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feat: add ChunkGenerator
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50
include/Cubed/gameplay/chunk_generator.hpp
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50
include/Cubed/gameplay/chunk_generator.hpp
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#pragma once
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#include <Cubed/constants.hpp>
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#include <Cubed/tools/cubed_random.hpp>
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#include <atomic>
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#include <optional>
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namespace Cubed {
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class Chunk;
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class ChunkGenerator {
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static constexpr int SIZE_X = CHUCK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUCK_SIZE;
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using HeightMapArray = std::array<std::array<float, CHUCK_SIZE>, CHUCK_SIZE>;
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public:
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ChunkGenerator(Chunk& chunk);
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static void init();
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static void reload();
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static const unsigned& seed();
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static void seed(unsigned s);
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// Generate Biome
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void assign_chunk_biome();
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// Adjust Biome
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void resolve_biome_adjacency_conflict(const std::array<const Chunk*, 4>& adj_chunks);
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// Generate Heightmap
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void generate_heightmap();
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// Adjust Height
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void blend_heightmap_boundaries(const std::array<std::optional<HeightMapArray>, 4>& neighbor_heightmap);
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// Generate Block
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void generate_terrain_blocks();
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// Adjust Block;
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void blend_surface_blocks_borders(const std::array<std::optional<std::vector<uint8_t>>, 4>& neighbor_block);
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// Generate Structure
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void generate_vegetation();
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private:
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static inline std::atomic<bool> is_init {false};
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static inline unsigned m_generator_seed {0};
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static inline std::atomic<bool> is_seed_change {false};
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Chunk& m_chunk;
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Random m_random;
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};
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}
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