osb/source/game/StarWorldTemplate.cpp
2023-06-20 14:33:09 +10:00

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(move(potentialBiomeItems.surfaceBiomeItems));
if (!blockBelow.biomeTransition && blockBelow.terrain && block.terrain && !blockBelow.foregroundCave && block.foregroundCave)
biomeItems.appendAll(move(potentialBiomeItems.caveSurfaceBiomeItems));
if (!blockAbove.biomeTransition && blockAbove.terrain && block.terrain && !blockAbove.foregroundCave && block.foregroundCave)
biomeItems.appendAll(move(potentialBiomeItems.caveCeilingBiomeItems));
if (block.terrain && block.foregroundCave && !block.backgroundCave)
biomeItems.appendAll(move(potentialBiomeItems.caveBackgroundBiomeItems));
if (block.oceanLiquid != EmptyLiquidId && y == block.oceanLiquidLevel)
biomeItems.appendAll(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;
});
}
}