#include "Cubed/gameplay/builders/forest_builder.hpp" #include "Cubed/gameplay/chunk.hpp" #include "Cubed/gameplay/chunk_generator.hpp" #include "Cubed/gameplay/tree.hpp" #include #include namespace Cubed { ForestBuilder::ForestBuilder(ChunkGenerator& chunk_generator) : m_chunk_generator(chunk_generator) {} void ForestBuilder::build_biome() { BiomeBuilder::build_bottom(); build_blocks(); }; void ForestBuilder::build_blocks() { auto& m_chunk = m_chunk_generator.chunk(); auto& m_blocks = m_chunk.blocks(); auto& m_heightmap = m_chunk.heightmap(); for (int x = 0; x < CHUNK_SIZE; x++) { for (int z = 0; z < CHUNK_SIZE; z++) { int height = static_cast(m_heightmap[x][z]); for (int y = 5; y < height - 5; y++) { m_blocks[Chunk::index(x, y, z)] = 3; } for (int y = height - 5; y < height; y++) { m_blocks[Chunk::index(x, y, z)] = 2; } m_blocks[Chunk::index(x, height, z)] = 1; } } } void ForestBuilder::build_vegetation() { auto& m_chunk = m_chunk_generator.chunk(); auto& m_heightmap = m_chunk.heightmap(); auto& m_random = m_chunk_generator.random(); std::array x_arr; std::iota(x_arr.begin(), x_arr.end(), 0); std::shuffle(x_arr.begin(), x_arr.end(), m_random.engine()); std::array z_arr; std::iota(z_arr.begin(), z_arr.end(), 0); std::shuffle(z_arr.begin(), z_arr.end(), m_random.engine()); for (auto x : x_arr) { for (auto z : z_arr) { int y = static_cast(m_heightmap[x][z]); if (m_random.random_bool(forest_params().tree_frequency) && y >= SEA_LEVEL) { build_tree(m_chunk, {x, y, z}); } } } place_grass(); } ChunkGenerator& ForestBuilder::get_chunk_generator() { return m_chunk_generator; }; } // namespace Cubed