Files
Cubed/src/gameplay/cave_carver.cpp
zhenyan121 1a26474a05 feat: add cave (#8)
* feat: add cave generate

* fix: incorrect blocks on cave surface

* fix: non-deterministic cave generator

* refactor: move all chunk generation to dedicated generation thread

* refactor: remove inital cave

* feat: add cave parameter adjustment

* refactor: adjust cave probability
2026-05-09 20:13:55 +08:00

52 lines
1.6 KiB
C++

#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/constants.hpp"
namespace Cubed {
CaveCarver::CaveCarver() {}
std::unordered_map<int, CavePath>& 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<double>(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