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refactor: biome build (#5)
* refactor: rename Biome to BiomeType * feat: add biome builder
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72
src/gameplay/builders/forest_builder.cpp
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72
src/gameplay/builders/forest_builder.cpp
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#include "Cubed/gameplay/builders/forest_builder.hpp"
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#include "Cubed/gameplay/chunk.hpp"
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#include "Cubed/gameplay/chunk_generator.hpp"
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#include "Cubed/gameplay/tree.hpp"
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namespace Cubed {
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ForestBuilder::ForestBuilder(ChunkGenerator& chunk_generator)
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: m_chunk_generator(chunk_generator) {}
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void ForestBuilder::build_biome() {
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BiomeBuilder::build_bottom();
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build_blocks();
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};
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void ForestBuilder::build_blocks() {
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auto& m_chunk = m_chunk_generator.chunk();
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auto& m_blocks = m_chunk.blocks();
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auto& m_heightmap = m_chunk.heightmap();
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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for (int y = 5; y < height - 5; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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}
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for (int y = height - 5; y < height; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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}
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m_blocks[Chunk::get_index(x, height, z)] = 1;
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}
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}
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}
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void ForestBuilder::build_vegetation() {
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auto& m_chunk = m_chunk_generator.chunk();
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auto& m_heightmap = m_chunk.heightmap();
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auto& m_random = m_chunk_generator.random();
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std::array<int, SIZE_X> x_arr;
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std::iota(x_arr.begin(), x_arr.end(), 0);
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std::shuffle(x_arr.begin(), x_arr.end(), m_random.engine());
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std::array<int, SIZE_Z> z_arr;
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std::iota(z_arr.begin(), z_arr.end(), 0);
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std::shuffle(z_arr.begin(), z_arr.end(), m_random.engine());
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for (auto x : x_arr) {
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for (auto z : z_arr) {
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int y = static_cast<int>(m_heightmap[x][z]);
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if (m_random.random_bool(forest_params().tree_frequency) &&
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y >= SEA_LEVEL) {
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build_tree(m_chunk, {x, y, z});
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}
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}
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}
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auto& m_blocks = m_chunk.blocks();
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if (m_chunk_generator.neighbor_river()) {
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for (int x = 0; x < SIZE_X; x++) {
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for (int z = 0; z < SIZE_Z; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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if (height >= SEA_LEVEL) {
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continue;
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}
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for (int y = height + 1; y < SEA_LEVEL; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 7;
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}
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}
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}
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}
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}
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ChunkGenerator& ForestBuilder::get_chunk_generator() {
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return m_chunk_generator;
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};
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} // namespace Cubed
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