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