockPos);
if (modifyLiquidTile && modifyBlockTile) {
modifyLiquidTile->liquid.take(materialInteraction->consumeLiquid);
modifyBlockTile->foreground = materialInteraction->transformTo;
if (!m_materialDatabase->isMultiColor(materialInteraction->transformTo))
modifyBlockTile->foregroundColorVariant = DefaultMaterialColorVariant;
m_worldServer->activateLiquidLocation(liquidPos);
}
}
}
if (auto modInteraction = m_materialDatabase->liquidModInteraction(liquidId, blockTile.foregroundMod)) {
if ((!modInteraction->topOnly || liquidPos[1] > blockPos[1]) && m_worldServer->liquidLevel(liquidPos).level >= modInteraction->consumeLiquid) {
auto modifyLiquidTile = m_worldServer->modifyServerTile(liquidPos);
auto modifyBlockTile = m_worldServer->modifyServerTile(blockPos);
if (modifyLiquidTile && modifyBlockTile) {
modifyLiquidTile->liquid.take(modInteraction->consumeLiquid);
modifyBlockTile->foregroundMod = modInteraction->transformTo;
m_worldServer->activateLiquidLocation(liquidPos);
}
}
}
}
FallingBlocksWorld::FallingBlocksWorld(WorldServer* w)
: m_worldServer(w), m_materialDatabase(Root::singleton().materialDatabase()) {}
FallingBlockType FallingBlocksWorld::blockType(Vec2I const& pos) {
auto const& tile = m_worldServer->getServerTile(pos, true);
if (tile.rootSource) {
return FallingBlockType::Immovable;
} if (tile.foreground == EmptyMaterialId) {
if (m_worldServer->tileIsOccupied(pos, TileLayer::Foreground))
return FallingBlockType::Immovable;
else
return FallingBlockType::Open;
} else if (m_materialDatabase->isCascadingFallingMaterial(tile.foreground)) {
return FallingBlockType::Cascading;
} else if (m_materialDatabase->isFallingMaterial(tile.foreground)) {
return FallingBlockType::Falling;
} else {
return FallingBlockType::Immovable;
}
}
void FallingBlocksWorld::moveBlock(Vec2I const& from, Vec2I const& to) {
auto fromTile = m_worldServer->modifyServerTile(from, true);
auto toTile = m_worldServer->modifyServerTile(to, true);
if (!fromTile || !toTile)
return;
if (m_worldServer->isTileProtected(to)) {
for (auto drop : m_worldServer->destroyBlock(TileLayer::Foreground, from, true, true))
m_worldServer->addEntity(ItemDrop::createRandomizedDrop(drop, Vec2F(to)));
} else {
toTile->foreground = fromTile->foreground;
toTile->foregroundMod = NoModId;
toTile->foregroundHueShift = fromTile->foregroundHueShift;
toTile->foregroundColorVariant = fromTile->foregroundColorVariant;
toTile->updateCollision(m_materialDatabase->materialCollisionKind(toTile->foreground));
fromTile->foreground = EmptyMaterialId;
fromTile->foregroundMod = NoModId;
fromTile->updateCollision(CollisionKind::None);
m_worldServer->requestGlobalBreakCheck();
}
}
DungeonGeneratorWorld::DungeonGeneratorWorld(WorldServer* worldServer, bool markForActivation)
: m_worldServer(worldServer), m_markForActivation(markForActivation) {}
WorldGeometry DungeonGeneratorWorld::getWorldGeometry() const {
return m_worldServer->geometry();
}
void DungeonGeneratorWorld::markRegion(RectI const& region) {
if (!m_markForActivation)
return;
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Logger::debug("Marking {} as dungeon region", region);
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m_worldServer->signalRegion(region);
m_worldServer->activateLiquidRegion(region);
}
void DungeonGeneratorWorld::markTerrain(PolyF const& region) {
if (!m_markForActivation)
return;
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Logger::debug("Marking poly as dungeon terrain region: {}", region);
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m_worldServer->worldTemplate()->addCustomTerrainRegion(region);
}
void DungeonGeneratorWorld::markSpace(PolyF const& region) {
if (!m_markForActivation)
return;
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Logger::debug("Marking poly as dungeon space region: {}", region);
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m_worldServer->worldTemplate()->addCustomSpaceRegion(region);
}
void DungeonGeneratorWorld::setForegroundMaterial(Vec2I const& position, MaterialId material, MaterialHue hueshift, MaterialColorVariant colorVariant) {
if (ServerTile* tile = m_worldServer->modifyServerTile(position)) {
m_worldServer->modifyLiquid(position, EmptyLiquidId, 0);
tile->foreground = material;
tile->foregroundHueShift = hueshift;
tile->foregroundColorVariant = colorVariant;
tile->foregroundMod = NoModId;
tile->foregroundModHueShift = MaterialHue();
tile->collision = Root::singleton().materialDatabase()->materialCollisionKind(tile->foreground);
tile->collisionCacheDirty = true;
}
}
void DungeonGeneratorWorld::setBackgroundMaterial(Vec2I const& position, MaterialId material, MaterialHue hueshift, MaterialColorVariant colorVariant) {
if (ServerTile* tile = m_worldServer->modifyServerTile(position)) {
m_worldServer->modifyLiquid(position, EmptyLiquidId, 0);
tile->background = material;
tile->backgroundHueShift = hueshift;
tile->backgroundColorVariant = colorVariant;
tile->backgroundMod = NoModId;
tile->backgroundModHueShift = MaterialHue();
}
}
void DungeonGeneratorWorld::placeObject(Vec2I const& pos, String const& objectName, Star::Direction direction, Json const& parameters) {
m_worldServer->signalRegion(RectI::withSize(pos, {1, 1}));
auto objectDatabase = Root::singleton().objectDatabase();
if (auto object = objectDatabase->createForPlacement(m_worldServer, objectName, pos, direction, parameters))
m_worldServer->addEntity(object);
else
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Logger::warn("Failed to place dungeon object: {} direction: {} position: {}", objectName, (int)direction, pos);
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}
void DungeonGeneratorWorld::placeVehicle(Vec2F const& pos, String const& vehicleName, Json const& parameters) {
m_worldServer->signalRegion(RectI::withSize(Vec2I(pos), {1, 1}));
auto vehicleDatabase = Root::singleton().vehicleDatabase();
auto vehicle = vehicleDatabase->create(vehicleName, parameters.opt().value(JsonObject{}).set("persistent", true));
vehicle->setPosition(pos);
m_worldServer->addEntity(vehicle);
}
void DungeonGeneratorWorld::placeSurfaceBiomeItems(Vec2I const& pos) {
List<BiomeItemPlacement> surfaceItems = m_worldServer->worldTemplate()->potentialBiomeItemsAt(pos[0], pos[1]).surfaceBiomeItems;
placeBiomeItems(pos, surfaceItems);
}
void DungeonGeneratorWorld::placeBiomeTree(Vec2I const& pos) {
if (auto biome = m_worldServer->worldTemplate()->blockBiome(pos[0], pos[1])) {
m_worldServer->signalRegion(RectI::withSize(pos, {1, 1}));
auto seed = m_worldServer->worldTemplate()->seedFor(pos[0], pos[1]);
if (auto treeVariant = biome->surfacePlaceables.firstTreeType())
placePlant(Root::singleton().plantDatabase()->createPlant(*treeVariant, seed), pos);
}
}
// yay, copy paste coding, kyren WILL kill me
void DungeonGeneratorWorld::placePlant(PlantPtr const& plant, Vec2I const& position) {
if (!plant)
return;
auto spaces = plant->spaces();
auto roots = plant->roots();
auto const& primaryRoot = plant->primaryRoot();
auto background = m_worldServer->getServerTile(position).background;
bool adjustBackground = background == EmptyMaterialId || background == NullMaterialId;
auto withinAdjustment = [=](Vec2I const& pos) {
return PlantAdjustmentLimit - std::abs(pos[0]) > 0 && PlantAdjustmentLimit - std::abs(pos[1]) > 0;
};
// Bail out if we don't have at least one free space, and root in the primary
// root position, or if we're in a dungeon region.
auto primaryTile = m_worldServer->getServerTile(position);
auto rootTile = m_worldServer->getServerTile(position + primaryRoot);
if (isConnectableMaterial(primaryTile.foreground) || !isConnectableMaterial(rootTile.foreground))
return;
// First bail out if we can't fit anything we're not adjusting
for (auto space : spaces) {
Vec2I pspace = space + position;
if (withinAdjustment(space) && !m_worldServer->atTile<Plant>(pspace).empty())
return;
// Bail out if we hit a different plant's root tile, or if we're not in the
// adjustment space and we hit a non-empty tile.
auto tile = m_worldServer->getServerTile(pspace);
if (tile.rootSource || (!withinAdjustment(space) && !(tile.foreground == EmptyMaterialId || tile.foreground == NullMaterialId)))
return;
}
// Check all the roots outside of the adjustment limit
for (auto root : roots) {
root += position;
if (!withinAdjustment(root) && !isConnectableMaterial(m_worldServer->getServerTile(root).foreground))
return;
}
// Clear all the necessary blocks within the adjustment limit
for (auto space : spaces) {
if (!withinAdjustment(space))
continue;
space += position;
if (auto tile = m_worldServer->modifyServerTile(space)) {
if (isConnectableMaterial(tile->foreground))
*tile = primaryTile;
if (adjustBackground)
tile->background = EmptyMaterialId;
tile->collision = CollisionKind::None;
tile->collision = Root::singleton().materialDatabase()->materialCollisionKind(tile->foreground);
tile->collisionCacheDirty = true;
} else {
return;
}
}
// Make all the root blocks a real material based on the primary root.
for (auto root : roots) {
root += position;
if (auto tile = m_worldServer->modifyServerTile(root)) {
if (!isRealMaterial(tile->foreground)) {
*tile = rootTile;
tile->collision = Root::singleton().materialDatabase()->materialCollisionKind(tile->foreground);
tile->collisionCacheDirty = true;
}
} else {
return;
}
}
plant->setTilePosition(position);
m_worldServer->addEntity(plant);
return;
}
void DungeonGeneratorWorld::placeBiomeItems(Vec2I const& pos, List<BiomeItemPlacement>& potentialItems) {
m_worldServer->signalRegion(RectI::withSize(pos, {1, 1}));
sort(potentialItems);
for (auto const& placement : potentialItems) {
auto seed = m_worldServer->worldTemplate()->seedFor(placement.position[0], placement.position[1]);
if (placement.item.is<GrassVariant>()) {
auto& grass = placement.item.get<GrassVariant>();
placePlant(Root::singleton().plantDatabase()->createPlant(grass, seed), placement.position);
} else if (placement.item.is<BushVariant>()) {
auto& bush = placement.item.get<BushVariant>();
placePlant(Root::singleton().plantDatabase()->createPlant(bush, seed), placement.position);
} else if (placement.item.is<TreePair>()) {
auto& treePair = placement.item.get<TreePair>();
TreeVariant treeVariant;
if (seed % 2 == 0)
treeVariant = treePair.first;
else
treeVariant = treePair.second;
placePlant(Root::singleton().plantDatabase()->createPlant(treeVariant, seed), placement.position);
} else if (placement.item.is<ObjectPool>()) {
auto& objectPool = placement.item.get<ObjectPool>();
auto direction = seed % 2 ? Direction::Left : Direction::Right;
auto objectPair = objectPool.select(seed);
if (auto object = Root::singleton().objectDatabase()->createForPlacement(
m_worldServer, objectPair.first, placement.position, direction, objectPair.second))
m_worldServer->addEntity(object);
} else if (placement.item.is<TreasureBoxSet>()) {
auto& treasureBoxSet = placement.item.get<TreasureBoxSet>();
auto direction = seed % 2 ? Direction::Left : Direction::Right;
if (auto treasureContainer = Root::singleton().treasureDatabase()->createTreasureChest(m_worldServer, treasureBoxSet, placement.position, direction, seed))
m_worldServer->addEntity(treasureContainer);
}
}
}
void DungeonGeneratorWorld::addDrop(Vec2F const& position, ItemDescriptor const& item) {
m_worldServer->addEntity(ItemDrop::createRandomizedDrop(item, position));
}
void DungeonGeneratorWorld::spawnNpc(Vec2F const& position, Json const& parameters) {
auto kind = parameters.getString("kind");
if (kind.equals("npc", String::CaseInsensitive)) {
auto npcDatabase = Root::singleton().npcDatabase();
uint64_t seed = parameters.getUInt("seed", Random::randu64());
String species = parameters.getString("species");
String typeName = parameters.getString("typeName", "default");
JsonObject uniqueParameters = parameters.getObject("parameters", {});
if (!uniqueParameters.contains("persistent"))
uniqueParameters["persistent"] = true;
auto npc = npcDatabase->createNpc(npcDatabase->generateNpcVariant(species, typeName, m_worldServer->threatLevel(), seed, uniqueParameters));
npc->setPosition(position - npc->feetOffset());
m_worldServer->addEntity(npc);
} else if (kind.equals("monster", String::CaseInsensitive)) {
auto monsterDatabase = Root::singleton().monsterDatabase();
uint64_t seed = parameters.getUInt("seed", Random::randu64());
String typeName = parameters.getString("typeName");
JsonObject uniqueParameters = parameters.getObject("parameters", {});
if (!uniqueParameters.contains("persistent"))
uniqueParameters["persistent"] = true;
auto monster = monsterDatabase->createMonster(monsterDatabase->monsterVariant(typeName, seed, uniqueParameters));
monster->setPosition(position);
m_worldServer->addEntity(monster);
} else
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throw StarException(strf("Unknown spawnable kind '{}'", kind));
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}
void DungeonGeneratorWorld::spawnStagehand(Vec2F const& position, Json const& definition) {
auto stagehand = Root::singleton().stagehandDatabase()->createStagehand(definition.getString("type"), definition.get("parameters", Json()));
stagehand->setPosition(position);
m_worldServer->addEntity(stagehand);
}
void DungeonGeneratorWorld::setLiquid(Vec2I const& pos, LiquidStore const& liquid) {
ServerTile* tile = m_worldServer->modifyServerTile(pos);
starAssert(tile);
if (tile)
tile->liquid = liquid;
}
void DungeonGeneratorWorld::setPlayerStart(Vec2F const& startPosition) {
m_worldServer->setPlayerStart(startPosition);
}
void DungeonGeneratorWorld::connectWireGroup(List<Vec2I> const& wireGroup) {
List<WireConnection> outbounds;
List<WireConnection> inbounds;
for (auto entry : wireGroup) {
bool found = false;
Vec2F posf = centerOfTile(entry);
RectF bounds = {posf - Vec2F(16, 16), posf + Vec2F(16, 16)};
for (auto entity : m_worldServer->query<WireEntity>(bounds)) {
for (size_t i = 0; i < entity->nodeCount(WireDirection::Input); ++i) {
if (entity->tilePosition() + entity->nodePosition({WireDirection::Input, i}) == entry) {
inbounds.append(WireConnection{entity->tilePosition(), i});
found = true;
}
}
for (size_t i = 0; i < entity->nodeCount(WireDirection::Output); ++i) {
if (entity->tilePosition() + entity->nodePosition({WireDirection::Output, i}) == entry) {
outbounds.append(WireConnection{entity->tilePosition(), i});
found = true;
}
}
}
if (!found)
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Logger::warn("Dungeon wire endpoint not found. {}", entry);
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}
if (!outbounds.size() || !inbounds.size()) {
Logger::warn("Dungeon wires did not make a circuit.");
return;
}
for (auto outbound : outbounds) {
auto out = m_worldServer->atTile<WireEntity>(outbound.entityLocation).first();
for (auto inbound : inbounds) {
auto in = m_worldServer->atTile<WireEntity>(inbound.entityLocation).first();
in->addNodeConnection({WireDirection::Input, inbound.nodeIndex}, outbound);
out->addNodeConnection({WireDirection::Output, outbound.nodeIndex}, inbound);
}
}
}
void DungeonGeneratorWorld::setForegroundMod(Vec2I const& position, ModId mod, MaterialHue hueshift) {
ServerTile* tile = m_worldServer->modifyServerTile(position);
if (tile) {
tile->foregroundMod = mod;
tile->foregroundModHueShift = hueshift;
}
}
void DungeonGeneratorWorld::setBackgroundMod(Vec2I const& position, ModId mod, MaterialHue hueshift) {
ServerTile* tile = m_worldServer->modifyServerTile(position);
if (tile) {
tile->backgroundMod = mod;
tile->foregroundModHueShift = hueshift;
}
}
void DungeonGeneratorWorld::setTileProtection(DungeonId dungeonId, bool isProtected) {
m_worldServer->setTileProtection(dungeonId, isProtected);
}
bool DungeonGeneratorWorld::checkSolid(Vec2I const& position, TileLayer layer) {
auto const& tile = m_worldServer->getServerTile(position);
return tile.material(layer) != EmptyMaterialId && tile.material(layer) != NullMaterialId;
}
bool DungeonGeneratorWorld::checkOpen(Vec2I const& position, TileLayer layer) {
auto const& tile = m_worldServer->getServerTile(position);
return tile.material(layer) == EmptyMaterialId || tile.material(layer) == NullMaterialId;
}
bool DungeonGeneratorWorld::checkOceanLiquid(Vec2I const& position) {
auto const& block = m_worldServer->worldTemplate()->blockInfo(position[0], position[1]);
return block.oceanLiquid != EmptyLiquidId && position[1] < block.oceanLiquidLevel;
}
DungeonId DungeonGeneratorWorld::getDungeonIdAt(Vec2I const& position) {
return m_worldServer->getServerTile(position).dungeonId;
}
void DungeonGeneratorWorld::setDungeonIdAt(Vec2I const& position, DungeonId dungeonId) {
if (auto tile = m_worldServer->modifyServerTile(position))
tile->dungeonId = dungeonId;
}
void DungeonGeneratorWorld::clearTileEntities(RectI const& bounds, Set<Vec2I> const& positions, bool clearAnchoredObjects) {
auto entities = m_worldServer->entityQuery(RectF(bounds).padded(1), entityTypeFilter<TileEntity>());
auto geometry = m_worldServer->geometry();
entities.filter([positions, geometry, clearAnchoredObjects](EntityPtr entity) {
auto tileEntity = as<TileEntity>(entity);
for (auto pos : tileEntity->spaces()) {
if (positions.contains(geometry.xwrap(pos + tileEntity->tilePosition())))
return true;
}
if (clearAnchoredObjects) {
for (auto pos : tileEntity->roots()) {
if (positions.contains(geometry.xwrap(pos + tileEntity->tilePosition())))
return true;
}
if (auto object = as<Object>(entity)) {
for (auto pos : object->anchorPositions()) {
if (positions.contains(geometry.xwrap(pos)))
return true;
}
}
}
return false;
});
for (auto entity : entities)
m_worldServer->removeEntity(entity->entityId(), false);
}
SpawnerWorld::SpawnerWorld(WorldServer* server)
: m_worldServer(server) {}
WorldGeometry SpawnerWorld::geometry() const {
return m_worldServer->geometry();
}
List<RectF> SpawnerWorld::clientWindows() const {
List<RectF> windows;
for (auto clientId : m_worldServer->clientIds())
windows.append(m_worldServer->clientWindow(clientId));
return windows;
}
bool SpawnerWorld::signalRegion(RectF const& region) const {
return m_worldServer->signalRegion(RectI::integral(region));
}
CollisionKind SpawnerWorld::collision(Vec2I const& position) const {
return m_worldServer->getServerTile(position + Vec2I(0, 1)).collision;
}
bool SpawnerWorld::isFreeSpace(RectF const& area) const {
return !m_worldServer->polyCollision(PolyF(area));
}
bool SpawnerWorld::isBackgroundEmpty(Vec2I const& pos) const {
return m_worldServer->getServerTile(pos).background == EmptyMaterialId;
}
LiquidLevel SpawnerWorld::liquidLevel(Vec2I const& position) const {
return m_worldServer->liquidLevel(position);
}
bool SpawnerWorld::spawningProhibited(RectF const& area) const {
RectI region = RectI::integral(area);
// Don't spawn the entity if its region overlaps with a dungeon
for (int x = region.xMin(); x < region.xMax(); ++x) {
for (int y = region.yMin(); y < region.yMax(); ++y) {
auto const& tile = m_worldServer->getServerTile({x, y});
if (tile.collision == CollisionKind::Null || tile.dungeonId != NoDungeonId)
return true;
}
}
return false;
}
uint64_t SpawnerWorld::spawnSeed() const {
return m_worldServer->worldTemplate()->worldSeed();
}
SpawnProfile SpawnerWorld::spawnProfile(Vec2F const& position) const {
Vec2I ipos = Vec2I::floor(position);
// Block biome, *not* environment biome, includes things like detached
// biomes.
if (auto biome = m_worldServer->worldTemplate()->blockBiome(ipos[0], ipos[1])) {
// Dungeons, including ConstructionDungeonId (player constructed areas)
// should be immune from spawning.
auto tile = m_worldServer->getServerTile(ipos);
if (tile.dungeonId == NoDungeonId)
return biome->spawnProfile;
}
return {};
}
float SpawnerWorld::dayLevel() const {
return m_worldServer->sky()->dayLevel();
}
float SpawnerWorld::threatLevel() const {
return m_worldServer->threatLevel();
}
EntityId SpawnerWorld::spawnEntity(EntityPtr entity) const {
m_worldServer->addEntity(entity);
return entity->entityId();
}
void SpawnerWorld::despawnEntity(EntityId entityId) {
m_worldServer->removeEntity(entityId, false);
}
EntityPtr SpawnerWorld::getEntity(EntityId entityId) const {
return m_worldServer->entity(entityId);
}
WorldGenerator::WorldGenerator(WorldServer* server) : m_worldServer(server) {
m_microDungeonFactory = make_shared<MicroDungeonFactory>();
}
void WorldGenerator::generateSectorLevel(WorldStorage* worldStorage, Sector const& sector, SectorGenerationLevel generationLevel) {
if (generationLevel == SectorGenerationLevel::BaseTiles) {
prepareTiles(worldStorage, sector);
} else if (generationLevel == SectorGenerationLevel::MicroDungeons) {
if (!worldStorage->floatingDungeonWorld())
generateMicroDungeons(worldStorage, sector);
} else if (generationLevel == SectorGenerationLevel::CaveLiquid) {
if (!worldStorage->floatingDungeonWorld())
generateCaveLiquid(worldStorage, sector);
} else if (generationLevel == SectorGenerationLevel::Finalize) {
if (!worldStorage->floatingDungeonWorld())
prepareSector(worldStorage, sector);
else
prepareSectorBiomeBlocks(worldStorage, sector);
m_worldServer->activateLiquidRegion(worldStorage->tileArray()->sectorRegion(sector));
}
}
void WorldGenerator::sectorLoadLevelChanged(WorldStorage* worldStorage, Sector const& sector, SectorLoadLevel loadLevel) {
if (loadLevel == SectorLoadLevel::Loaded) {
if (worldStorage->sectorGenerationLevel(sector) == SectorGenerationLevel::Complete)
m_worldServer->activateLiquidRegion(worldStorage->tileArray()->sectorRegion(sector));
}
}
void WorldGenerator::terraformSector(WorldStorage* worldStorage, Sector const& sector) {
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// Logger::info("terraforming sector {}...", sector);
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reapplyBiome(worldStorage, sector);
}
void WorldGenerator::initEntity(WorldStorage*, EntityId entityId, EntityPtr const& entity) {
entity->init(m_worldServer, entityId, EntityMode::Master);
if (auto tileEntity = as<TileEntity>(entity))
m_worldServer->updateTileEntityTiles(tileEntity, false, false);
}
void WorldGenerator::destructEntity(WorldStorage*, EntityPtr const& entity) {
if (entity->isSlave())
throw StarException("Cannot destruct slave entity in WorldStorage, something has gone wrong!");
if (auto tileEntity = as<TileEntity>(entity))
m_worldServer->updateTileEntityTiles(tileEntity, true, false);
entity->uninit();
}
bool WorldGenerator::entityKeepAlive(WorldStorage*, EntityPtr const& entity) const {
return entity->isSlave() || (entity->isMaster() && entity->keepAlive());
}
bool WorldGenerator::entityPersistent(WorldStorage*, EntityPtr const& entity) const {
return entity->isMaster() && entity->persistent();
}
RpcPromise<Vec2I> WorldGenerator::enqueuePlacement(List<BiomeItemDistribution> distributions, Maybe<DungeonId> id) {
auto promise = RpcPromise<Vec2I>::createPair();
m_queuedPlacements.append(QueuedPlacement {
std::move(distributions),
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id,
promise.second,
false,
});
return promise.first;
}
void WorldGenerator::replaceBiomeBlocks(ServerTile* tile) {
if (auto blockBiome = m_worldServer->worldTemplate()->biome(tile->blockBiomeIndex)) {
if (tile->foreground == BiomeMaterialId) {
tile->foreground = blockBiome->mainBlock;
tile->foregroundHueShift = m_worldServer->worldTemplate()->biomeMaterialHueShift(tile->blockBiomeIndex, tile->foreground);
} else if ((tile->foreground >= Biome1MaterialId) && (tile->foreground <= Biome5MaterialId)) {
auto& subblocks = blockBiome->subBlocks;
if (subblocks.size())
tile->foreground = subblocks[(tile->foreground - Biome1MaterialId) % subblocks.size()];
else
tile->foreground = blockBiome->mainBlock;
tile->foregroundHueShift = m_worldServer->worldTemplate()->biomeMaterialHueShift(tile->blockBiomeIndex, tile->foreground);
}
if (tile->background == BiomeMaterialId) {
tile->background = blockBiome->mainBlock;
tile->backgroundHueShift =
m_worldServer->worldTemplate()->biomeMaterialHueShift(tile->blockBiomeIndex, tile->background);
} else if ((tile->background >= Biome1MaterialId) && (tile->background <= Biome5MaterialId)) {
auto& subblocks = blockBiome->subBlocks;
if (subblocks.size())
tile->background = subblocks[(tile->background - Biome1MaterialId) % subblocks.size()];
else
tile->background = blockBiome->mainBlock;
tile->backgroundHueShift = m_worldServer->worldTemplate()->biomeMaterialHueShift(tile->blockBiomeIndex, tile->background);
}
} else {
if (isBiomeMaterial(tile->foreground)) {
tile->foreground = EmptyMaterialId;
tile->foregroundHueShift = 0;
}
if (isBiomeMod(tile->foregroundMod)) {
tile->foregroundMod = NoModId;
tile->foregroundModHueShift = 0;
}
if (isBiomeMaterial(tile->background)) {
tile->background = EmptyMaterialId;
tile->backgroundHueShift = 0;
}
if (isBiomeMod(tile->backgroundMod)) {
tile->backgroundMod = NoModId;
tile->backgroundModHueShift = 0;
}
}
}
void WorldGenerator::prepareTiles(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
auto materialDatabase = Root::singleton().materialDatabase();
auto planet = m_worldServer->worldTemplate();
// Generate sector.
auto tileArray = worldStorage->tileArray();
RectI sectorRegion = tileArray->sectorRegion(sector);
for (int x = sectorRegion.xMin(); x < sectorRegion.xMax(); ++x) {
for (int y = sectorRegion.yMin(); y < sectorRegion.yMax(); ++y) {
Vec2I pos(x, y);
ServerTile* tile = tileArray->modifyTile(pos);
starAssert(tile);
if (!tile)
continue;
auto blockInfo = planet->blockInfo(pos[0], pos[1]);
tile->blockBiomeIndex = blockInfo.blockBiomeIndex;
tile->environmentBiomeIndex = blockInfo.environmentBiomeIndex;
tile->biomeTransition = blockInfo.biomeTransition;
if (tile->foreground == NullMaterialId) {
tile->foreground = blockInfo.foreground;
tile->foregroundColorVariant = DefaultMaterialColorVariant;
tile->foregroundHueShift = planet->biomeMaterialHueShift(tile->blockBiomeIndex, tile->foreground);
if (materialDatabase->supportsMod(tile->foreground, blockInfo.foregroundMod)) {
tile->foregroundMod = blockInfo.foregroundMod;
tile->foregroundModHueShift = planet->biomeModHueShift(tile->blockBiomeIndex, tile->foregroundMod);
}
}
if (tile->background == NullMaterialId) {
tile->background = blockInfo.background;
tile->backgroundColorVariant = DefaultMaterialColorVariant;
tile->backgroundHueShift = planet->biomeMaterialHueShift(tile->blockBiomeIndex, tile->background);
if (materialDatabase->supportsMod(tile->background, blockInfo.backgroundMod)) {
tile->backgroundMod = blockInfo.backgroundMod;
tile->backgroundModHueShift = planet->biomeModHueShift(tile->blockBiomeIndex, tile->backgroundMod);
}
}
if (tile->foreground != EmptyMaterialId) {
tile->liquid = LiquidStore();
} else if (blockInfo.oceanLiquid != EmptyLiquidId && pos[1] < blockInfo.oceanLiquidLevel) {
float pressure = blockInfo.oceanLiquidLevel - pos[1];
if (tile->background == EmptyMaterialId)
tile->liquid = LiquidStore::endless(blockInfo.oceanLiquid, pressure);
else if (blockInfo.encloseLiquids)
tile->liquid = LiquidStore::filled(blockInfo.oceanLiquid, 1.0f, pressure);
}
}
}
}
void WorldGenerator::generateMicroDungeons(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
auto facade = make_shared<DungeonGeneratorWorld>(m_worldServer, false);
RectI sectorTiles = worldStorage->tileArray()->sectorRegion(sector);
RectI bounds = sectorTiles.padded(WorldSectorSize - 1);
List<pair<BiomeItemPlacement, QueuedPlacement*>> placementQueue;
for (int x = sectorTiles.xMin(); x < sectorTiles.xMax(); ++x) {
for (int y = sectorTiles.yMin(); y < sectorTiles.yMax(); ++y) {
auto potential = m_worldServer->worldTemplate()->potentialBiomeItemsAt(x, y);
for (auto const& placement : m_worldServer->worldTemplate()->validBiomeItems(x, y, potential))
placementQueue.append({placement, {}});
for (auto& p : m_queuedPlacements) {
WorldTemplate::PotentialBiomeItems queuedItems;
m_worldServer->worldTemplate()->addPotentialBiomeItems(x, y, queuedItems, p.distributions, BiomePlacementArea::Surface);
m_worldServer->worldTemplate()->addPotentialBiomeItems(x, y, queuedItems, p.distributions, BiomePlacementArea::Underground);
for (auto placement : m_worldServer->worldTemplate()->validBiomeItems(x, y, queuedItems))
placementQueue.append({std::move(placement), &p});
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}
}
}
sort(placementQueue);
for (auto const& p : placementQueue) {
auto& placement = p.first;
auto queued = p.second;
if (queued && queued->fulfilled)
continue;
if (placement.item.is<MicroDungeonNames>()) {
auto seed = m_worldServer->worldTemplate()->seedFor(placement.position[0], placement.position[1]);
auto const& dungeonName = staticRandomFrom(placement.item.get<MicroDungeonNames>(), seed);
Maybe<DungeonId> dungeonId;
starAssert(!dungeonName.empty());
if (auto generateResult = m_microDungeonFactory->generate(bounds, dungeonName, placement.position, seed, m_worldServer->threatLevel(), facade)) {
if (queued) {
dungeonId = queued->dungeonId;
queued->promise.fulfill(placement.position);
queued->fulfilled = true;
}
for (auto position : generateResult->second) {
if (ServerTile* tile = m_worldServer->modifyServerTile(position)) {
replaceBiomeBlocks(tile);
tile->dungeonId = dungeonId.value(tile->dungeonId);
}
}
}
}
}
m_queuedPlacements = m_queuedPlacements.filtered([&](QueuedPlacement& p) {
return !p.fulfilled;
});
}
void WorldGenerator::generateCaveLiquid(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
Set<Vec2I> openNodes = caveLiquidSeeds(worldStorage, sector);
if (!openNodes.size())
return;
auto tileArray = worldStorage->tileArray();
Vec2I dimensions(tileArray->size());
auto wrapCoords = [=](Vec2I const& coord) -> Vec2I { return Vec2I{pmod<int>(coord[0], dimensions[0]), coord[1]}; };
RectI sectorTiles = tileArray->sectorRegion(sector);
RectI bounds = sectorTiles.padded(Vec2I(WorldSectorSize - 1, WorldSectorSize - 1));
bounds.min()[1] = clamp<int>(bounds.min()[1], 0, dimensions[1] - 1);
bounds.max()[1] = clamp<int>(bounds.max()[1], 0, dimensions[1] - 1);
auto materialDatabase = Root::singleton().materialDatabase();
auto samplePoint = sectorTiles.center();
auto blockInfo = m_worldServer->worldTemplate()->blockInfo(samplePoint[0], samplePoint[1]);
LiquidId fillLiquid = blockInfo.caveLiquid;
bool fillMicrodungeons = blockInfo.fillMicrodungeons;
bool encloseLiquids = blockInfo.encloseLiquids;
Set<Vec2I> badNodes;
for (int i = bounds.xMin(); i <= bounds.xMax(); i++) {
badNodes.add({i, bounds.yMin()});
badNodes.add({i, bounds.yMax()});
}
for (int i = bounds.yMin(); i <= bounds.yMax(); i++) {
badNodes.add({bounds.xMin(), i});
badNodes.add({bounds.xMax(), i});
}
Set<Vec2I> candidateNodes;
auto propose = [&](Vec2I const& position) {
if (!bounds.contains(position))
return;
if (candidateNodes.contains(position))
return;
if (badNodes.contains(position))
return;
auto tile = tileArray->tile(wrapCoords(position));
starAssert(tile.foreground != NullMaterialId);
if (tile.foreground != EmptyMaterialId) {
// Not sure why this doesn't poison solid materials, but it does (occasionally) encounter that case
if (!BlockCollisionSet.contains(materialDatabase->materialCollisionKind(tile.foreground)))
badNodes.add(position);
return;
}
if ((tile.dungeonId != NoDungeonId && (!fillMicrodungeons || tile.dungeonId != BiomeMicroDungeonId))
|| (!encloseLiquids && tile.background == EmptyMaterialId)
|| (tile.liquid.liquid != fillLiquid && tile.liquid.liquid != EmptyLiquidId)) {
badNodes.add(position);
return;
}
candidateNodes.add(position);
openNodes.add(position);
};
while (openNodes.size()) {
auto node = *openNodes.begin();
openNodes.remove(node);
propose(node + Vec2I(-1, 0));
propose(node + Vec2I(1, 0));
propose(node + Vec2I(0, -1));
}
Set<Vec2I> visitedNodes;
auto poison = [&](Vec2I position) {
if (!bounds.contains(position))
return;
if (visitedNodes.contains(position))
return;
visitedNodes.add(position);
auto tile = tileArray->tile(wrapCoords(position));
starAssert(tile.foreground != NullMaterialId);
if (tile.foreground != EmptyMaterialId)
return;
badNodes.add(position);
};
while (badNodes.size()) {
auto node = *badNodes.begin();
badNodes.remove(node);
candidateNodes.remove(node);
poison(node + Vec2I(-1, 0));
poison(node + Vec2I(1, 0));
poison(node + Vec2I(0, 1)); // upwards, not downwards
}
Set<Vec2I> solidSurroundings(candidateNodes);
auto solids = [&](Vec2I position) {
auto tile = tileArray->tile(wrapCoords(position));
starAssert(tile.foreground != NullMaterialId);
if (tile.foreground != EmptyMaterialId)
solidSurroundings.add(position);
};
for (auto position : candidateNodes) {
solids(position + Vec2I(1, 0));
solids(position + Vec2I(-1, 0));
solids(position + Vec2I(0, 1));
solids(position + Vec2I(0, -1));
}
MaterialId biomeBlock = m_worldServer->worldTemplate()->biome(tileArray->tile(samplePoint).blockBiomeIndex)->mainBlock;
Map<Vec2I, float> drops = determineLiquidLevel(candidateNodes, solidSurroundings);
for (auto iter = drops.begin(); iter != drops.end(); ++iter) {
auto tile = tileArray->modifyTile(wrapCoords(iter->first));
starAssert(tile);
if (!tile)
continue;
if (iter->second)
tile->liquid = LiquidStore::filled(fillLiquid, 1.0f, iter->second);
if (encloseLiquids && tile->background == EmptyMaterialId)
tile->background = biomeBlock;
}
}
void WorldGenerator::prepareSector(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
auto materialDatabase = Root::singleton().materialDatabase();
auto planet = m_worldServer->worldTemplate();
auto tileArray = worldStorage->tileArray();
RectI sectorTiles = tileArray->sectorRegion(sector);
for (int x = sectorTiles.xMin(); x < sectorTiles.xMax(); ++x) {
for (int y = sectorTiles.yMin(); y < sectorTiles.yMax(); ++y) {
Vec2I position(x, y);
ServerTile* tile = tileArray->modifyTile(position);
starAssert(tile);
if (!tile)
continue;
starAssert(tile->foreground != NullMaterialId);
if (tile->liquid.source) {
auto blockInfo = planet->blockInfo(position[0], position[1]);
// make sure that ocean liquid never exists on tiles without empty
// background (except in real dungeons)
if (!isRealDungeon(tile->dungeonId) && tile->background != EmptyMaterialId)
tile->liquid.source = false;
// pressurize liquid under the ocean
if (blockInfo.oceanLiquid != EmptyLiquidId && position[1] < blockInfo.oceanLiquidLevel) {
float pressure = blockInfo.oceanLiquidLevel - position[1];
tile->liquid.pressure = pressure;
}
}
if (!isRealMaterial(tile->foreground))
tile->foregroundColorVariant = DefaultMaterialColorVariant;
if (!isRealMaterial(tile->background))
tile->backgroundColorVariant = DefaultMaterialColorVariant;
replaceBiomeBlocks(tile);
placeBiomeGrass(worldStorage, tile, position);
tile->collision = maxCollision(tile->collision, materialDatabase->materialCollisionKind(tile->foreground));
}
}
List<BiomeItemPlacement> placementQueue;
for (int x = sectorTiles.xMin(); x < sectorTiles.xMax(); ++x) {
for (int y = sectorTiles.yMin(); y < sectorTiles.yMax(); ++y) {
auto tile = tileArray->tile(Vec2I(x, y));
if (tile.dungeonId == NoDungeonId) {
auto potential = m_worldServer->worldTemplate()->potentialBiomeItemsAt(x, y);
for (auto const& placement : m_worldServer->worldTemplate()->validBiomeItems(x, y, potential))
placementQueue.append(placement);
}
}
}
sort(placementQueue);
for (auto const& placement : placementQueue) {
auto seed = m_worldServer->worldTemplate()->seedFor(placement.position[0], placement.position[1]);
if (placement.item.is<GrassVariant>()) {
auto& grass = placement.item.get<GrassVariant>();
placePlant(worldStorage, Root::singleton().plantDatabase()->createPlant(grass, seed), placement.position);
} else if (placement.item.is<BushVariant>()) {
auto& bush = placement.item.get<BushVariant>();
placePlant(worldStorage, Root::singleton().plantDatabase()->createPlant(bush, seed), placement.position);
} else if (placement.item.is<TreePair>()) {
auto& treePair = placement.item.get<TreePair>();
TreeVariant treeVariant;
if (seed % 2 == 0)
treeVariant = treePair.first;
else
treeVariant = treePair.second;
placePlant(worldStorage, Root::singleton().plantDatabase()->createPlant(treeVariant, seed), placement.position);
} else if (placement.item.is<ObjectPool>()) {
auto& objectPool = placement.item.get<ObjectPool>();
auto direction = seed % 2 ? Direction::Left : Direction::Right;
auto objectPair = objectPool.select(seed);
if (auto object = Root::singleton().objectDatabase()->createForPlacement(
m_worldServer, objectPair.first, placement.position, direction, objectPair.second))
m_worldServer->addEntity(object);
} else if (placement.item.is<TreasureBoxSet>()) {
auto& treasureBoxSet = placement.item.get<TreasureBoxSet>();
auto direction = seed % 2 ? Direction::Left : Direction::Right;
if (auto treasureContainer = Root::singleton().treasureDatabase()->createTreasureChest(
m_worldServer, treasureBoxSet, placement.position, direction, seed))
m_worldServer->addEntity(treasureContainer);
}
}
for (int x = sectorTiles.xMin(); x < sectorTiles.xMax(); ++x) {
for (int y = sectorTiles.yMin(); y < sectorTiles.yMax(); ++y) {
if (auto* tile = worldStorage->tileArray()->modifyTile({x, y}))
tile->collisionCacheDirty = true;
}
}
}
void WorldGenerator::prepareSectorBiomeBlocks(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
auto tileArray = worldStorage->tileArray();
auto materialDatabase = Root::singleton().materialDatabase();
RectI sectorTiles = tileArray->sectorRegion(sector);
for (int x = sectorTiles.xMin(); x < sectorTiles.xMax(); ++x) {
for (int y = sectorTiles.yMin(); y < sectorTiles.yMax(); ++y) {
Vec2I position(x, y);
ServerTile* tile = tileArray->modifyTile(position);
replaceBiomeBlocks(tile);
placeBiomeGrass(worldStorage, tile, position);
tile->collision = maxCollision(tile->collision, materialDatabase->materialCollisionKind(tile->foreground));
}
}
}
void WorldGenerator::placeBiomeGrass(WorldStorage* worldStorage, ServerTile* tile, Vec2I const& position) {
if (auto blockBiome = m_worldServer->worldTemplate()->biome(tile->blockBiomeIndex)) {
// determine layer for grass mod calculation
TileLayer modLayer = tile->foreground != EmptyMaterialId ? TileLayer::Foreground : TileLayer::Background;
// don't place mods in dungeons unless explicitly specified, also don't
// touch non-grass mods
if (tile->mod(modLayer) == BiomeModId || tile->mod(modLayer) == UndergroundBiomeModId
|| (tile->dungeonId == NoDungeonId && tile->mod(modLayer) == NoModId)) {
// check whether we're floor or ceiling
auto tileAbove = worldStorage->tileArray()->tile(position + Vec2I(0, 1));
auto tileBelow = worldStorage->tileArray()->tile(position + Vec2I(0, -1));
bool isFloor = (tile->foreground != EmptyMaterialId && tileAbove.foreground == EmptyMaterialId) || (tile->background != EmptyMaterialId && tileAbove.background == EmptyMaterialId);
bool isCeiling = !isFloor && ((tile->foreground != EmptyMaterialId && tileBelow.foreground == EmptyMaterialId) || (tile->background != EmptyMaterialId && tileBelow.background == EmptyMaterialId));
// get the appropriate placeables for above/below ground
BiomePlaceables const* placeables;
if ((isFloor && tileAbove.background != EmptyMaterialId) || (isCeiling && tileBelow.background != EmptyMaterialId))
placeables = &blockBiome->undergroundPlaceables;
else
placeables = &blockBiome->surfacePlaceables;
// determine the proper grass mod or lack thereof
ModId grassModId = NoModId;
if (isFloor) {
auto grassChance = staticRandomFloat(m_worldServer->worldTemplate()->worldSeed(), position[0], position[1]);
if (isRealMod(placeables->grassMod) && grassChance <= placeables->grassModDensity)
grassModId = placeables->grassMod;
} else if (isCeiling) {
auto grassChance = staticRandomFloat(m_worldServer->worldTemplate()->worldSeed(), position[0], position[1]);
if (isRealMod(placeables->ceilingGrassMod) && grassChance <= placeables->ceilingGrassModDensity)
grassModId = placeables->ceilingGrassMod;
}
// set the selected grass mod
if (modLayer == TileLayer::Foreground) {
tile->foregroundMod = grassModId;
tile->backgroundMod = NoModId;
} else {
tile->foregroundMod = NoModId;
tile->backgroundMod = grassModId;
}
}
// update hue shifts appropriately
tile->foregroundModHueShift = m_worldServer->worldTemplate()->biomeModHueShift(tile->blockBiomeIndex, tile->foregroundMod);
tile->backgroundModHueShift = m_worldServer->worldTemplate()->biomeModHueShift(tile->blockBiomeIndex, tile->backgroundMod);
}
}
void WorldGenerator::reapplyBiome(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
auto materialDatabase = Root::singleton().materialDatabase();
auto planet = m_worldServer->worldTemplate();
auto tileArray = worldStorage->tileArray();
RectI sectorTiles = tileArray->sectorRegion(sector);
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// Logger::info("Reapplying biome in sector {}...", sectorTiles);
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auto entities = m_worldServer->entityQuery(RectF(sectorTiles.padded(1)));
List<TileEntityPtr> biomeTileEntities;
for (auto entity : entities) {
if (auto plant = as<Plant>(entity)) {
biomeTileEntities.append(as<TileEntity>(entity));
} else if (auto object = as<Object>(entity)) {
if (object->biomePlaced())
biomeTileEntities.append(as<TileEntity>(entity));
}
}
List<Vec2I> biomeItemTiles;
for (int x = sectorTiles.xMin(); x < sectorTiles.xMax(); ++x) {
for (int y = sectorTiles.yMin(); y < sectorTiles.yMax(); ++y) {
Vec2I position(x, y);
ServerTile* tile = m_worldServer->modifyServerTile(position);
starAssert(tile);
if (!tile)
continue;
auto blockInfo = planet->blockBiomeInfo(position[0], position[1]);
if (blockInfo.blockBiomeIndex != tile->blockBiomeIndex) {
auto newBiome = planet->biome(blockInfo.blockBiomeIndex);
auto oldBiome = planet->biome(tile->blockBiomeIndex);
biomeTileEntities.filter([&, position](TileEntityPtr tileEntity) {
if (tileEntity->tilePosition() == position) {
m_worldServer->removeEntity(tileEntity->entityId(), false);
return false;
}
return true;
});
// update biome index
tile->blockBiomeIndex = blockInfo.blockBiomeIndex;
tile->environmentBiomeIndex = blockInfo.environmentBiomeIndex;
tile->biomeTransition = true;
// replace biome blocks
if (tile->foreground == oldBiome->mainBlock || oldBiome->subBlocks.contains(tile->foreground)) {
tile->foreground = blockInfo.foreground;
tile->foregroundColorVariant = DefaultMaterialColorVariant;
if (tile->foreground == newBiome->mainBlock)
tile->foregroundHueShift = newBiome->materialHueShift;
}
if (tile->background == oldBiome->mainBlock || oldBiome->subBlocks.contains(tile->background)) {
tile->background = blockInfo.background;
tile->backgroundColorVariant = DefaultMaterialColorVariant;
if (tile->background == newBiome->mainBlock)
tile->backgroundHueShift = newBiome->materialHueShift;
}
if (tile->foreground != EmptyMaterialId || tile->background != EmptyMaterialId) {
// remove old biome mods
if (tile->foregroundMod == oldBiome->surfacePlaceables.grassMod || tile->foregroundMod == oldBiome->surfacePlaceables.ceilingGrassMod ||
tile->foregroundMod == oldBiome->undergroundPlaceables.grassMod || tile->foregroundMod == oldBiome->undergroundPlaceables.ceilingGrassMod) {
tile->foregroundMod = NoModId;
tile->foregroundModHueShift = 0;
}
if (tile->backgroundMod == oldBiome->surfacePlaceables.grassMod || tile->backgroundMod == oldBiome->surfacePlaceables.ceilingGrassMod ||
tile->backgroundMod == oldBiome->undergroundPlaceables.grassMod || tile->backgroundMod == oldBiome->undergroundPlaceables.ceilingGrassMod) {
tile->backgroundMod = NoModId;
tile->backgroundModHueShift = 0;
}
// apply new biome mods
TileLayer modLayer = tile->foreground != EmptyMaterialId ? TileLayer::Foreground : TileLayer::Background;
if (tile->mod(modLayer) == NoModId) {
// check whether we're floor or ceiling
auto tileAbove = worldStorage->tileArray()->tile(position + Vec2I(0, 1));
auto tileBelow = worldStorage->tileArray()->tile(position + Vec2I(0, -1));
bool isFloor = tile->foreground != EmptyMaterialId && tileAbove.foreground == EmptyMaterialId;
bool isCeiling = !isFloor && tile->foreground != EmptyMaterialId && tileBelow.foreground == EmptyMaterialId;
bool isModFloor, isModCeiling;
if (modLayer == TileLayer::Foreground) {
isModFloor = isFloor;
isModCeiling = isCeiling;
} else {
isModFloor = tile->background != EmptyMaterialId && tileAbove.background == EmptyMaterialId;
isModCeiling = !isModFloor && tile->background != EmptyMaterialId && tileBelow.background == EmptyMaterialId;
}
// get the appropriate placeables for above/below ground
BiomePlaceables const* placeables;
if ((isFloor && tileAbove.background != EmptyMaterialId) || (isCeiling && tileBelow.background != EmptyMaterialId))
placeables = &newBiome->undergroundPlaceables;
else
placeables = &newBiome->surfacePlaceables;
// determine the proper grass mod or lack thereof
ModId grassModId = NoModId;
if (isModFloor) {
auto grassChance = staticRandomFloat(m_worldServer->worldTemplate()->worldSeed(), position[0], position[1]);
if (isRealMod(placeables->grassMod) && grassChance <= placeables->grassModDensity)
grassModId = placeables->grassMod;
} else if (isModCeiling) {
auto grassChance = staticRandomFloat(m_worldServer->worldTemplate()->worldSeed(), position[0], position[1]);
if (isRealMod(placeables->ceilingGrassMod) && grassChance <= placeables->ceilingGrassModDensity)
grassModId = placeables->ceilingGrassMod;
}
// set the selected grass mod
if (modLayer == TileLayer::Foreground && materialDatabase->supportsMod(tile->foreground, grassModId)) {
tile->foregroundMod = grassModId;
tile->backgroundMod = NoModId;
} else if (modLayer == TileLayer::Background && materialDatabase->supportsMod(tile->background, grassModId)) {
tile->foregroundMod = NoModId;
tile->backgroundMod = grassModId;
}
}
} else {
tile->foregroundMod = NoModId;
tile->backgroundMod = NoModId;
}
tile->collision = maxCollision(tile->collision, materialDatabase->materialCollisionKind(tile->foreground));
}
if (tile->biomeTransition && !blockInfo.biomeTransition) {
tile->biomeTransition = false;
if (!isSolidColliding(tile->collision))
biomeItemTiles.append(position);
}
}
}
auto simplePlacePlant = [&](PlantPtr const& plant, Vec2I const& position) {
if (!plant)
return false;
auto spaces = plant->spaces();
auto roots = plant->roots();
auto const& primaryRoot = plant->primaryRoot();
auto blockBiome = planet->worldLayout()->getBiome(worldStorage->tileArray()->tile(position).blockBiomeIndex);
auto positionValid = [&](Vec2I const& pos) {
auto primaryTile = worldStorage->tileArray()->tile(pos);
auto primaryRootTile = worldStorage->tileArray()->tile(pos + primaryRoot);
if (isConnectableMaterial(primaryTile.foreground) || !isConnectableMaterial(primaryRootTile.foreground))
return false;
for (auto root : roots) {
auto rootTile = worldStorage->tileArray()->tile(root + pos);
if (!isConnectableMaterial(rootTile.foreground) || rootTile.blockBiomeIndex != primaryTile.blockBiomeIndex ||
(rootTile.foreground != blockBiome->mainBlock && !blockBiome->subBlocks.contains(rootTile.foreground)))
return false;
}
for (auto space : spaces) {
Vec2I pspace = space + pos;
if (!m_worldServer->atTile<TileEntity>(pspace).empty())
return false;
auto tile = worldStorage->tileArray()->tile(pspace);
if (tile.foreground != EmptyMaterialId)
return false;
}
return true;
};
List<Vec2I> tryPositions = {
position,
position + Vec2I{-1, 0},
position + Vec2I{1, 0},
position + Vec2I{-2, 0},
position + Vec2I{2, 0},
position + Vec2I{-1, 1},
position + Vec2I{-1, -1},
position + Vec2I{1, 1},
position + Vec2I{1, -1}
};
for (auto pos : tryPositions) {
if (positionValid(pos)) {
plant->setTilePosition(pos);
m_worldServer->addEntity(plant);
return true;
}
}
return false;
};
auto placeBiomeItem = [&](BiomeItemPlacement biomeItemPlacement, Vec2I position) {
auto seed = m_worldServer->worldTemplate()->seedFor(position[0], position[1]);
if (biomeItemPlacement.item.is<GrassVariant>()) {
auto& grass = biomeItemPlacement.item.get<GrassVariant>();
simplePlacePlant(Root::singleton().plantDatabase()->createPlant(grass, seed), position);
} else if (biomeItemPlacement.item.is<BushVariant>()) {
auto& bush = biomeItemPlacement.item.get<BushVariant>();
simplePlacePlant(Root::singleton().plantDatabase()->createPlant(bush, seed), position);
} else if (biomeItemPlacement.item.is<TreePair>()) {
auto& treePair = biomeItemPlacement.item.get<TreePair>();
TreeVariant treeVariant;
if (seed % 2 == 0)
treeVariant = treePair.first;
else
treeVariant = treePair.second;
simplePlacePlant(Root::singleton().plantDatabase()->createPlant(treeVariant, seed), position);
} else if (biomeItemPlacement.item.is<ObjectPool>()) {
auto& objectPool = biomeItemPlacement.item.get<ObjectPool>();
auto direction = seed % 2 ? Direction::Left : Direction::Right;
auto objectPair = objectPool.select(seed);
if (auto object = Root::singleton().objectDatabase()->createForPlacement(m_worldServer, objectPair.first, position, direction, objectPair.second)) {
if (object->biomePlaced())
m_worldServer->addEntity(object);
}
}
};
for (auto position : biomeItemTiles) {
ServerTile* tile = m_worldServer->modifyServerTile(position);
auto blockBiome = planet->worldLayout()->getBiome(tile->blockBiomeIndex);
auto tileAbove = m_worldServer->getServerTile(position + Vec2I{0, 1});
auto tileBelow = m_worldServer->getServerTile(position + Vec2I{0, -1});
if (tile->background != EmptyMaterialId) {
for (auto const& itemDistribution : blockBiome->undergroundPlaceables.itemDistributions) {
if (itemDistribution.mode() == BiomePlacementMode::Background) {
if (auto itemToPlace = itemDistribution.itemToPlace(position[0], position[1]))
placeBiomeItem(*itemToPlace, position);
}
}
if (isSolidColliding(tileAbove.collision)) {
for (auto const& itemDistribution : blockBiome->undergroundPlaceables.itemDistributions) {
if (itemDistribution.mode() == BiomePlacementMode::Ceiling) {
if (auto itemToPlace = itemDistribution.itemToPlace(position[0], position[1]))
placeBiomeItem(*itemToPlace, position);
}
}
}
if (isSolidColliding(tileBelow.collision)) {
for (auto const& itemDistribution : blockBiome->undergroundPlaceables.itemDistributions) {
if (itemDistribution.mode() == BiomePlacementMode::Floor) {
if (auto itemToPlace = itemDistribution.itemToPlace(position[0], position[1]))
placeBiomeItem(*itemToPlace, position);
}
}
}
} else {
if (isSolidColliding(tileBelow.collision)) {
for (auto const& itemDistribution : blockBiome->surfacePlaceables.itemDistributions) {
if (itemDistribution.mode() == BiomePlacementMode::Floor) {
if (auto itemToPlace = itemDistribution.itemToPlace(position[0], position[1]))
placeBiomeItem(*itemToPlace, position);
}
}
}
}
}
}
Set<Vec2I> WorldGenerator::caveLiquidSeeds(WorldStorage* worldStorage, ServerTileSectorArray::Sector const& sector) {
RectI sectorTiles = worldStorage->tileArray()->sectorRegion(sector);
auto samplePoint = sectorTiles.center();
auto blockInfo = m_worldServer->worldTemplate()->blockInfo(samplePoint[0], samplePoint[1]);
float seedDensity = blockInfo.caveLiquidSeedDensity;
Set<Vec2I> nodes;
if (seedDensity > 0) {
int frequency = int(100 / seedDensity);
for (int y = frequency * floor(sectorTiles.min()[1] / frequency); y < sectorTiles.max()[1]; y += frequency) {
for (int x = frequency * floor(sectorTiles.min()[0] / frequency); x < sectorTiles.max()[0]; x += frequency) {
if (sectorTiles.contains(Vec2I(x, y)))
nodes.add(Vec2I(x, y));
}
}
}
return nodes;
}
Map<Vec2I, float> WorldGenerator::determineLiquidLevel(Set<Vec2I> const& spots, Set<Vec2I> const& filled) {
Set<Vec2I> openSet(spots);
Map<Vec2I, float> results;
auto geometry = m_worldServer->geometry();
while (openSet.size() > 0) {
Set<Vec2I> cluster;
Set<Vec2I> openCluster;
openCluster.add(*(openSet.begin()));
while (openCluster.size() > 0) {
Vec2I node = *(openCluster.begin());
openCluster.remove(node);
if (openSet.contains(node)) {
openSet.remove(node);
cluster.add(node);
openCluster.add(geometry.xwrap(Vec2I(node.x(), node.y() + 1)));
openCluster.add(geometry.xwrap(Vec2I(node.x(), node.y() - 1)));
openCluster.add(geometry.xwrap(Vec2I(node.x() + 1, node.y())));
openCluster.add(geometry.xwrap(Vec2I(node.x() - 1, node.y())));
}
}
levelCluster(cluster, filled, results);
}
return results;
}
void WorldGenerator::levelCluster(Set<Vec2I>& cluster, Set<Vec2I> const& filled, Map<Vec2I, float>& results) {
int maxY = std::numeric_limits<int>::min();
int minY = std::numeric_limits<int>::max();
for (auto iter = cluster.begin(); iter != cluster.end(); iter++) {
auto droplet = (*iter);
if (filled.contains(droplet + Vec2I(1, 0)) && filled.contains(droplet + Vec2I(-1, 0))
&& filled.contains(droplet + Vec2I(0, -1))) {
if (droplet.y() > maxY)
maxY = droplet.y();
if (!filled.contains(droplet + Vec2I(0, 1))) {
if (droplet.y() <= minY)
minY = droplet.y();
}
} else {
if (droplet.y() <= minY)
minY = droplet.y() - 1;
}
}
int liquidLevel = std::min(maxY, minY);
for (auto iter = cluster.begin(); iter != cluster.end(); iter++) {
int pressure = (liquidLevel - (*iter).y());
if (pressure >= 0)
results[*iter] = 1.0f + pressure;
}
}
bool WorldGenerator::placePlant(WorldStorage* worldStorage, PlantPtr const& plant, Vec2I const& position) {
if (!plant)
return false;
auto spaces = plant->spaces();
auto roots = plant->roots();
auto const& primaryRoot = plant->primaryRoot();
auto background = m_worldServer->getServerTile(position).background;
bool adjustBackground = background == EmptyMaterialId || background == NullMaterialId;
auto withinAdjustment = [=](Vec2I const& pos) {
return PlantAdjustmentLimit - std::abs(pos[0]) > 0 && PlantAdjustmentLimit - std::abs(pos[1]) > 0;
};
// Bail out if we don't have at least one free space, and root in the primary
// root position, or if we're in a dungeon region.
auto primaryTile = worldStorage->tileArray()->tile(position);
auto rootTile = worldStorage->tileArray()->tile(position + primaryRoot);
if (primaryTile.dungeonId != NoDungeonId || rootTile.dungeonId != NoDungeonId)
return false;
if (isConnectableMaterial(primaryTile.foreground) || !isConnectableMaterial(rootTile.foreground))
return false;
// First bail out if we can't fit anything we're not adjusting
for (auto space : spaces) {
Vec2I pspace = space + position;
if (withinAdjustment(space) && !m_worldServer->atTile<Plant>(pspace).empty())
return false;
// Bail out if we hit a different plant's root tile, or if we're not in the
// adjustment space and we hit a non-empty tile.
auto tile = worldStorage->tileArray()->tile(pspace);
if (tile.rootSource || (!withinAdjustment(space) && tile.foreground != EmptyMaterialId))
return false;
}
// Check all the roots outside of the adjustment limit
for (auto root : roots) {
root += position;
if (!withinAdjustment(root) && !isConnectableMaterial(worldStorage->tileArray()->tile(root).foreground))
return false;
}
// Clear all the necessary blocks within the adjustment limit
for (auto space : spaces) {
if (!withinAdjustment(space))
continue;
space += position;
if (auto tile = worldStorage->tileArray()->modifyTile(space)) {
if (isConnectableMaterial(tile->foreground))
*tile = primaryTile;
if (adjustBackground)
tile->background = EmptyMaterialId;
tile->collision = CollisionKind::None;
tile->collisionCacheDirty = true;
} else {
return false;
}
}
// Make all the root blocks a real material based on the primary root.
for (auto root : roots) {
root += position;
if (auto tile = worldStorage->tileArray()->modifyTile(root)) {
if (!isRealMaterial(tile->foreground)) {
*tile = rootTile;
tile->collision = Root::singleton().materialDatabase()->materialCollisionKind(tile->foreground);
tile->collisionCacheDirty = true;
}
} else {
return false;
}
}
plant->setTilePosition(position);
m_worldServer->addEntity(plant);
return true;
}
}