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Cubed/src/gameplay/biome.cpp

219 lines
6.2 KiB
C++

#include <Cubed/gameplay/biome.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/perlin_noise.hpp>
#include <cmath>
#include <unordered_map>
namespace Cubed {
static PlainParams plain {
{
Biome::PLAIN,
{0.0f, 0.5f},
{0.0f, 0.5f},
{0.003f, 0.010f, 0.020f},
{62, 8}
}
};
static ForestParams forest {
{
Biome::FOREST,
{0.5f, 1.0f},
{0.5f, 1.0f},
{0.004f, 0.010f, 0.020f},
{64, 12}
},
0.1f
};
static DesertParams desert {
{
Biome::DESERT,
{0.5f, 1.0f},
{0.0f, 0.5f},
{0.003f, 0.010f, 0.020f},
{61, 12}
}
};
static MountainParams mountain {
{
Biome::MOUNTAIN,
{0.0f, 0.5f},
{0.5f, 1.0f},
{0.006f, 0.015f, 0.030f},
{70, 70}
}
};
std::string get_biome_str(Biome biome) {
std::string str;
using enum Biome;
switch (biome) {
case PLAIN:
str = "Plain";
break;
case FOREST:
str = "Forest";
break;
case DESERT:
str = "Desert";
break;
case MOUNTAIN:
str = "Mountain";
break;
case NONE:
str = "Unknown";
break;
}
return str;
};
/*
Biome get_biome_from_noise(float temp, float humid) {
auto weight = [](float t, float h, float ct, float ch) -> float {
float dt = t - ct;
float dh = h - ch;
float dist = std::sqrt(dt*dt + dh*dh);
return std::max(0.0f, 0.5f - dist);
};
float w_m = weight(temp, humid, 0.25f, 0.15f);
float w_p = weight(temp, humid, 0.50f, 0.40f);
float w_d = weight(temp, humid, 0.75f, 0.15f);
float w_f = weight(temp, humid, 0.75f, 0.75f);
w_m = pow(w_m, 8); w_p = pow(w_p, 8); w_d = pow(w_d, 8); w_f = pow(w_f, 8);
if (w_m >= w_p && w_m >= w_d && w_m >= w_f) return Biome::MOUNTAIN;
if (w_p >= w_m && w_p >= w_d && w_p >= w_f) return Biome::PLAIN;
if (w_d >= w_m && w_d >= w_p && w_d >= w_f) return Biome::DESERT;
return Biome::FOREST;
}
*/
Biome get_biome_from_noise(float temp, float humid) {
using enum Biome;
if (plain.temp.first <= temp && temp < plain.temp.second && plain.humid.first <= humid && humid < plain.humid.second) {
return PLAIN;
}
if (forest.temp.first <= temp && temp < forest.temp.second && forest.humid.first <= humid && humid < forest.humid.second) {
return FOREST;
}
if (desert.temp.first <= temp && temp < desert.temp.second && desert.humid.first <= humid && humid < desert.humid.second) {
return DESERT;
}
if (mountain.temp.first <= temp && temp <= mountain.temp.second && mountain.humid.first <= humid && humid <= mountain.humid.second) {
return MOUNTAIN;
}
Logger::warn("Invail Temp {} or Humid {}", temp, humid);
return PLAIN;
}
std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
using enum Biome;
switch (biome) {
case PLAIN:
return plain.frequencies;
case FOREST:
return forest.frequencies;
case DESERT:
return desert.frequencies;
case MOUNTAIN:
return mountain.frequencies;
case NONE:
ASSERT_MSG(false, "Chunk Biome is None");
throw std::invalid_argument{"Chunk Biome is None"};
}
Logger::warn("Unknown Biome");
return {0.003f, 0.015f, 0.06f};
}
BiomeHeightRange get_biome_height_range(Biome biome) {
using enum Biome;
switch (biome) {
case PLAIN:
return plain.height_range;
case FOREST:
return forest.height_range;
case DESERT:
return desert.height_range;
case MOUNTAIN:
return mountain.height_range;
case NONE:
ASSERT_MSG(false, "Chunk Biome is None");
throw std::invalid_argument{"Chunk Biome is None"};
}
Logger::warn("Unknown Biome");
return {62, 4};
}
Biome safe_int_to_biome(int x) {
using enum Biome;
static const std::unordered_map<int, Biome> INT_TO_BIOME_MAP {
{0, PLAIN},
{1, FOREST},
{2, DESERT},
{3, MOUNTAIN}
};
auto it = INT_TO_BIOME_MAP.find(x);
ASSERT_MSG(it != INT_TO_BIOME_MAP.end(), ":Can't Find");
return it->second;
}
int get_interpolated_height(float world_x, float world_z, float temp, float humid) {
auto weight = [](float t, float h, float ct, float ch) -> float {
float dt = t - ct;
float dh = h - ch;
float dist = std::sqrt(dt*dt + dh*dh);
return std::max(0.0f, 0.5f - dist);
};
float w_mountain = weight(temp, humid, 0.25f, 0.15f);
float w_plain = weight(temp, humid, 0.50f, 0.40f);
float w_desert = weight(temp, humid, 0.75f, 0.15f);
float w_forest = weight(temp, humid, 0.75f, 0.75f);
// adjust transitions between chunks
float pow_n = 8.0f; // the larger n is, the purer the biome
w_mountain = std::pow(w_mountain, pow_n) * MOUNTAIN_FREQ;
w_plain = std::pow(w_plain, pow_n) * PLAIN_FREQ;
w_desert = std::pow(w_desert, pow_n) * DESERT_FREQ;
w_forest = std::pow(w_forest, pow_n) * FOREST_FREQ;
float total = w_mountain + w_plain + w_desert + w_forest;
w_mountain /= total; w_plain /= total; w_desert /= total; w_forest /= total;
auto sample_height = [&](Biome b) -> float {
auto range = get_biome_height_range(b);
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
float n =
1.00f * PerlinNoise::noise(world_x * f1, 0.5f, world_z * f1) +
0.50f * PerlinNoise::noise(world_x * f2, 0.5f, world_z * f2) +
0.25f * PerlinNoise::noise(world_x * f3, 0.5f, world_z * f3);
n /= 1.75f;
return range.base_y + n * range.amplitude;
};
float h = w_mountain * sample_height(Biome::MOUNTAIN)
+ w_plain * sample_height(Biome::PLAIN)
+ w_desert * sample_height(Biome::DESERT)
+ w_forest * sample_height(Biome::FOREST);
return static_cast<int>(h);
}
PlainParams& plain_params() {
return plain;
}
ForestParams& forest_params() {
return forest;
}
DesertParams& desert_params() {
return desert;
}
MountainParams& mountain_params() {
return mountain;
}
}