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* refactor(chunk): add ChunkInfo and switch to shared_mutex for chunk access Introduced ChunkInfo struct to expose chunk metadata (position, seed, biome). Replaced std::mutex with std::shared_mutex for chunk map to allow concurrent read access. Added World::get_chunk_info() method. Temporarily disabled cave/river cleanup and debug biome reporting. * refactor(cave,river,chunk): use ChunkPos as key for paths and track cave existence * refactor(gameplay): use deterministic origin-based cave and river generation Compute cave and river paths on-the-fly per chunk from a deterministic origin instead of storing them globally. Remove concurrent hash map storage, shared mutexes, and related cleanup methods. This simplifies concurrency and reduces memory overhead. * refactor(world): remove unused chunk generation progress tracking
55 lines
1.9 KiB
C++
55 lines
1.9 KiB
C++
#include "Cubed/gameplay/cave_carver.hpp"
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#include "Cubed/constants.hpp"
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#include "Cubed/gameplay/cave_path.hpp"
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#include "Cubed/tools/cubed_hash.hpp"
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#include "Cubed/tools/cubed_random.hpp"
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namespace Cubed {
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CaveCarver::CaveCarver() {}
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void CaveCarver::init(unsigned world_seed) { m_world_seed = world_seed; }
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void CaveCarver::reload(unsigned world_seed) {
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m_world_seed = world_seed;
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init(world_seed);
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}
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bool CaveCarver::has_origin_fast(const ChunkPos& pos) const {
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unsigned h = HASH::combine_32(HASH::combine_32(pos.x, pos.z), m_world_seed);
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return (h & 0xFFFF) < static_cast<unsigned>(m_cave_probability * 0xFFFF);
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}
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PathOrigin CaveCarver::get_origin(const ChunkPos& origin_chunk) const {
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// Quickly check if there is an origin point without constructing Random
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if (!has_origin_fast(origin_chunk)) {
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return {false, {}, 0};
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}
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unsigned chunk_seed =
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HASH::chunk_seed_hash(origin_chunk.x, origin_chunk.z, m_world_seed);
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Random random{chunk_seed};
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const int CHUNK_MIN_X = origin_chunk.x * CHUNK_SIZE;
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const int CHUNK_MIN_Z = origin_chunk.z * CHUNK_SIZE;
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const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
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const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
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const int CHUNK_MIN_Y = 0;
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const int CHUNK_MAX_Y = SIZE_Y - 1;
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int max_y = std::min(CHUNK_MAX_Y, 40);
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int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
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int y = random.random_int(CHUNK_MIN_Y + 1, max_y);
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int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
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return {true, {x, y, z}, chunk_seed};
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}
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int CaveCarver::search_radius() const {
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float max_displacement =
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3.0f * std::sqrt(static_cast<float>(CavePath::step_max())) *
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CavePath::step_len();
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return static_cast<int>(
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std::ceil((max_displacement + CavePath::radius_xz_max()) / CHUNK_SIZE));
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}
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unsigned CaveCarver::world_seed() const { return m_world_seed; }
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float CaveCarver::cave_probability() const { return m_cave_probability; }
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} // namespace Cubed
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