refactor: re-organize tilemap library structure

Signed-off-by: szdytom <szdytom@qq.com>
This commit is contained in:
方而静 2025-08-03 15:22:33 +08:00
parent d69a13d58a
commit 5ea6d46a9f
Signed by: szTom
GPG Key ID: 072D999D60C6473C
30 changed files with 613 additions and 533 deletions

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@ -140,8 +140,8 @@ BiomeType determine_biome(double temperature, double humidity);
### Basic Usage ### Basic Usage
```cpp ```cpp
#include "tilemap.h" #include "tilemap/tilemap.h"
#include "generation.h" #include "tilemap/generation.h"
// Create map // Create map
istd::TileMap tilemap(4); // 4x4 chunks istd::TileMap tilemap(4); // 4x4 chunks

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@ -1,10 +1,9 @@
#include "bmp.h" #include "bmp.h"
#include "generation.h" #include "tilemap/generation.h"
#include "tile.h" #include "tilemap/tile.h"
#include "tilemap.h" #include "tilemap/tilemap.h"
#include <chrono> #include <chrono>
#include <cstdlib> #include <cstdlib>
#include <format>
#include <print> #include <print>
#include <string> #include <string>

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@ -1,495 +0,0 @@
#ifndef TILEMAP_GENERATION_H
#define TILEMAP_GENERATION_H
#include "biome.h"
#include "chunk.h"
#include "noise.h"
#include "tilemap.h"
#include "xoroshiro.h"
#include <cstdint>
#include <vector>
namespace istd {
/**
* @brief Configuration parameters for terrain generation
*/
struct GenerationConfig {
Seed seed;
// Noise parameters
double temperature_scale = 0.05; // Scale for temperature noise
int temperature_octaves = 3; // Number of octaves for temperature noise
double temperature_persistence = 0.4; // Persistence for temperature noise
double humidity_scale = 0.05; // Scale for humidity noise
int humidity_octaves = 3; // Number of octaves for humidity noise
double humidity_persistence = 0.4; // Persistence for humidity noise
double base_scale = 0.08; // Scale for base terrain noise
int base_octaves = 3; // Number of octaves for base terrain noise
double base_persistence = 0.5; // Persistence for base terrain noise
int mountain_smoothen_steps = 2; // Number of steps for mountain smoothing
// cellular automata
std::uint32_t mountain_remove_threshold = 10; // Threshold for mountain
// removal
int island_smoothen_steps = 8; // Number of steps for island smoothing
// cellular automata
std::uint32_t island_remove_threshold = 8; // Threshold for island removal
std::uint32_t fill_threshold = 10; // Fill holes smaller than this size
std::uint32_t deepwater_radius = 2; // Radius for deepwater generation
// Oil generation parameters
std::uint8_t oil_density = 204; // Average oil fields per 255 chunk (~0.8)
std::uint8_t oil_cluster_min_size = 1; // Minimum tiles per oil cluster
std::uint8_t oil_cluster_max_size = 7; // Maximum tiles per oil cluster
// (should be <= 24)
std::uint8_t oil_base_probe = 128; // Biome preference multiplier (out
// of 255)
};
class BiomeGenerationPass {
private:
const GenerationConfig &config_;
UniformPerlinNoise temperature_noise_;
UniformPerlinNoise humidity_noise_;
public:
/**
* @brief Construct a biome generation pass
* @param config Generation configuration parameters
* @param r1 Random number generator for temperature noise
* @param r2 Random number generator for humidity noise
*/
BiomeGenerationPass(
const GenerationConfig &config, Xoroshiro128PP r1, Xoroshiro128PP r2
);
/**
* @brief Generate biomes for the entire tilemap
* @param tilemap The tilemap to generate biomes into
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Get climate values at a global position
* @param global_x Global X coordinate
* @param global_y Global Y coordinate
* @return Pair of (temperature, humidity) in range [0,1]
*/
std::pair<double, double> get_climate(
double global_x, double global_y
) const;
};
class BaseTileTypeGenerationPass {
private:
const GenerationConfig &config_;
UniformPerlinNoise base_noise_;
public:
/**
* @brief Construct a base tile type generation pass
* @param config Generation configuration parameters
* @param rng Random number generator for base terrain noise
*/
BaseTileTypeGenerationPass(
const GenerationConfig &config, Xoroshiro128PP rng
);
/**
* @brief Generate base tile types for the entire tilemap
* @param tilemap The tilemap to generate base types into
*/
void operator()(TileMap &tilemap);
/**
* @brief Generate terrain for a single chunk
* @param tilemap The tilemap to modify
* @param chunk_x Chunk X coordinate
* @param chunk_y Chunk Y coordinate
*/
void generate_chunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y
);
/**
* @brief Generate terrain for a sub-chunk with specific biome
* @param tilemap The tilemap to modify
* @param chunk_x Chunk X coordinate
* @param chunk_y Chunk Y coordinate
* @param sub_pos Sub-chunk position within the chunk
* @param biome The biome type for this sub-chunk
*/
void generate_subchunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y,
SubChunkPos sub_pos, BiomeType biome
);
/**
* @brief Determine base terrain type based on noise value and biome
* properties
* @param noise_value Base terrain noise value [0,1]
* @param properties Biome properties to use
* @return The appropriate base tile type
*/
BaseTileType determine_base_type(
double noise_value, const BiomeProperties &properties
) const;
};
class MountainHoleFillPass {
private:
const GenerationConfig &config_;
public:
/**
* @brief Construct a hole fill pass
* @param config Generation configuration parameters
*/
explicit MountainHoleFillPass(const GenerationConfig &config);
/**
* @brief Fill small holes in the terrain using BFS
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Check if a tile type is passable for BFS
* @param type The base tile type to check
* @return True if the tile is passable (not mountain or at boundary)
*/
bool is_passable(BaseTileType type) const;
/**
* @brief Perform BFS to find connected component size
* @param tilemap The tilemap to search
* @param start_pos Starting position for BFS
* @param visited 2D array tracking visited tiles
* @param positions Output vector of positions in this component
* @return Size of the connected component
*/
std::uint32_t bfs_component_size(
TileMap &tilemap, TilePos start_pos,
std::vector<std::vector<bool>> &visited, std::vector<TilePos> &positions
);
};
class SmoothenMountainsPass {
private:
const GenerationConfig &config_;
DiscreteRandomNoise noise_;
/**
* @brief Perform BFS to find connected component size for mountains
* @param tilemap The tilemap to search
* @param start_pos Starting position for BFS
* @param visited 2D array tracking visited tiles
* @param positions Output vector of positions in this component
* @return Size of the connected component
*/
std::uint32_t bfs_component_size(
TileMap &tilemap, TilePos start_pos,
std::vector<std::vector<bool>> &visited, std::vector<TilePos> &positions
);
/**
* @brief Replace mountain tiles with terrain types from neighboring areas
* @param tilemap The tilemap to modify
* @param positions Vector of mountain positions to replace
*/
void demountainize(TileMap &tilemap, const std::vector<TilePos> &positions);
/**
* @brief Remove small mountain components to create smoother terrain
* @param tilemap The tilemap to process
*/
void remove_small_mountain(TileMap &tilemap);
/**
* @brief Smoothen mountains with cellular automata
* @param tilemap The tilemap to process
*/
void smoothen_mountains(TileMap &tilemap, std::uint32_t step_i);
void smoothen_mountains_tile(
const TileMap &tilemap, TilePos pos, std::uint32_t step_i,
std::vector<std::pair<TilePos, Tile>> &replacements
);
public:
/**
* @brief Construct a mountain smoothing pass
* @param config Generation configuration parameters
* @param rng Random number generator for terrain replacement
*/
SmoothenMountainsPass(const GenerationConfig &config, Xoroshiro128PP rng);
/**
* @brief Smoothen mountains in the terrain
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
};
class SmoothenIslandPass {
private:
const GenerationConfig &config_;
DiscreteRandomNoise noise_;
/**
* @brief Perform BFS to find connected component size for islands
* @param tilemap The tilemap to search
* @param start_pos Starting position for BFS
* @param visited 2D array tracking visited tiles
* @param positions Output vector of positions in this component
* @return Size of the connected component
*/
std::uint32_t bfs_component_size(
TileMap &tilemap, TilePos start_pos,
std::vector<std::vector<bool>> &visited, std::vector<TilePos> &positions
);
/**
* @brief Remove small island components to create smoother terrain
* @param tilemap The tilemap to process
*/
void remove_small_island(TileMap &tilemap);
/**
* @brief Smoothen islands with cellular automata
* @param tilemap The tilemap to process
*/
void smoothen_islands(TileMap &tilemap, std::uint32_t step_i);
void smoothen_islands_subchunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y,
SubChunkPos sub_pos, std::uint32_t step_i,
std::vector<std::pair<TilePos, Tile>> &replacements
);
struct CACtx {
BiomeType biome;
std::uint8_t rand;
int adj_land, adj_sand, adj_water; // Adjacent tile counts
};
Tile ca_tile(TilePos pos, Tile tile, const CACtx &ctx) const;
/**
* @brief Check if a tile is part of an island (Land or Sand)
* @param tile The tile to check
* @return True if the tile is Land or Sand
*/
bool is_island_tile(const Tile &tile) const;
public:
/**
* @brief Construct an island smoothing pass
* @param config Generation configuration parameters
* @param rng Random number generator for terrain replacement
*/
SmoothenIslandPass(const GenerationConfig &config, Xoroshiro128PP rng);
/**
* @brief Smoothen islands in the terrain
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
};
// Terrain generator class that manages the generation process
class TerrainGenerator {
private:
GenerationConfig config_;
Xoroshiro128PP master_rng_;
public:
/**
* @brief Construct a terrain generator with the given configuration
* @param config Generation configuration
*/
explicit TerrainGenerator(const GenerationConfig &config);
/**
* @brief Generate terrain for the entire tilemap
* @param tilemap The tilemap to generate into
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Generate biome data for all chunks
* @param tilemap The tilemap to generate biomes into
*/
void biome_pass(TileMap &tilemap);
/**
* @brief Generate base tile types for all chunks
* @param tilemap The tilemap to generate base types into
*/
void base_tile_type_pass(TileMap &tilemap);
/**
* @brief Smoothen mountains in the terrain
* @param tilemap The tilemap to process
*/
void smoothen_mountains_pass(TileMap &tilemap);
/**
* @brief Smoothen islands in the terrain
* @param tilemap The tilemap to process
*/
void smoothen_islands_pass(TileMap &tilemap);
/**
* @brief Fill small holes in the terrain
* @param tilemap The tilemap to process
*/
void mountain_hole_fill_pass(TileMap &tilemap);
/**
* @brief Generate deepwater tiles in ocean biomes
* @param tilemap The tilemap to process
*/
void deepwater_pass(TileMap &tilemap);
/**
* @brief Generate oil clusters on suitable terrain
* @param tilemap The tilemap to process
*/
void oil_pass(TileMap &tilemap);
};
class DeepwaterGenerationPass {
private:
std::uint32_t deepwater_radius_;
public:
/**
* @brief Construct a deepwater generation pass
* @param deepwater_radius Radius to check for water tiles around each water
* tile (default: 1)
*/
explicit DeepwaterGenerationPass(std::uint32_t deepwater_radius);
/**
* @brief Generate deepwater tiles in ocean biomes
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Check if a tile position is within a certain radius and all tiles
* are water
* @param tilemap The tilemap to check
* @param center_pos Center position to check around
* @param radius Radius to check within
* @return True if all tiles within radius are water
*/
private:
/**
* @brief Process an ocean sub-chunk to generate deepwater tiles
* @param tilemap The tilemap to process
* @param chunk_x Chunk X coordinate
* @param chunk_y Chunk Y coordinate
* @param sub_pos Sub-chunk position within the chunk
*/
void process_ocean_subchunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y,
SubChunkPos sub_pos
);
/**
* @brief Check if a tile position is within a certain radius and all tiles
* are water or deepwater
* @param tilemap The tilemap to check
* @param center_pos Center position to check around
* @param radius Radius to check within
* @return True if all tiles within radius are water or deepwater
*/
bool is_surrounded_by_water(
const TileMap &tilemap, TilePos center_pos, std::uint32_t radius
) const;
};
class OilGenerationPass {
private:
const GenerationConfig &config_;
Xoroshiro128PP rng_;
DiscreteRandomNoise noise_;
public:
/**
* @brief Construct an oil generation pass
* @param config Generation configuration parameters
* @param rng Random number generator for oil placement
* @param noise_rng Random number generator for noise-based operations
*/
OilGenerationPass(
const GenerationConfig &config, Xoroshiro128PP rng,
Xoroshiro128PP noise_rng
);
/**
* @brief Generate oil clusters on the tilemap
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Generate oil center positions using Poisson disk sampling
* @param tilemap The tilemap to analyze
* @return Vector of positions where oil clusters should be placed
*/
std::vector<TilePos> generate_oil_centers(const TileMap &tilemap);
/**
* @brief Generate an oil cluster around a center position
* @param tilemap The tilemap to modify
* @param center Center position for the oil cluster
*/
void generate_oil_cluster(TileMap &tilemap, TilePos center);
/**
* @brief Check if a tile is suitable for oil placement
* @param tilemap The tilemap to check
* @param pos Position to check
* @return True if oil can be placed at this position
*/
bool is_suitable_for_oil(const TileMap &tilemap, TilePos pos) const;
/**
* @brief Get biome preference multiplier for oil generation (out of 255)
* @param biome The biome type to check
* @return Preference value (0-255)
*/
std::uint8_t get_biome_oil_preference(BiomeType biome) const;
/**
* @brief Calculate minimum distance between oil fields based on map size
* @return Minimum distance in tiles
*/
std::uint32_t calculate_min_oil_distance() const;
};
/**
* @brief Generate a tilemap using the new biome-based system
* @param tilemap The tilemap to generate into
* @param config Configuration for generation
*/
void map_generate(TileMap &tilemap, const GenerationConfig &config);
} // namespace istd
#endif

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@ -1,6 +1,6 @@
#ifndef ISTD_TILEMAP_CHUNK_H #ifndef ISTD_TILEMAP_CHUNK_H
#define ISTD_TILEMAP_CHUNK_H #define ISTD_TILEMAP_CHUNK_H
#include "tile.h" #include "tilemap/tile.h"
#include <compare> #include <compare>
#include <cstdint> #include <cstdint>
#include <functional> #include <functional>

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@ -0,0 +1,121 @@
#ifndef TILEMAP_GENERATION_H
#define TILEMAP_GENERATION_H
#include "tilemap/tilemap.h"
#include "tilemap/xoroshiro.h"
#include <cstdint>
namespace istd {
/**
* @brief Configuration parameters for terrain generation
*/
struct GenerationConfig {
Seed seed;
// Noise parameters
double temperature_scale = 0.05; // Scale for temperature noise
int temperature_octaves = 3; // Number of octaves for temperature noise
double temperature_persistence = 0.4; // Persistence for temperature noise
double humidity_scale = 0.05; // Scale for humidity noise
int humidity_octaves = 3; // Number of octaves for humidity noise
double humidity_persistence = 0.4; // Persistence for humidity noise
double base_scale = 0.08; // Scale for base terrain noise
int base_octaves = 3; // Number of octaves for base terrain noise
double base_persistence = 0.5; // Persistence for base terrain noise
int mountain_smoothen_steps = 2; // Number of steps for mountain smoothing
// cellular automata
std::uint32_t mountain_remove_threshold = 10; // Threshold for mountain
// removal
int island_smoothen_steps = 8; // Number of steps for island smoothing
// cellular automata
std::uint32_t island_remove_threshold = 8; // Threshold for island removal
std::uint32_t fill_threshold = 10; // Fill holes smaller than this size
std::uint32_t deepwater_radius = 2; // Radius for deepwater generation
// Oil generation parameters
std::uint8_t oil_density = 204; // Average oil fields per 255 chunk (~0.8)
std::uint8_t oil_cluster_min_size = 1; // Minimum tiles per oil cluster
std::uint8_t oil_cluster_max_size = 7; // Maximum tiles per oil cluster
// (should be <= 24)
std::uint8_t oil_base_probe = 128; // Biome preference multiplier (out
// of 255)
};
// Terrain generator class that manages the generation process
class TerrainGenerator {
private:
GenerationConfig config_;
Xoroshiro128PP master_rng_;
public:
/**
* @brief Construct a terrain generator with the given configuration
* @param config Generation configuration
*/
explicit TerrainGenerator(const GenerationConfig &config);
/**
* @brief Generate terrain for the entire tilemap
* @param tilemap The tilemap to generate into
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Generate biome data for all chunks
* @param tilemap The tilemap to generate biomes into
*/
void biome_pass(TileMap &tilemap);
/**
* @brief Generate base tile types for all chunks
* @param tilemap The tilemap to generate base types into
*/
void base_tile_type_pass(TileMap &tilemap);
/**
* @brief Smoothen mountains in the terrain
* @param tilemap The tilemap to process
*/
void smoothen_mountains_pass(TileMap &tilemap);
/**
* @brief Smoothen islands in the terrain
* @param tilemap The tilemap to process
*/
void smoothen_islands_pass(TileMap &tilemap);
/**
* @brief Fill small holes in the terrain
* @param tilemap The tilemap to process
*/
void mountain_hole_fill_pass(TileMap &tilemap);
/**
* @brief Generate deepwater tiles in ocean biomes
* @param tilemap The tilemap to process
*/
void deepwater_pass(TileMap &tilemap);
/**
* @brief Generate oil clusters on suitable terrain
* @param tilemap The tilemap to process
*/
void oil_pass(TileMap &tilemap);
};
/**
* @brief Generate a tilemap using the new biome-based system
* @param tilemap The tilemap to generate into
* @param config Configuration for generation
*/
void map_generate(TileMap &tilemap, const GenerationConfig &config);
} // namespace istd
#endif

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@ -1,7 +1,7 @@
#ifndef ISTD_TILEMAP_NOISE_H #ifndef ISTD_TILEMAP_NOISE_H
#define ISTD_TILEMAP_NOISE_H #define ISTD_TILEMAP_NOISE_H
#include "xoroshiro.h" #include "tilemap/xoroshiro.h"
#include <array> #include <array>
#include <cstdint> #include <cstdint>
#include <vector> #include <vector>

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@ -0,0 +1,68 @@
#ifndef ISTD_TILEMAP_PASS_BASE_TILE_TYPE_H
#define ISTD_TILEMAP_PASS_BASE_TILE_TYPE_H
#include "tilemap/biome.h"
#include "tilemap/generation.h"
#include "tilemap/noise.h"
namespace istd {
class BaseTileTypeGenerationPass {
private:
const GenerationConfig &config_;
UniformPerlinNoise base_noise_;
public:
/**
* @brief Construct a base tile type generation pass
* @param config Generation configuration parameters
* @param rng Random number generator for base terrain noise
*/
BaseTileTypeGenerationPass(
const GenerationConfig &config, Xoroshiro128PP rng
);
/**
* @brief Generate base tile types for the entire tilemap
* @param tilemap The tilemap to generate base types into
*/
void operator()(TileMap &tilemap);
/**
* @brief Generate terrain for a single chunk
* @param tilemap The tilemap to modify
* @param chunk_x Chunk X coordinate
* @param chunk_y Chunk Y coordinate
*/
void generate_chunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y
);
/**
* @brief Generate terrain for a sub-chunk with specific biome
* @param tilemap The tilemap to modify
* @param chunk_x Chunk X coordinate
* @param chunk_y Chunk Y coordinate
* @param sub_pos Sub-chunk position within the chunk
* @param biome The biome type for this sub-chunk
*/
void generate_subchunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y,
SubChunkPos sub_pos, BiomeType biome
);
/**
* @brief Determine base terrain type based on noise value and biome
* properties
* @param noise_value Base terrain noise value [0,1]
* @param properties Biome properties to use
* @return The appropriate base tile type
*/
BaseTileType determine_base_type(
double noise_value, const BiomeProperties &properties
) const;
};
} // namespace istd
#endif

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@ -0,0 +1,47 @@
#ifndef ISTD_TILEMAP_PASS_BIOME_H
#define ISTD_TILEMAP_PASS_BIOME_H
#include "tilemap/generation.h"
#include "tilemap/noise.h"
namespace istd {
class BiomeGenerationPass {
private:
const GenerationConfig &config_;
UniformPerlinNoise temperature_noise_;
UniformPerlinNoise humidity_noise_;
public:
/**
* @brief Construct a biome generation pass
* @param config Generation configuration parameters
* @param r1 Random number generator for temperature noise
* @param r2 Random number generator for humidity noise
*/
BiomeGenerationPass(
const GenerationConfig &config, Xoroshiro128PP r1, Xoroshiro128PP r2
);
/**
* @brief Generate biomes for the entire tilemap
* @param tilemap The tilemap to generate biomes into
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Get climate values at a global position
* @param global_x Global X coordinate
* @param global_y Global Y coordinate
* @return Pair of (temperature, humidity) in range [0,1]
*/
std::pair<double, double> get_climate(
double global_x, double global_y
) const;
};
} // namespace istd
#endif

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#ifndef TILEMAP_PASS_DEEPWATER_H
#define TILEMAP_PASS_DEEPWATER_H
#include "tilemap/tilemap.h"
#include <cstdint>
namespace istd {
class DeepwaterGenerationPass {
private:
std::uint32_t deepwater_radius_;
public:
/**
* @brief Construct a deepwater generation pass
* @param deepwater_radius Radius to check for water tiles around each water
* tile
*/
explicit DeepwaterGenerationPass(std::uint32_t deepwater_radius);
/**
* @brief Generate deepwater tiles in ocean biomes
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Check if a tile position is within a certain radius and all tiles
* are water
* @param tilemap The tilemap to check
* @param center_pos Center position to check around
* @param radius Radius to check within
* @return True if all tiles within radius are water
*/
private:
/**
* @brief Process an ocean sub-chunk to generate deepwater tiles
* @param tilemap The tilemap to process
* @param chunk_x Chunk X coordinate
* @param chunk_y Chunk Y coordinate
* @param sub_pos Sub-chunk position within the chunk
*/
void process_ocean_subchunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y,
SubChunkPos sub_pos
);
/**
* @brief Check if a tile position is within a certain radius and all tiles
* are water or deepwater
* @param tilemap The tilemap to check
* @param center_pos Center position to check around
* @param radius Radius to check within
* @return True if all tiles within radius are water or deepwater
*/
bool is_surrounded_by_water(
const TileMap &tilemap, TilePos center_pos, std::uint32_t radius
) const;
};
} // namespace istd
#endif

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#ifndef ISTD_TILEMAP_PASS_MOUNTAIN_HOLE_FILL_H
#define ISTD_TILEMAP_PASS_MOUNTAIN_HOLE_FILL_H
#include "tilemap/generation.h"
namespace istd {
class MountainHoleFillPass {
private:
const GenerationConfig &config_;
public:
/**
* @brief Construct a hole fill pass
* @param config Generation configuration parameters
*/
explicit MountainHoleFillPass(const GenerationConfig &config);
/**
* @brief Fill small holes in the terrain using BFS
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Check if a tile type is passable for BFS
* @param type The base tile type to check
* @return True if the tile is passable (not mountain or at boundary)
*/
bool is_passable(BaseTileType type) const;
/**
* @brief Perform BFS to find connected component size
* @param tilemap The tilemap to search
* @param start_pos Starting position for BFS
* @param visited 2D array tracking visited tiles
* @param positions Output vector of positions in this component
* @return Size of the connected component
*/
std::uint32_t bfs_component_size(
TileMap &tilemap, TilePos start_pos,
std::vector<std::vector<bool>> &visited, std::vector<TilePos> &positions
);
};
} // namespace istd
#endif

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#ifndef TILEMAP_PASS_OIL_H
#define TILEMAP_PASS_OIL_H
#include "tilemap/generation.h"
#include "tilemap/noise.h"
namespace istd {
class OilGenerationPass {
private:
const GenerationConfig &config_;
Xoroshiro128PP rng_;
DiscreteRandomNoise noise_;
public:
/**
* @brief Construct an oil generation pass
* @param config Generation configuration parameters
* @param rng Random number generator for oil placement
* @param noise_rng Random number generator for noise-based operations
*/
OilGenerationPass(
const GenerationConfig &config, Xoroshiro128PP rng,
Xoroshiro128PP noise_rng
);
/**
* @brief Generate oil clusters on the tilemap
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
private:
/**
* @brief Generate oil center positions using Poisson disk sampling
* @param tilemap The tilemap to analyze
* @return Vector of positions where oil clusters should be placed
*/
std::vector<TilePos> generate_oil_centers(const TileMap &tilemap);
/**
* @brief Generate an oil cluster around a center position
* @param tilemap The tilemap to modify
* @param center Center position for the oil cluster
*/
void generate_oil_cluster(TileMap &tilemap, TilePos center);
/**
* @brief Check if a tile is suitable for oil placement
* @param tilemap The tilemap to check
* @param pos Position to check
* @return True if oil can be placed at this position
*/
bool is_suitable_for_oil(const TileMap &tilemap, TilePos pos) const;
/**
* @brief Get biome preference multiplier for oil generation (out of 255)
* @param biome The biome type to check
* @return Preference value (0-255)
*/
std::uint8_t get_biome_oil_preference(BiomeType biome) const;
/**
* @brief Calculate minimum distance between oil fields based on map size
* @return Minimum distance in tiles
*/
std::uint32_t calculate_min_oil_distance() const;
};
} // namespace istd
#endif

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@ -0,0 +1,77 @@
#ifndef ISTD_TILEMAP_PASS_SMOOTHEN_ISLAND_H
#define ISTD_TILEMAP_PASS_SMOOTHEN_ISLAND_H
#include "tilemap/generation.h"
#include "tilemap/noise.h"
namespace istd {
class SmoothenIslandPass {
private:
const GenerationConfig &config_;
DiscreteRandomNoise noise_;
/**
* @brief Perform BFS to find connected component size for islands
* @param tilemap The tilemap to search
* @param start_pos Starting position for BFS
* @param visited 2D array tracking visited tiles
* @param positions Output vector of positions in this component
* @return Size of the connected component
*/
std::uint32_t bfs_component_size(
TileMap &tilemap, TilePos start_pos,
std::vector<std::vector<bool>> &visited, std::vector<TilePos> &positions
);
/**
* @brief Remove small island components to create smoother terrain
* @param tilemap The tilemap to process
*/
void remove_small_island(TileMap &tilemap);
/**
* @brief Smoothen islands with cellular automata
* @param tilemap The tilemap to process
*/
void smoothen_islands(TileMap &tilemap, std::uint32_t step_i);
void smoothen_islands_subchunk(
TileMap &tilemap, std::uint8_t chunk_x, std::uint8_t chunk_y,
SubChunkPos sub_pos, std::uint32_t step_i,
std::vector<std::pair<TilePos, Tile>> &replacements
);
struct CACtx {
BiomeType biome;
std::uint8_t rand;
int adj_land, adj_sand, adj_water; // Adjacent tile counts
};
Tile ca_tile(TilePos pos, Tile tile, const CACtx &ctx) const;
/**
* @brief Check if a tile is part of an island (Land or Sand)
* @param tile The tile to check
* @return True if the tile is Land or Sand
*/
bool is_island_tile(const Tile &tile) const;
public:
/**
* @brief Construct an island smoothing pass
* @param config Generation configuration parameters
* @param rng Random number generator for terrain replacement
*/
SmoothenIslandPass(const GenerationConfig &config, Xoroshiro128PP rng);
/**
* @brief Smoothen islands in the terrain
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
};
} // namespace istd
#endif

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@ -0,0 +1,68 @@
#ifndef ISTD_TILEMAP_PASS_SMOOTHEN_MOUNTAIN_H
#define ISTD_TILEMAP_PASS_SMOOTHEN_MOUNTAIN_H
#include "tilemap/generation.h"
#include "tilemap/noise.h"
namespace istd {
class SmoothenMountainsPass {
private:
const GenerationConfig &config_;
DiscreteRandomNoise noise_;
/**
* @brief Perform BFS to find connected component size for mountains
* @param tilemap The tilemap to search
* @param start_pos Starting position for BFS
* @param visited 2D array tracking visited tiles
* @param positions Output vector of positions in this component
* @return Size of the connected component
*/
std::uint32_t bfs_component_size(
TileMap &tilemap, TilePos start_pos,
std::vector<std::vector<bool>> &visited, std::vector<TilePos> &positions
);
/**
* @brief Replace mountain tiles with terrain types from neighboring areas
* @param tilemap The tilemap to modify
* @param positions Vector of mountain positions to replace
*/
void demountainize(TileMap &tilemap, const std::vector<TilePos> &positions);
/**
* @brief Remove small mountain components to create smoother terrain
* @param tilemap The tilemap to process
*/
void remove_small_mountain(TileMap &tilemap);
/**
* @brief Smoothen mountains with cellular automata
* @param tilemap The tilemap to process
*/
void smoothen_mountains(TileMap &tilemap, std::uint32_t step_i);
void smoothen_mountains_tile(
const TileMap &tilemap, TilePos pos, std::uint32_t step_i,
std::vector<std::pair<TilePos, Tile>> &replacements
);
public:
/**
* @brief Construct a mountain smoothing pass
* @param config Generation configuration parameters
* @param rng Random number generator for terrain replacement
*/
SmoothenMountainsPass(const GenerationConfig &config, Xoroshiro128PP rng);
/**
* @brief Smoothen mountains in the terrain
* @param tilemap The tilemap to process
*/
void operator()(TileMap &tilemap);
};
} // namespace istd
#endif

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@ -1,7 +1,7 @@
#ifndef ISTD_TILEMAP_TILEMAP_H #ifndef ISTD_TILEMAP_TILEMAP_H
#define ISTD_TILEMAP_TILEMAP_H #define ISTD_TILEMAP_TILEMAP_H
#include "chunk.h" #include "tilemap/chunk.h"
#include <cstdint> #include <cstdint>
#include <vector> #include <vector>

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@ -1,5 +1,5 @@
#include "biome.h" #include "tilemap/biome.h"
#include "chunk.h" #include "tilemap/chunk.h"
#include <algorithm> #include <algorithm>
namespace istd { namespace istd {

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@ -1,4 +1,4 @@
#include "chunk.h" #include "tilemap/chunk.h"
#include <cstdint> #include <cstdint>
namespace istd { namespace istd {

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@ -1,4 +1,4 @@
#include "generation.h" #include "tilemap/generation.h"
namespace istd { namespace istd {
TerrainGenerator::TerrainGenerator(const GenerationConfig &config) TerrainGenerator::TerrainGenerator(const GenerationConfig &config)

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@ -1,4 +1,4 @@
#include "noise.h" #include "tilemap/noise.h"
#include <algorithm> #include <algorithm>
#include <bit> #include <bit>
#include <cmath> #include <cmath>

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@ -1,6 +1,7 @@
#include "biome.h" #include "tilemap/pass/base_tile_type.h"
#include "chunk.h" #include "tilemap/biome.h"
#include "generation.h" #include "tilemap/chunk.h"
#include "tilemap/generation.h"
#include <utility> #include <utility>
namespace istd { namespace istd {

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@ -1,5 +1,6 @@
#include "biome.h" #include "tilemap/biome.h"
#include "generation.h" #include "tilemap/generation.h"
#include "tilemap/pass/biome.h"
namespace istd { namespace istd {

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@ -1,5 +1,6 @@
#include "biome.h" #include "tilemap/pass/deepwater.h"
#include "generation.h" #include "tilemap/biome.h"
#include "tilemap/generation.h"
namespace istd { namespace istd {

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@ -1,4 +1,5 @@
#include "generation.h" #include "tilemap/pass/mountain_hole_fill.h"
#include "tilemap/generation.h"
#include <algorithm> #include <algorithm>
#include <queue> #include <queue>

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@ -1,8 +1,9 @@
#include "biome.h" #include "tilemap/pass/oil.h"
#include "chunk.h" #include "tilemap/biome.h"
#include "generation.h" #include "tilemap/chunk.h"
#include "noise.h" #include "tilemap/generation.h"
#include "xoroshiro.h" #include "tilemap/noise.h"
#include "tilemap/xoroshiro.h"
#include <algorithm> #include <algorithm>
#include <queue> #include <queue>
#include <random> #include <random>

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@ -1,6 +1,7 @@
#include "biome.h" #include "tilemap/pass/smoothen_island.h"
#include "generation.h" #include "tilemap/biome.h"
#include "tile.h" #include "tilemap/generation.h"
#include "tilemap/tile.h"
#include <algorithm> #include <algorithm>
#include <queue> #include <queue>

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@ -1,4 +1,5 @@
#include "generation.h" #include "tilemap/pass/smoothen_mountain.h"
#include "tilemap/generation.h"
#include <map> #include <map>
#include <queue> #include <queue>
#include <ranges> #include <ranges>

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@ -1,5 +1,5 @@
#include "tilemap.h" #include "tilemap/tilemap.h"
#include "chunk.h" #include "tilemap/chunk.h"
#include <stdexcept> #include <stdexcept>
namespace istd { namespace istd {

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@ -1,4 +1,4 @@
#include "xoroshiro.h" #include "tilemap/xoroshiro.h"
#include <bit> #include <bit>
#include <initializer_list> #include <initializer_list>
#include <random> #include <random>
@ -49,8 +49,9 @@ std::uint64_t Xoroshiro128PP::next() {
} }
Xoroshiro128PP Xoroshiro128PP::jump_64() const { Xoroshiro128PP Xoroshiro128PP::jump_64() const {
constexpr std::uint64_t JUMP_64[] constexpr std::uint64_t JUMP_64[] = {
= {0x180ec6d33cfd0aba, 0xd5a61266f0c9392c}; 0x180ec6d33cfd0aba, 0xd5a61266f0c9392c
};
Xoroshiro128PP res{seed}; Xoroshiro128PP res{seed};
@ -68,8 +69,9 @@ Xoroshiro128PP Xoroshiro128PP::jump_64() const {
} }
Xoroshiro128PP Xoroshiro128PP::jump_96() const { Xoroshiro128PP Xoroshiro128PP::jump_96() const {
constexpr std::uint64_t JUMP_96[] constexpr std::uint64_t JUMP_96[] = {
= {0x360fd5f2cf8d5d99, 0x9c6e6877736c46e3}; 0x360fd5f2cf8d5d99, 0x9c6e6877736c46e3
};
Xoroshiro128PP res{seed}; Xoroshiro128PP res{seed};