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refactor: river (#10)
* fix: correct snowy grass block texture * refactor: river generation * fix: water placement error due to interpolation * perf: improve river naturalness * feat: add river tab item * fix: path truncation
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53
src/gameplay/river_worm.cpp
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53
src/gameplay/river_worm.cpp
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#include "Cubed/gameplay/river_worm.hpp"
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#include "Cubed/constants.hpp"
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namespace Cubed {
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RiverWorm::RiverWorm() {}
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std::unordered_map<unsigned, RiverPath>& RiverWorm::paths() { return m_paths; }
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void RiverWorm::init(unsigned world_seed) {
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m_seed = world_seed;
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m_sum = 0;
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m_random.init(m_seed);
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}
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void RiverWorm::reload(unsigned world_seed) {
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m_seed = world_seed;
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m_paths.clear();
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init(world_seed);
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}
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void RiverWorm::add_path(const glm::vec3& pos, unsigned chunk_seed) {
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m_paths.emplace(chunk_seed, RiverPath{m_seed, m_sum, pos});
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m_sum++;
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}
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void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
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unsigned chunk_seed) {
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auto it = m_paths.find(chunk_seed);
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if (it != m_paths.end()) {
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return;
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}
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Random random{chunk_seed};
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if (random.random_bool(static_cast<double>(m_probability))) {
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const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
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const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
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const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
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const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
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int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
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int y = SEA_LEVEL + 2;
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int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
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add_path(glm::vec3{x, y, z}, chunk_seed);
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}
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}
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void RiverWorm::cleanup_finished_rivers() {
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std::erase_if(m_paths,
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[](const auto& kv) { return kv.second.is_finished(); });
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}
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int RiverWorm::river_sum() const { return m_sum; }
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float& RiverWorm::river_probability() { return m_probability; }
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} // namespace Cubed
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