Files
Cubed/include/Cubed/gameplay/server_chunk.hpp

99 lines
3.3 KiB
C++

#pragma once
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include <array>
#include <atomic>
#include <optional>
#include <tuple>
namespace Cubed {
class ServerWorld;
class ServerChunk : public Chunk {
public:
ServerChunk(ServerWorld& world, ChunkPos chunk_pos,
bool temp_chunk = false);
ServerChunk(const ServerChunk&) = delete;
ServerChunk(ServerChunk&&) noexcept;
ServerChunk& operator=(const ServerChunk&) = delete;
ServerChunk& operator=(ServerChunk&&) noexcept;
static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
void set_chunk_block(int index, unsigned id);
// ensure thread safe!
void gen_chunk();
BiomeType get_biome() const;
ChunkPos get_chunk_pos() const;
const std::vector<BlockType>& get_chunk_blocks() const;
HeightMapArray get_heightmap() const;
bool is_temp_chunk() const;
ChunkPos chunk_pos() const;
BiomeType biome() const;
void biome(BiomeType b);
HeightMapArray& heightmap();
std::vector<BlockType>& blocks();
ServerWorld& world();
unsigned seed() const;
BiomeConditions& conditions();
bool& has_cave();
const OptionalBlockVectorArray& get_neightbor_blocks() const;
static int index(int x, int y, int z);
static int index(const glm::vec3& pos);
private:
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE;
std::atomic<bool> m_gening{false};
std::atomic<bool> m_temp_chunk{false};
bool m_has_cave{false};
std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
ChunkPos m_chunk_pos;
ServerWorld& m_world;
HeightMapArray m_heightmap;
// the index is a array of block id
std::vector<BlockType> m_blocks;
OptionalBlockVectorArray m_neightbor_blocks;
float frequency = 0.01f;
float height = 80;
unsigned m_seed = 0;
BiomeConditions m_conditions;
std::unique_ptr<ChunkGenerator> m_generator;
// Init Chunk
// Determine biome from temperature and humidity noise
void gen_phase_one();
// Generate heightmap using biome-specific noise
void gen_phase_two();
// Generate terrain blocks from heightmap and biome
void gen_phase_three();
// Blend surface blocks at chunk borders with neighbors
void gen_phase_four(const std::array<std::optional<std::vector<BlockType>>,
4>& neighbor_block);
// Generate biome-specific vegetation/structures
void gen_phase_five();
};
} // namespace Cubed