BiomGenerator.cpp 7.8 KB

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  1. #include "BiomGenerator.h"
  2. #include "Constants.h"
  3. #include "Dimension.h"
  4. #include "Entity.h"
  5. #include "Game.h"
  6. #include "JNoise.h"
  7. BiomGenerator::BiomGenerator()
  8. : ReferenceCounter(),
  9. condition(0)
  10. {}
  11. BiomGenerator::~BiomGenerator()
  12. {
  13. if (condition) condition->release();
  14. }
  15. void BiomGenerator::initialize(JExpressionMemory* zMemory)
  16. {
  17. for (GeneratorRule* rule : rules)
  18. {
  19. rule->initialize(zMemory);
  20. }
  21. for (EntityGenerator* entity : entityGenerators)
  22. {
  23. entity->initialize(zMemory);
  24. }
  25. for (StructureTemplateCollection* collection : templates)
  26. {
  27. collection->initialize(zMemory);
  28. }
  29. if (condition)
  30. {
  31. condition->compile(zMemory);
  32. }
  33. }
  34. Framework::Either<Block*, int> BiomGenerator::generateBlock(
  35. int x, int y, int z, int dimensionId, Chunk* partialGeneratedChunk)
  36. {
  37. for (GeneratorRule* rule : rules)
  38. {
  39. if (rule->checkCondition(x, y, z))
  40. {
  41. auto result = rule->generateBlock(x, y, z, dimensionId);
  42. if ((result.isA() && result.getA())
  43. || (result.isB() && result.getB()))
  44. {
  45. return result;
  46. }
  47. }
  48. }
  49. return BlockTypeEnum::AIR;
  50. }
  51. bool BiomGenerator::isApplicable()
  52. {
  53. return !condition || condition->getValue();
  54. }
  55. void BiomGenerator::generateStructures(int x,
  56. int y,
  57. int z,
  58. int dimensionId,
  59. Framework::Vec3<int>& minPos,
  60. Framework::Vec3<int>& maxPos,
  61. Framework::RCArray<GeneratedStructure>* zResult)
  62. {
  63. for (StructureTemplateCollection* collection : templates)
  64. {
  65. collection->generateStructures(
  66. x, y, z, dimensionId, minPos, maxPos, zResult);
  67. }
  68. }
  69. void BiomGenerator::generateEntities(int x, int y, int z, int dimensionId)
  70. {
  71. for (EntityGenerator* entityGen : entityGenerators)
  72. {
  73. if (entityGen->isGenerated(x, y, z, dimensionId))
  74. {
  75. Entity* entity = entityGen->generate(
  76. Framework::Vec3<float>((float)x, (float)y, (float)z),
  77. dimensionId);
  78. Dimension* dimension = Game::INSTANCE->zDimension(dimensionId);
  79. if (dimension)
  80. {
  81. dimension->addEntity(entity);
  82. }
  83. else
  84. {
  85. entity->release();
  86. }
  87. }
  88. }
  89. }
  90. const Framework::RCArray<StructureTemplateCollection>&
  91. BiomGenerator::getTemplates() const
  92. {
  93. return templates;
  94. }
  95. Framework::Vec3<int> BiomGenerator::getMinStructureOffset() const
  96. {
  97. return minStructureOffset;
  98. }
  99. Framework::Vec3<int> BiomGenerator::getMaxStructureOffset() const
  100. {
  101. return maxStructureOffset;
  102. }
  103. void BiomGenerator::setName(Framework::Text name)
  104. {
  105. this->name = name;
  106. }
  107. Framework::Text BiomGenerator::getName() const
  108. {
  109. return name;
  110. }
  111. void BiomGenerator::setCondition(JBoolExpression* condition)
  112. {
  113. if (this->condition) this->condition->release();
  114. this->condition = condition;
  115. }
  116. JBoolExpression* BiomGenerator::getCondition() const
  117. {
  118. return condition;
  119. }
  120. void BiomGenerator::addTemplate(StructureTemplateCollection* collection)
  121. {
  122. templates.add(collection);
  123. Framework::Vec3<int> min = collection->getMinAffected();
  124. Framework::Vec3<int> max = collection->getMaxAffected();
  125. if (templates.getEintragAnzahl())
  126. {
  127. minStructureOffset = min;
  128. maxStructureOffset = max;
  129. }
  130. else
  131. {
  132. if (minStructureOffset.x > min.x) minStructureOffset.x = min.x;
  133. if (minStructureOffset.y > min.y) minStructureOffset.y = min.y;
  134. if (minStructureOffset.z > min.z) minStructureOffset.z = min.z;
  135. if (maxStructureOffset.x < max.x) maxStructureOffset.x = max.x;
  136. if (maxStructureOffset.y < max.y) maxStructureOffset.y = max.y;
  137. if (maxStructureOffset.z < max.z) maxStructureOffset.z = max.z;
  138. }
  139. }
  140. const Framework::RCArray<StructureTemplateCollection>&
  141. BiomGenerator::getTemplates()
  142. {
  143. return templates;
  144. }
  145. void BiomGenerator::addGeneratorRule(GeneratorRule* rule)
  146. {
  147. rules.add(rule);
  148. }
  149. const Framework::RCArray<GeneratorRule>&
  150. BiomGenerator::getGeneratorRules() const
  151. {
  152. return rules;
  153. }
  154. void BiomGenerator::addEntityGenerator(EntityGenerator* generator)
  155. {
  156. entityGenerators.add(generator);
  157. }
  158. const Framework::RCArray<EntityGenerator>&
  159. BiomGenerator::getEntityGenerators() const
  160. {
  161. return entityGenerators;
  162. }
  163. BiomGeneratorFactory::BiomGeneratorFactory()
  164. : ObjectTypeFactory()
  165. {}
  166. BiomGenerator* BiomGeneratorFactory::fromJson(
  167. Framework::JSON::JSONObject* zJson) const
  168. {
  169. BiomGenerator* result = new BiomGenerator();
  170. result->setName(zJson->zValue("name")->asString()->getString());
  171. if (zJson->hasValue("condition"))
  172. {
  173. result->setCondition(
  174. Game::INSTANCE->zTypeRegistry()->fromJson<JBoolExpression>(
  175. zJson->zValue("condition")));
  176. }
  177. bool first = 1;
  178. for (Framework::JSON::JSONValue* value :
  179. *zJson->zValue("structurCollections")->asArray())
  180. {
  181. StructureTemplateCollection* collection
  182. = Game::INSTANCE->zTypeRegistry()
  183. ->fromJson<StructureTemplateCollection>(value);
  184. result->addTemplate(collection);
  185. }
  186. for (Framework::JSON::JSONValue* value :
  187. *zJson->asObject()->zValue("blocks")->asArray())
  188. {
  189. result->addGeneratorRule(
  190. Game::INSTANCE->zTypeRegistry()->fromJson<GeneratorRule>(value));
  191. }
  192. for (Framework::JSON::JSONValue* value :
  193. *zJson->asObject()->zValue("entities")->asArray())
  194. {
  195. result->addEntityGenerator(
  196. Game::INSTANCE->zTypeRegistry()->fromJson<EntityGenerator>(value));
  197. }
  198. return result;
  199. }
  200. Framework::JSON::JSONObject* BiomGeneratorFactory::toJsonObject(
  201. BiomGenerator* zObject) const
  202. {
  203. Framework::JSON::JSONObject* result = new Framework::JSON::JSONObject();
  204. result->addValue(
  205. "name", new Framework::JSON::JSONString(zObject->getName()));
  206. if (zObject->getCondition())
  207. {
  208. result->addValue("condition",
  209. Game::INSTANCE->zTypeRegistry()->toJson<JBoolExpression>(
  210. zObject->getCondition()));
  211. }
  212. Framework::JSON::JSONArray* collections = new Framework::JSON::JSONArray();
  213. for (StructureTemplateCollection* collection : zObject->getTemplates())
  214. {
  215. collections->addValue(Game::INSTANCE->zTypeRegistry()
  216. ->toJson<StructureTemplateCollection>(collection));
  217. }
  218. result->addValue("structurCollections", collections);
  219. Framework::JSON::JSONArray* rules = new Framework::JSON::JSONArray();
  220. for (GeneratorRule* rule : zObject->getGeneratorRules())
  221. {
  222. rules->addValue(
  223. Game::INSTANCE->zTypeRegistry()->toJson<GeneratorRule>(rule));
  224. }
  225. result->addValue("blocks", rules);
  226. Framework::JSON::JSONArray* entities = new Framework::JSON::JSONArray();
  227. for (EntityGenerator* entity : zObject->getEntityGenerators())
  228. {
  229. entities->addValue(
  230. Game::INSTANCE->zTypeRegistry()->toJson<EntityGenerator>(entity));
  231. }
  232. result->addValue("entities", entities);
  233. return result;
  234. }
  235. JSONObjectValidationBuilder* BiomGeneratorFactory::addToValidator(
  236. JSONObjectValidationBuilder* builder) const
  237. {
  238. return builder->withRequiredString("name")
  239. ->finishString()
  240. ->withRequiredAttribute("condition",
  241. Game::INSTANCE->zTypeRegistry()->getValidator<JBoolExpression>(),
  242. false,
  243. true)
  244. ->withRequiredArray("structurCollections")
  245. ->addAcceptedTypeInArray(Game::INSTANCE->zTypeRegistry()
  246. ->getValidator<StructureTemplateCollection>())
  247. ->finishArray()
  248. ->withRequiredArray("blocks")
  249. ->addAcceptedTypeInArray(
  250. Game::INSTANCE->zTypeRegistry()->getValidator<GeneratorRule>())
  251. ->finishArray()
  252. ->withRequiredArray("entities")
  253. ->addAcceptedTypeInArray(
  254. Game::INSTANCE->zTypeRegistry()->getValidator<EntityGenerator>())
  255. ->finishArray();
  256. }