Files
voxelforge/core/src/Structures.cpp
T

133 lines
4.4 KiB
C++

#include "vf/Structures.h"
#include <cstdlib>
namespace vf {
namespace {
struct Rng {
uint32_t state;
uint32_t next() {
state ^= state << 13;
state ^= state >> 17;
state ^= state << 5;
return state;
}
int range(int lo, int hi) { return lo + static_cast<int>(next() % static_cast<uint32_t>(hi - lo + 1)); }
bool chance(int percent) { return static_cast<int>(next() % 100u) < percent; }
};
void addTrunk(std::vector<StructureEdit>& edits, int height) {
for (int y = 0; y < height; ++y) edits.push_back({{0, y, 0}, Block::Wood});
}
std::vector<StructureEdit> buildOak(Rng& rng) {
std::vector<StructureEdit> edits;
int trunk = rng.range(4, 6);
addTrunk(edits, trunk);
int canopyBottom = trunk - 2;
for (int dy = 0; dy <= 2; ++dy) {
int radius = dy == 2 ? 1 : 2;
int y = canopyBottom + dy;
for (int dx = -radius; dx <= radius; ++dx) {
for (int dz = -radius; dz <= radius; ++dz) {
if (dx == 0 && dz == 0 && y < trunk) continue; // trunk occupies the core
int manhattan = std::abs(dx) + std::abs(dz);
if (manhattan > radius + (dy == 0 ? 1 : 0)) continue;
if (manhattan == radius + 1 && rng.chance(50)) continue; // ragged edge
edits.push_back({{dx, y, dz}, Block::Leaves});
}
}
}
edits.push_back({{0, trunk, 0}, Block::Leaves}); // crown
return edits;
}
std::vector<StructureEdit> buildPine(Rng& rng) {
std::vector<StructureEdit> edits;
int trunk = rng.range(6, 9);
addTrunk(edits, trunk);
for (int y = 2; y <= trunk; ++y) {
int fromTop = trunk - y;
int radius = fromTop >= 3 ? 2 : (fromTop >= 1 ? 1 : 0);
for (int dx = -radius; dx <= radius; ++dx)
for (int dz = -radius; dz <= radius; ++dz) {
if (std::abs(dx) + std::abs(dz) > radius) continue;
if (dx == 0 && dz == 0 && y < trunk) continue;
edits.push_back({{dx, y, dz}, Block::Leaves});
}
}
edits.push_back({{0, trunk + 1, 0}, Block::Leaves}); // tip
return edits;
}
std::vector<StructureEdit> buildHut(Rng& rng) {
std::vector<StructureEdit> edits;
int height = rng.range(3, 4);
const int half = 2;
for (int dx = -half; dx <= half; ++dx)
for (int dz = -half; dz <= half; ++dz)
edits.push_back({{dx, 0, dz}, Block::Wood}); // floor
for (int y = 1; y <= height; ++y)
for (int dx = -half; dx <= half; ++dx)
for (int dz = -half; dz <= half; ++dz) {
bool perimeter = std::abs(dx) == half || std::abs(dz) == half;
if (!perimeter) continue;
bool door = dx == 0 && dz == -half && y <= 2; // doorway on the -z wall
if (door) continue;
edits.push_back({{dx, y, dz}, Block::Wood});
}
for (int dx = -half; dx <= half; ++dx)
for (int dz = -half; dz <= half; ++dz)
edits.push_back({{dx, height + 1, dz}, Block::Leaves}); // thatched roof
edits.push_back({{0, height, 0}, Block::Glowstone}); // lantern (distinct marker)
(void)rng;
return edits;
}
} // namespace
uint32_t structureHash(uint32_t seed, int x, int y, int z) {
uint32_t h = seed * 2654435761u;
h ^= static_cast<uint32_t>(x) * 0x9e3779b9u;
h = (h << 13) | (h >> 19);
h ^= static_cast<uint32_t>(y) * 0x85ebca6bu;
h = (h << 7) | (h >> 25);
h ^= static_cast<uint32_t>(z) * 0xc2b2ae35u;
h ^= h >> 16;
h *= 0x7feb352du;
h ^= h >> 15;
return h;
}
std::vector<StructureEdit> buildStructure(StructureKind kind, uint32_t seed) {
Rng rng{seed ? seed : 0x9e3779b9u};
switch (kind) {
case StructureKind::OakTree: return buildOak(rng);
case StructureKind::PineTree: return buildPine(rng);
case StructureKind::Hut: return buildHut(rng);
}
return {};
}
void stampStructure(World& world, const Vec3i& base, const std::vector<StructureEdit>& edits,
int maxY) {
for (const StructureEdit& edit : edits) {
int gx = base.x + edit.offset.x;
int gy = base.y + edit.offset.y;
int gz = base.z + edit.offset.z;
if (gy < 0 || gy >= maxY) continue;
if (edit.block == Block::Leaves && world.blockAt(gx, gy, gz) != Block::Air) continue;
world.setBlock(gx, gy, gz, edit.block);
}
}
} // namespace vf