#include "Cubed/gameplay/cave_carver.hpp" #include "Cubed/constants.hpp" namespace Cubed { CaveCarver::CaveCarver() {} std::unordered_map& CaveCarver::paths() { return m_paths; } void CaveCarver::init(unsigned world_seed) { m_seed = world_seed; m_sum = 0; m_random.init(m_seed); } void CaveCarver::reload(unsigned world_seed) { m_seed = world_seed; m_paths.clear(); init(world_seed); } void CaveCarver::add_path(const glm::vec3& pos) { m_paths.emplace(m_sum, CavePath{m_seed, m_sum, pos}); m_sum++; } void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos, unsigned chunk_seed) { Random random{chunk_seed}; if (random.random_bool(static_cast(m_cave_probability))) { const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE; const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE; const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1; const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1; const int CHUNK_MIN_Y = 0; const int CHUNK_MAX_Y = SIZE_Y - 1; int max_y = std::min(CHUNK_MAX_Y, 40); int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X); int y = random.random_int(CHUNK_MIN_Y + 1, max_y); int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z); add_path(glm::vec3{x, y, z}); } } void CaveCarver::cleanup_finished_caves() { std::erase_if(m_paths, [](const auto& kv) { return kv.second.is_finished(); }); } int CaveCarver::cave_sum() const { return m_sum; } float& CaveCarver::cave_probability() { return m_cave_probability; } } // namespace Cubed