#include "Cubed/gameplay/river_worm.hpp" #include "Cubed/constants.hpp" namespace Cubed { RiverWorm::RiverWorm() {} RiverWorm::RiverHashMap& RiverWorm::paths() { return m_paths; } void RiverWorm::init(unsigned world_seed) { m_seed = world_seed; m_random.init(m_seed); } void RiverWorm::reload(unsigned world_seed) { m_seed = world_seed; m_paths.clear(); init(world_seed); } void RiverWorm::add_path(const glm::vec3& pos, unsigned chunk_seed) { m_paths.emplace(chunk_seed, RiverPath{chunk_seed, m_seed, pos}); } void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos, unsigned chunk_seed) { { RiverHashMap::const_accessor acc; if (m_paths.find(acc, chunk_seed)) { return; } } Random random{chunk_seed}; if (random.random_bool(static_cast(m_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; int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X); int y = SEA_LEVEL + 2; int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z); add_path(glm::vec3{x, y, z}, chunk_seed); } } void RiverWorm::cleanup_finished_rivers() { std::vector finished_keys; for (const auto& pair : m_paths) { if (pair.second.is_finished()) { finished_keys.push_back(pair.first); } } for (const auto& key : finished_keys) { m_paths.erase(key); } } int RiverWorm::river_sum() const { return m_paths.size(); } float& RiverWorm::river_probability() { return m_probability; } } // namespace Cubed