refactor
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9eea7243d5
commit
0a7ab154d4
@ -149,6 +149,36 @@ static inline BlocksLayers load_layers(
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return BlocksLayers {std::move(layers), lastLayersHeight};
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}
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static inline BiomePlants load_plants(lua::State* L) {
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float plantChance = lua::get_number_field(L, "plant_chance", 0.0);
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float plantsWeightSum = 0.0f;
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std::vector<PlantEntry> plants;
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if (lua::getfield(L, "plants")) {
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if (!lua::istable(L, -1)) {
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throw std::runtime_error("'plants' must be a table");
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}
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int plantsCount = lua::objlen(L, -1);
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for (int i = 1; i <= plantsCount; i++) {
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lua::rawgeti(L, i);
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if (!lua::istable(L, -1)) {
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throw std::runtime_error("plant must be a table");
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}
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auto block = lua::require_string_field(L, "block");
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float weight = lua::require_number_field(L, "weight");
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if (weight <= 0.0f) {
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throw std::runtime_error("weight must be positive");
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}
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plantsWeightSum += weight;
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plants.push_back(PlantEntry {block, weight, {}});
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lua::pop(L);
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}
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lua::pop(L);
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}
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std::sort(plants.begin(), plants.end(), std::greater<PlantEntry>());
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return BiomePlants {
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std::move(plants), plantsWeightSum, plantChance};
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}
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static inline Biome load_biome(
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lua::State* L, const std::string& name, uint parametersCount, int idx
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) {
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@ -169,37 +199,14 @@ static inline Biome load_biome(
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}
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lua::pop(L);
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float plantChance = lua::get_number_field(L, "plant_chance", 0.0);
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float plantsWeightSum = 0.0f;
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std::vector<PlantEntry> plants;
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if (lua::getfield(L, "plants")) {
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if (!lua::istable(L, -1)) {
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throw std::runtime_error("'plants' must be a table");
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}
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int plantsCount = lua::objlen(L, -1);
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for (int i = 1; i <= plantsCount; i++) {
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lua::rawgeti(L, i);
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if (!lua::istable(L, -1)) {
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throw std::runtime_error("plant must be a table");
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}
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auto block = lua::require_string_field(L, "block");
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float weight = lua::require_number_field(L, "weight");
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// TODO: range check (positive)
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plantsWeightSum += weight;
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plants.push_back(PlantEntry {block, weight, {}});
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lua::pop(L);
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}
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lua::pop(L);
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}
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std::sort(plants.begin(), plants.end(), std::greater<PlantEntry>());
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BiomePlants plants = load_plants(L);
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BlocksLayers groundLayers = load_layers(L, "layers");
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BlocksLayers seaLayers = load_layers(L, "sea_layers");
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lua::pop(L);
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return Biome {
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name,
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std::move(parameters),
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BiomePlants {plants, plantsWeightSum, plantChance},
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std::move(plants),
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std::move(groundLayers),
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std::move(seaLayers)};
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}
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@ -110,8 +110,8 @@ void WorldGenerator::generate(
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generate_pole(groundLayers, height, 0, seaLevel, voxels, x, z);
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if (height+1 > seaLevel) {
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// TODO: add underwater plants support
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float rand = (plantsRand.randU32() % RAND_MAX) / static_cast<float>(RAND_MAX);
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float rand = (plantsRand.randU32() % RAND_MAX) /
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static_cast<float>(RAND_MAX);
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blockid_t plant = biome->plants.choose(rand);
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if (plant) {
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voxels[vox_index(x, height+1, z)].id = plant;
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