#ifndef TILEMAP_GENERATION_H #define TILEMAP_GENERATION_H #include "biome.h" #include "chunk.h" #include "noise.h" #include "tilemap.h" #include #include 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 }; 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 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> &visited, std::vector &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> &visited, std::vector &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 &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> &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> &visited, std::vector &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> &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); }; 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; }; /** * @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