Files
Cubed/src/gameplay/river_worm.cpp
zhenyan121 f4114c2699 refactor: world generation (#17)
* refactor: use TBB for concurrent hash maps and parallelize chunk processing

* fix: tbb link fail

* refactor(chunk): remove biome check for caves in rivers and oceans

* refactor(random): replace std distributions with custom implementations

Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance.

* refactor(generation): use chunk seed for cave and river paths

- Use per-chunk seed instead of global path_id for cave and river generation.
- Remove unused m_sum variables and m_path_id members.
- Clamp river yaw within 10 degrees of initial direction.
- Fix river radius interpolation (use t instead of 1-t).
- Lower sea level from 64 to 63.
2026-06-14 11:36:37 +08:00

61 lines
1.7 KiB
C++

#include "Cubed/gameplay/river_worm.hpp"
#include "Cubed/constants.hpp"
namespace Cubed {
RiverWorm::RiverWorm() {}
RiverWorm::RiverHashMap& RiverWorm::paths() { return m_paths; }
void RiverWorm::init(unsigned world_seed) {
m_seed = world_seed;
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{chunk_seed, m_seed, pos});
}
void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
unsigned chunk_seed) {
{
RiverHashMap::const_accessor acc;
if (m_paths.find(acc, chunk_seed)) {
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::vector<unsigned> finished_keys;
for (const auto& pair : m_paths) {
if (pair.second.is_finished()) {
finished_keys.push_back(pair.first);
}
}
for (const auto& key : finished_keys) {
m_paths.erase(key);
}
}
int RiverWorm::river_sum() const { return m_paths.size(); }
float& RiverWorm::river_probability() { return m_probability; }
} // namespace Cubed