mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-17 16:17:02 +08:00
* fix: correct snowy grass block texture * refactor: river generation * fix: water placement error due to interpolation * perf: improve river naturalness * feat: add river tab item * fix: path truncation
53 lines
1.6 KiB
C++
53 lines
1.6 KiB
C++
#include "Cubed/gameplay/river_worm.hpp"
|
|
|
|
#include "Cubed/constants.hpp"
|
|
|
|
namespace Cubed {
|
|
RiverWorm::RiverWorm() {}
|
|
|
|
std::unordered_map<unsigned, RiverPath>& RiverWorm::paths() { return m_paths; }
|
|
|
|
void RiverWorm::init(unsigned world_seed) {
|
|
m_seed = world_seed;
|
|
m_sum = 0;
|
|
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{m_seed, m_sum, pos});
|
|
m_sum++;
|
|
}
|
|
|
|
void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
|
|
unsigned chunk_seed) {
|
|
auto it = m_paths.find(chunk_seed);
|
|
if (it != m_paths.end()) {
|
|
return;
|
|
}
|
|
Random random{chunk_seed};
|
|
if (random.random_bool(static_cast<double>(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::erase_if(m_paths,
|
|
[](const auto& kv) { return kv.second.is_finished(); });
|
|
}
|
|
|
|
int RiverWorm::river_sum() const { return m_sum; }
|
|
float& RiverWorm::river_probability() { return m_probability; }
|
|
} // namespace Cubed
|