osb/source/game/StarWorldTemplate.cpp
Kai Blaschke 431a9c00a5
Fixed a huge amount of Clang warnings
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.

99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.

Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.

Most remaining warnings are now unused parameters.
2024-02-19 16:55:19 +01:00

785 lines
32 KiB
C++

#include "StarWorldTemplate.hpp"
#include "StarJsonExtra.hpp"
#include "StarInterpolation.hpp"
#include "StarIterator.hpp"
#include "StarBiome.hpp"
#include "StarRoot.hpp"
#include "StarTerrainDatabase.hpp"
#include "StarLiquidTypes.hpp"
#include "StarAssets.hpp"
#include "StarLogging.hpp"
#include "StarDungeonGenerator.hpp"
namespace Star {
WorldTemplate::WorldTemplate(Vec2U const& size) : WorldTemplate() {
m_geometry = size;
}
WorldTemplate::WorldTemplate(CelestialCoordinate const& celestialCoordinate, CelestialDatabasePtr const& celestialDatabase)
: WorldTemplate() {
auto celestialParameters = celestialDatabase->parameters(celestialCoordinate);
if (!celestialParameters)
throw StarException("Celestial parameters for constructing WorldTemplate not found!");
m_celestialParameters = celestialParameters;
m_worldParameters = m_celestialParameters->visitableParameters();
if (!m_worldParameters)
throw StarException("Cannot create WorldTemplate from non-visitable world");
m_skyParameters = SkyParameters(celestialCoordinate, celestialDatabase);
m_seed = m_celestialParameters->seed();
m_geometry = WorldGeometry(m_worldParameters->worldSize);
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
m_layout = make_shared<WorldLayout>(WorldLayout::buildTerrestrialLayout(*terrestrialParameters, m_seed));
else if (auto asteroidsParameters = as<AsteroidsWorldParameters>(m_worldParameters))
m_layout = make_shared<WorldLayout>(WorldLayout::buildAsteroidsLayout(*asteroidsParameters, m_seed));
else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
m_layout = make_shared<WorldLayout>(WorldLayout::buildFloatingDungeonLayout(*floatingDungeonParameters, m_seed));
determineWorldName();
}
WorldTemplate::WorldTemplate(VisitableWorldParametersConstPtr const& worldParameters, SkyParameters const& skyParameters, uint64_t seed)
: WorldTemplate() {
if (!worldParameters)
throw StarException("Cannot create WorldTemplate from non-visitable world");
m_worldParameters = worldParameters;
m_skyParameters = skyParameters;
m_seed = seed;
m_geometry = WorldGeometry(m_worldParameters->worldSize);
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
m_layout = make_shared<WorldLayout>(WorldLayout::buildTerrestrialLayout(*terrestrialParameters, seed));
else if (auto asteroidsParameters = as<AsteroidsWorldParameters>(m_worldParameters))
m_layout = make_shared<WorldLayout>(WorldLayout::buildAsteroidsLayout(*asteroidsParameters, seed));
else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
m_layout = make_shared<WorldLayout>(WorldLayout::buildFloatingDungeonLayout(*floatingDungeonParameters, m_seed));
determineWorldName();
}
WorldTemplate::WorldTemplate(Json const& store) : WorldTemplate() {
m_celestialParameters = jsonToMaybe<CelestialParameters>(store.get("celestialParameters", {}));
m_worldParameters = diskLoadVisitableWorldParameters(store.get("worldParameters", {}));
m_skyParameters = SkyParameters(store.get("skyParameters"));
m_seed = store.getUInt("seed");
m_geometry = WorldGeometry(jsonToVec2U(store.get("size")));
if (auto regionData = store.opt("regionData"))
m_layout = make_shared<WorldLayout>(regionData.take());
m_customTerrainRegions = store.getArray("customTerrainRegions", JsonArray()).transformed([](Json const& config) {
CustomTerrainRegion ctr = {jsonToPolyF(config.get("region")), {}, config.getBool("solid")};
ctr.regionBounds = ctr.region.boundBox();
return ctr;
});
determineWorldName();
}
Json WorldTemplate::store() const {
return JsonObject{
{"celestialParameters", jsonFromMaybe(m_celestialParameters, mem_fn(&CelestialParameters::diskStore))},
{"worldParameters", diskStoreVisitableWorldParameters(m_worldParameters)},
{"skyParameters", m_skyParameters.toJson()},
{"seed", m_seed},
{"size", jsonFromVec2U(m_geometry.size())},
{"regionData", m_layout ? m_layout->toJson() : Json()},
{"customTerrainRegions", transform<JsonArray>(m_customTerrainRegions, [](CustomTerrainRegion const& region) {
return JsonObject{{"region", jsonFromPolyF(region.region)}, {"solid", region.solid}};
})}
};
}
Maybe<CelestialParameters> const& WorldTemplate::celestialParameters() const {
return m_celestialParameters;
}
VisitableWorldParametersConstPtr WorldTemplate::worldParameters() const {
return m_worldParameters;
}
SkyParameters WorldTemplate::skyParameters() const {
return m_skyParameters;
}
WorldLayoutPtr WorldTemplate::worldLayout() const {
return m_layout;
}
void WorldTemplate::setWorldParameters(VisitableWorldParametersPtr newParameters) {
m_worldParameters = take(newParameters);
}
void WorldTemplate::setWorldLayout(WorldLayoutPtr newLayout) {
m_layout = take(newLayout);
m_blockCache.clear();
}
void WorldTemplate::setSkyParameters(SkyParameters newParameters) {
m_skyParameters = take(newParameters);
}
uint64_t WorldTemplate::worldSeed() const {
return m_seed;
}
String WorldTemplate::worldName() const {
return m_worldName;
}
Vec2U WorldTemplate::size() const {
return m_geometry.size();
}
float WorldTemplate::surfaceLevel() const {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
return terrestrialParameters->surfaceLayer.layerBaseHeight;
return m_geometry.size()[1] / 2.0f;
}
float WorldTemplate::undergroundLevel() const {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters))
return terrestrialParameters->surfaceLayer.layerMinHeight;
else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
return floatingDungeonParameters->dungeonUndergroundLevel;
return 0.0f;
}
bool WorldTemplate::inSurfaceLayer(Vec2I const& position) const {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
auto posLayerAndCell = m_layout->findLayerAndCell(position[0], position[1]);
auto surfaceLayerAndCell = m_layout->findLayerAndCell(position[0], terrestrialParameters->surfaceLayer.layerBaseHeight);
return posLayerAndCell.first == surfaceLayerAndCell.first;
}
return false;
}
Maybe<Vec2I> WorldTemplate::findSensiblePlayerStart() const {
if (!m_layout)
return {};
auto playerStartSearchRegions = m_layout->playerStartSearchRegions();
if (playerStartSearchRegions.empty())
return {};
int playerStartSearchTries = m_templateConfig.getInt("playerStartSearchTries");
int playerStartFreeBlocksRadius = m_templateConfig.getInt("playerStartFreeBlocksRadius");
int playerStartFreeBlocksHeight = m_templateConfig.getInt("playerStartFreeBlocksHeight");
for (int i = 0; i < playerStartSearchTries; ++i) {
RectI searchRegion = Random::randFrom(playerStartSearchRegions);
int x = Random::randInt(searchRegion.xMin(), searchRegion.xMax());
for (int y = searchRegion.yMax() - 1; y >= searchRegion.yMin(); --y) {
if (getBlockInfo(x, y).terrain && !getBlockInfo(x, y + 1).terrain) {
if (isOutside(RectI(x - playerStartFreeBlocksRadius, y + 1, x + playerStartFreeBlocksRadius, y + playerStartFreeBlocksHeight)))
return Vec2I(x, y + 1);
}
}
}
return {};
}
void WorldTemplate::addCustomTerrainRegion(PolyF poly) {
m_customTerrainRegions.append({poly, poly.boundBox(), true});
m_blockCache.clear();
}
void WorldTemplate::addCustomSpaceRegion(PolyF poly) {
m_customTerrainRegions.append({poly, poly.boundBox(), false});
m_blockCache.clear();
}
void WorldTemplate::clearCustomTerrains() {
m_customTerrainRegions.clear();
m_blockCache.clear();
}
List<RectI> WorldTemplate::previewAddBiomeRegion(Vec2I const& position, int width) {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
auto regionRects = m_layout->previewAddBiomeRegion(position, width);
regionRects.transform([terrestrialParameters](RectI const& rect) {
return rect.padded(ceil(terrestrialParameters->blendSize));
});
return regionRects;
} else {
Logger::error("Cannot add biome region to non-terrestrial world!");
// throw StarException("Cannot add biome region to non-terrestrial world!");
return List<RectI>();
}
}
List<RectI> WorldTemplate::previewExpandBiomeRegion(Vec2I const& position, int newWidth) {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
auto regionRects = m_layout->previewExpandBiomeRegion(position, newWidth);
regionRects.transform([terrestrialParameters](RectI const& rect) {
return rect.padded(ceil(terrestrialParameters->blendSize));
});
return regionRects;
} else {
Logger::error("Cannot expand biome region on non-terrestrial world!");
// throw StarException("Cannot expand biome region on non-terrestrial world!");
return List<RectI>();
}
}
void WorldTemplate::addBiomeRegion(Vec2I const& position, String const& biomeName, String const& subBlockSelector, int width) {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
m_layout->addBiomeRegion(*terrestrialParameters, m_seed, position, biomeName, subBlockSelector, width);
m_blockCache.clear();
} else {
Logger::error("Cannot add biome region to non-terrestrial world!");
// throw StarException("Cannot add biome region to non-terrestrial world!");
}
}
void WorldTemplate::expandBiomeRegion(Vec2I const& position, int newWidth) {
if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
m_layout->expandBiomeRegion(position, newWidth);
m_blockCache.clear();
} else {
Logger::error("Cannot expand biome region on non-terrestrial world!");
// throw StarException("Cannot expand biome region on non-terrestrial world!");
}
}
List<WorldTemplate::Dungeon> WorldTemplate::dungeons() const {
List<Dungeon> dungeonList;
if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters)) {
dungeonList.append({floatingDungeonParameters->primaryDungeon, floatingDungeonParameters->dungeonBaseHeight, 0, 0, true, false});
} else if (auto terrestrialParameters = as<TerrestrialWorldParameters>(m_worldParameters)) {
auto addLayerDungeons = [this, &dungeonList](TerrestrialWorldParameters::TerrestrialLayer const& layer) {
if (layer.dungeons.size() > 0) {
int dungeonSpacing = floor(m_geometry.width() / layer.dungeons.size());
uint32_t dungeonOffset = staticRandomU32Range(0, m_geometry.width(), m_seed, layer.layerBaseHeight);
for (auto const& dp : enumerateIterator(layer.dungeons)) {
dungeonList.append({dp.first, layer.layerBaseHeight, (int)dungeonOffset, layer.dungeonXVariance, false, true});
dungeonOffset = (dungeonOffset + dungeonSpacing) % m_geometry.width();
}
}
};
addLayerDungeons(terrestrialParameters->spaceLayer);
addLayerDungeons(terrestrialParameters->atmosphereLayer);
addLayerDungeons(terrestrialParameters->surfaceLayer);
addLayerDungeons(terrestrialParameters->subsurfaceLayer);
for (auto const& ul : terrestrialParameters->undergroundLayers)
addLayerDungeons(ul);
addLayerDungeons(terrestrialParameters->coreLayer);
}
return dungeonList;
}
WorldTemplate::BlockInfo WorldTemplate::blockInfo(int x, int y) const {
return getBlockInfo(m_geometry.xwrap(x), y);
}
WorldTemplate::BlockInfo WorldTemplate::blockBiomeInfo(int x, int y) const {
BlockInfo blockInfo;
if (!m_layout)
return blockInfo;
// The environment biome is calculated with weighting based on the flat coordinates.
List<WorldLayout::RegionWeighting> flatWeighting = m_layout->getWeighting(x, y);
int blendNoiseOffset = 0;
if (auto const& blendNoise = m_layout->blendNoise())
blendNoiseOffset = (int)blendNoise->get(x, y);
Vec2I blockPos;
List<WorldLayout::RegionWeighting> blockWeighting;
List<WorldLayout::RegionWeighting> transitionWeighting;
if (auto const& blockNoise = m_layout->blockNoise()) {
blockPos = blockNoise->apply(Vec2I(x, y), m_geometry.size());
blockWeighting = m_layout->getWeighting(blockPos[0] + blendNoiseOffset, blockPos[1]);
transitionWeighting = m_layout->getWeighting(blockPos[0], blockPos[1]);
} else {
blockPos = Vec2I(x, y);
blockWeighting = flatWeighting;
transitionWeighting = flatWeighting;
}
if (flatWeighting.empty() || blockWeighting.empty())
return blockInfo;
auto const& primaryFlatWeighting = flatWeighting.first();
auto const& primaryBlockWeighting = blockWeighting.first();
blockInfo.blockBiomeIndex = primaryBlockWeighting.region->blockBiomeIndex;
blockInfo.environmentBiomeIndex = primaryFlatWeighting.region->environmentBiomeIndex;
blockInfo.biomeTransition = transitionWeighting.first().weight < m_templateConfig.getFloat("biomeTransitionThreshold", 0);
if (auto blockBiome = biome(blockInfo.blockBiomeIndex)) {
if (!blockInfo.foregroundCave) {
blockInfo.foreground = blockBiome->mainBlock;
blockInfo.background = blockInfo.foreground;
} else if (!blockInfo.backgroundCave) {
blockInfo.background = blockBiome->mainBlock;
}
if (!primaryBlockWeighting.region->subBlockSelectorIndexes.empty()) {
for (size_t i = 0; i < blockBiome->subBlocks.size(); ++i) {
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->subBlockSelectorIndexes.at(i));
if (selector->get(primaryBlockWeighting.xValue - blendNoiseOffset, blockPos[1]) > 0.0f) {
if (!blockInfo.foregroundCave) {
blockInfo.foreground = blockBiome->subBlocks.at(i);
blockInfo.background = blockInfo.foreground;
} else if (!blockInfo.backgroundCave) {
blockInfo.background = blockBiome->subBlocks.at(i);
}
break;
}
}
}
}
return blockInfo;
}
bool WorldTemplate::isOutside(int x, int y) const {
return !getBlockInfo(m_geometry.xwrap(x), y).terrain;
}
bool WorldTemplate::isOutside(RectI const& region) const {
for (int x = region.xMin(); x < region.xMax(); ++x) {
for (int y = region.yMin(); y < region.yMax(); ++y) {
if (getBlockInfo(m_geometry.xwrap(x), y).terrain)
return false;
}
}
return true;
}
BiomeIndex WorldTemplate::blockBiomeIndex(int x, int y) const {
return getBlockInfo(m_geometry.xwrap(x), y).blockBiomeIndex;
}
BiomeIndex WorldTemplate::environmentBiomeIndex(int x, int y) const {
return getBlockInfo(m_geometry.xwrap(x), y).environmentBiomeIndex;
}
BiomeConstPtr WorldTemplate::biome(BiomeIndex biomeIndex) const {
if (!m_layout)
return {};
if (biomeIndex == NullBiomeIndex)
return {};
return m_layout->getBiome(biomeIndex);
}
BiomeConstPtr WorldTemplate::blockBiome(int x, int y) const {
return biome(blockBiomeIndex(m_geometry.xwrap(x), y));
}
BiomeConstPtr WorldTemplate::environmentBiome(int x, int y) const {
return biome(environmentBiomeIndex(m_geometry.xwrap(x), y));
}
MaterialHue WorldTemplate::biomeMaterialHueShift(BiomeIndex biomeIndex, MaterialId material) const {
if (m_layout && biomeIndex != NullBiomeIndex) {
auto const& biome = m_layout->getBiome(biomeIndex);
if (material == biome->mainBlock)
return biome->materialHueShift;
}
return MaterialHue();
}
MaterialHue WorldTemplate::biomeModHueShift(BiomeIndex biomeIndex, ModId mod) const {
if (m_layout && biomeIndex != NullBiomeIndex) {
auto const& biome = m_layout->getBiome(biomeIndex);
if (mod == biome->surfacePlaceables.grassMod || mod == biome->surfacePlaceables.ceilingGrassMod
|| mod == biome->undergroundPlaceables.grassMod
|| mod == biome->undergroundPlaceables.ceilingGrassMod)
return biome->materialHueShift;
}
return MaterialHue();
}
WeatherPool WorldTemplate::weathers() const {
if (m_worldParameters)
return m_worldParameters->weatherPool;
return {};
}
AmbientNoisesDescriptionPtr WorldTemplate::ambientNoises(int x, int y) const {
if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters)) {
if (floatingDungeonParameters->dayAmbientNoises || floatingDungeonParameters->nightAmbientNoises) {
auto dayTracks = floatingDungeonParameters->dayAmbientNoises
? AmbientTrackGroup(StringList{*floatingDungeonParameters->dayAmbientNoises})
: AmbientTrackGroup();
auto nightTracks = floatingDungeonParameters->nightAmbientNoises
? AmbientTrackGroup(StringList{*floatingDungeonParameters->nightAmbientNoises})
: AmbientTrackGroup();
return make_shared<AmbientNoisesDescription>(dayTracks, nightTracks);
}
}
if (auto biome = environmentBiome(x, y))
return biome->ambientNoises;
return {};
}
AmbientNoisesDescriptionPtr WorldTemplate::musicTrack(int x, int y) const {
if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters)) {
if (floatingDungeonParameters->dayMusicTrack || floatingDungeonParameters->nightMusicTrack) {
auto dayTracks = floatingDungeonParameters->dayMusicTrack
? AmbientTrackGroup(StringList{*floatingDungeonParameters->dayMusicTrack})
: AmbientTrackGroup();
auto nightTracks = floatingDungeonParameters->nightMusicTrack
? AmbientTrackGroup(StringList{*floatingDungeonParameters->nightMusicTrack})
: AmbientTrackGroup();
return make_shared<AmbientNoisesDescription>(dayTracks, nightTracks);
}
}
if (auto biome = environmentBiome(x, y))
return biome->musicTrack;
return {};
}
StringList WorldTemplate::environmentStatusEffects(int, int) const {
if (m_worldParameters)
return m_worldParameters->environmentStatusEffects;
return {};
}
bool WorldTemplate::breathable(int, int) const {
if (m_worldParameters)
return !m_worldParameters->airless;
return true;
}
void WorldTemplate::addPotentialBiomeItems(int x, int y, PotentialBiomeItems& items, List<BiomeItemDistribution> const& distributions, BiomePlacementArea area, Maybe<BiomePlacementMode> mode) const {
for (auto const& itemDistribution : distributions) {
auto placeMode = mode.value(itemDistribution.mode());
if (area == BiomePlacementArea::Surface) {
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Floor) {
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
items.surfaceBiomeItems.append(itemToPlace.take());
}
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Ocean) {
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
items.oceanItems.append(itemToPlace.take());
}
} else if (area == BiomePlacementArea::Underground) {
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Floor) {
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
items.caveSurfaceBiomeItems.append(itemToPlace.take());
}
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Ceiling) {
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
items.caveCeilingBiomeItems.append(itemToPlace.take());
}
if (placeMode == itemDistribution.mode() && placeMode == BiomePlacementMode::Background) {
if (auto itemToPlace = itemDistribution.itemToPlace(x, y))
items.caveBackgroundBiomeItems.append(itemToPlace.take());
}
}
}
}
WorldTemplate::PotentialBiomeItems WorldTemplate::potentialBiomeItemsAt(int x, int y) const {
if (!m_layout || y <= 0 || y >= (int)m_geometry.height() - 1)
return {};
x = m_geometry.xwrap(x);
auto blockBiome = [this](int x, int y) -> Biome const* {
BiomeIndex index = blockBiomeIndex(m_geometry.xwrap(x), y);
if (index == NullBiomeIndex)
return nullptr;
return m_layout->getBiome(index).get();
};
auto lowerBlockBiome = blockBiome(x, y - 1);
auto upperBlockBiome = blockBiome(x, y + 1);
auto thisBlockBiome = blockBiome(x, y);
PotentialBiomeItems potentialBiomeItems;
// surface floor, surface ocean
if (lowerBlockBiome)
addPotentialBiomeItems(x, y, potentialBiomeItems, lowerBlockBiome->surfacePlaceables.itemDistributions, BiomePlacementArea::Surface, BiomePlacementMode::Floor);
if (thisBlockBiome)
addPotentialBiomeItems(x, y, potentialBiomeItems, thisBlockBiome->surfacePlaceables.itemDistributions, BiomePlacementArea::Surface, BiomePlacementMode::Ocean);
// underground floor, ceiling, background
if (lowerBlockBiome)
addPotentialBiomeItems(x, y, potentialBiomeItems, lowerBlockBiome->undergroundPlaceables.itemDistributions, BiomePlacementArea::Underground, BiomePlacementMode::Floor);
if (upperBlockBiome)
addPotentialBiomeItems(x, y, potentialBiomeItems, upperBlockBiome->undergroundPlaceables.itemDistributions, BiomePlacementArea::Underground, BiomePlacementMode::Ceiling);
if (thisBlockBiome)
addPotentialBiomeItems(x, y, potentialBiomeItems, thisBlockBiome->undergroundPlaceables.itemDistributions, BiomePlacementArea::Underground, BiomePlacementMode::Background);
return potentialBiomeItems;
}
List<BiomeItemPlacement> WorldTemplate::validBiomeItems(int x, int y, PotentialBiomeItems potentialBiomeItems) const {
if (y <= 0 || y >= (int)m_geometry.height() - 1)
return {};
x = m_geometry.xwrap(x);
auto block = getBlockInfo(x, y);
if (block.biomeTransition)
return {};
List<BiomeItemPlacement> biomeItems;
auto blockAbove = getBlockInfo(x, y + 1);
auto blockBelow = getBlockInfo(x, y - 1);
if (!blockBelow.biomeTransition && blockBelow.terrain && !block.terrain && !blockBelow.foregroundCave)
biomeItems.appendAll(std::move(potentialBiomeItems.surfaceBiomeItems));
if (!blockBelow.biomeTransition && blockBelow.terrain && block.terrain && !blockBelow.foregroundCave && block.foregroundCave)
biomeItems.appendAll(std::move(potentialBiomeItems.caveSurfaceBiomeItems));
if (!blockAbove.biomeTransition && blockAbove.terrain && block.terrain && !blockAbove.foregroundCave && block.foregroundCave)
biomeItems.appendAll(std::move(potentialBiomeItems.caveCeilingBiomeItems));
if (block.terrain && block.foregroundCave && !block.backgroundCave)
biomeItems.appendAll(std::move(potentialBiomeItems.caveBackgroundBiomeItems));
if (block.oceanLiquid != EmptyLiquidId && y == block.oceanLiquidLevel)
biomeItems.appendAll(std::move(potentialBiomeItems.oceanItems));
return biomeItems;
}
float WorldTemplate::gravity() const {
if (m_worldParameters)
return m_worldParameters->gravity;
return m_templateConfig.getFloat("defaultGravity");
}
float WorldTemplate::threatLevel() const {
if (m_worldParameters)
return m_worldParameters->threatLevel;
return 0.0f;
}
uint64_t WorldTemplate::seedFor(int x, int y) const {
return staticRandomU64(m_seed, m_geometry.xwrap(x), y, "Block");
}
WorldTemplate::WorldTemplate() {
auto assets = Root::singleton().assets();
m_templateConfig = Root::singleton().assets()->json("/world_template.config");
m_customTerrainBlendSize = m_templateConfig.getFloat("customTerrainBlendSize");
m_customTerrainBlendWeight = m_templateConfig.getFloat("customTerrainBlendWeight");
m_blockCache.setMaxSize(m_templateConfig.getInt("blockCacheSize"));
m_geometry = Vec2U(2048, 2048);
m_seed = Random::randu64();
}
void WorldTemplate::determineWorldName() {
if (m_celestialParameters)
m_worldName = m_celestialParameters->name();
else if (auto floatingDungeonParameters = as<FloatingDungeonWorldParameters>(m_worldParameters))
m_worldName = Root::singleton().dungeonDefinitions()->get(floatingDungeonParameters->primaryDungeon)->displayName();
else
m_worldName = "";
}
pair<float, float> WorldTemplate::customTerrainWeighting(int x, int y) const {
auto assets = Root::singleton().assets();
float minimumDistance = highest<float>();
float finalSolidWeight = 0.0f;
float totalWeight = 0.0f;
for (auto const& region : m_customTerrainRegions) {
if (!m_geometry.rectContains(region.regionBounds.padded(m_customTerrainBlendSize), Vec2F(x, y)))
continue;
float distance = m_geometry.polyDistance(region.region, Vec2F(x, y));
if (distance >= m_customTerrainBlendSize)
continue;
float weight = 1.0f - distance / m_customTerrainBlendSize;
totalWeight += weight;
if (!region.solid)
weight *= -1.0f;
finalSolidWeight += weight;
minimumDistance = min(minimumDistance, distance);
}
if (minimumDistance > m_customTerrainBlendSize)
return {0.0f, 0.0f};
finalSolidWeight /= totalWeight;
return {finalSolidWeight * m_customTerrainBlendWeight, 1.0f - minimumDistance / m_customTerrainBlendSize};
}
WorldTemplate::BlockInfo WorldTemplate::getBlockInfo(uint32_t x, uint32_t y) const {
return m_blockCache.get(Vector<uint32_t, 2>(x, y), [this, x, y](Vector<uint32_t, 2>) {
BlockInfo blockInfo;
if (!m_layout)
return blockInfo;
// The environment biome is calculated with weighting based on the flat coordinates.
List<WorldLayout::RegionWeighting> flatWeighting = m_layout->getWeighting(x, y);
// The block biome is calculated optionally with higher frequency noise
// added to prevent straight lines appearing on the boundaries of
// regions.
int blendNoiseOffset = 0;
if (auto const& blendNoise = m_layout->blendNoise())
blendNoiseOffset = (int)blendNoise->get(x, y);
Vec2I blockPos;
List<WorldLayout::RegionWeighting> blockWeighting;
List<WorldLayout::RegionWeighting> transitionWeighting;
if (auto const& blockNoise = m_layout->blockNoise()) {
blockPos = blockNoise->apply(Vec2I(x, y), m_geometry.size());
blockWeighting = m_layout->getWeighting(blockPos[0] + blendNoiseOffset, blockPos[1]);
transitionWeighting = m_layout->getWeighting(blockPos[0], blockPos[1]);
} else {
blockPos = Vec2I(x, y);
blockWeighting = flatWeighting;
transitionWeighting = flatWeighting;
}
if (flatWeighting.empty() || blockWeighting.empty())
return blockInfo;
auto const& primaryFlatWeighting = flatWeighting.first();
auto const& primaryBlockWeighting = blockWeighting.first();
blockInfo.blockBiomeIndex = primaryBlockWeighting.region->blockBiomeIndex;
blockInfo.environmentBiomeIndex = primaryFlatWeighting.region->environmentBiomeIndex;
blockInfo.biomeTransition = transitionWeighting.first().weight < m_templateConfig.getFloat("biomeTransitionThreshold", 0);
float terrainSelect = 0.0f;
float foregroundCaveSelect = 0.0f;
float backgroundCaveSelect = 0.0f;
// Terrain weighting uses the flat weighting, and weights each selector
// to blend among them.
for (auto const& weighting : flatWeighting) {
if (weighting.region->terrainSelectorIndex != NullTerrainSelectorIndex) {
auto const& terrainSelector = m_layout->getTerrainSelector(weighting.region->terrainSelectorIndex);
float select = terrainSelector->get(weighting.xValue, y) * weighting.weight;
terrainSelect += select;
}
}
// This is a bit of a cheat. Since customTerrainWeighting is always flat,
// there are some odd effects that come from linearly interpolating from
// the generally non-flat terrain sources to flat regions of space. By
// using an interpolator that has an exaggerated S curve between the
// points, this hides some of these effects.
auto ctweighting = customTerrainWeighting(x, y);
terrainSelect = quintic2(ctweighting.second, terrainSelect, ctweighting.first);
if (terrainSelect > 0.0f) {
blockInfo.terrain = true;
for (auto const& weighting : flatWeighting) {
if (weighting.region->foregroundCaveSelectorIndex != NullTerrainSelectorIndex) {
auto const& foregroundCaveSelector = m_layout->getTerrainSelector(weighting.region->foregroundCaveSelectorIndex);
foregroundCaveSelect += foregroundCaveSelector->get(weighting.xValue, y) * weighting.weight;
}
if (weighting.region->backgroundCaveSelectorIndex != NullTerrainSelectorIndex) {
auto const& backgroundCaveSelector = m_layout->getTerrainSelector(weighting.region->backgroundCaveSelectorIndex);
backgroundCaveSelect += backgroundCaveSelector->get(weighting.xValue, y) * weighting.weight;
}
}
auto surfaceCaveAttenuationDist = m_templateConfig.getFloat("surfaceCaveAttenuationDist", 0);
if (terrainSelect < surfaceCaveAttenuationDist) {
auto surfaceCaveAttenuationFactor = m_templateConfig.getFloat("surfaceCaveAttenuationFactor", 1);
foregroundCaveSelect -= (surfaceCaveAttenuationDist - terrainSelect) * surfaceCaveAttenuationFactor;
backgroundCaveSelect -= (surfaceCaveAttenuationDist - terrainSelect) * surfaceCaveAttenuationFactor;
}
}
blockInfo.foregroundCave = foregroundCaveSelect > 0.0f;
blockInfo.backgroundCave = backgroundCaveSelect > 0.0f;
auto const& regionLiquids = primaryFlatWeighting.region->regionLiquids;
blockInfo.caveLiquid = regionLiquids.caveLiquid;
blockInfo.caveLiquidSeedDensity = regionLiquids.caveLiquidSeedDensity;
blockInfo.oceanLiquid = regionLiquids.oceanLiquid;
blockInfo.oceanLiquidLevel = regionLiquids.oceanLiquidLevel;
blockInfo.encloseLiquids = regionLiquids.encloseLiquids;
blockInfo.fillMicrodungeons = regionLiquids.fillMicrodungeons;
if (!blockInfo.terrain && blockInfo.encloseLiquids && (int)y < blockInfo.oceanLiquidLevel) {
blockInfo.terrain = true;
blockInfo.foregroundCave = true;
}
if (blockInfo.terrain) {
if (auto blockBiome = biome(blockInfo.blockBiomeIndex)) {
if (!blockInfo.foregroundCave) {
blockInfo.foreground = blockBiome->mainBlock;
blockInfo.background = blockInfo.foreground;
} else if (!blockInfo.backgroundCave) {
blockInfo.background = blockBiome->mainBlock;
}
// subBlock, foregroundOre, and backgroundOre selectors can be empty
// if they are not enabled, otherwise they will always have the
// correct count
if (!primaryBlockWeighting.region->subBlockSelectorIndexes.empty()) {
for (size_t i = 0; i < blockBiome->subBlocks.size(); ++i) {
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->subBlockSelectorIndexes.at(i));
if (selector->get(primaryBlockWeighting.xValue - blendNoiseOffset, blockPos[1]) > 0.0f) {
if (!blockInfo.foregroundCave) {
blockInfo.foreground = blockBiome->subBlocks.at(i);
blockInfo.background = blockInfo.foreground;
} else if (!blockInfo.backgroundCave) {
blockInfo.background = blockBiome->subBlocks.at(i);
}
break;
}
}
}
if (!blockInfo.foregroundCave && !primaryBlockWeighting.region->foregroundOreSelectorIndexes.empty()) {
for (size_t i = 0; i < blockBiome->ores.size(); ++i) {
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->foregroundOreSelectorIndexes.at(i));
if (selector->get(x, y) > 0.0f) {
blockInfo.foregroundMod = blockBiome->ores.at(i).first;
break;
}
}
}
if (!blockInfo.backgroundCave && !primaryBlockWeighting.region->backgroundOreSelectorIndexes.empty()) {
for (size_t i = 0; i < blockBiome->ores.size(); ++i) {
auto const& selector = m_layout->getTerrainSelector(primaryBlockWeighting.region->backgroundOreSelectorIndexes.at(i));
if (selector->get(x, y) > 0.0f) {
blockInfo.backgroundMod = blockBiome->ores.at(i).first;
break;
}
}
}
}
}
return blockInfo;
});
}
}