add biome as table & 'biome_parameters' variable
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784712c06a
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@ -1,14 +1,19 @@
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sea_level = 64
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sea_layers = {
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{block="base:water", height=-1},
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}
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-- 1 - temperature
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-- 2 - humidity
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biome_parameters = 2
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layers = {
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biome = {
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sea_layers = {
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{block="base:water", height=-1},
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},
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layers = {
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{block="base:grass_block", height=1, below_sea_level=false},
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{block="base:dirt", height=5, below_sea_level=false},
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{block="base:stone", height=-1},
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{block="base:bazalt", height=1},
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}
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}
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local function _generate_heightmap(x, y, w, h, seed, s)
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@ -589,4 +589,32 @@ namespace lua {
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}
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return def;
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}
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inline Integer get_integer_field(
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lua::State* L, const std::string& name, Integer def, int idx=-1
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) {
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if (getfield(L, name, idx)) {
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auto value = tointeger(L, -1);
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pop(L);
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return value;
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}
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return def;
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}
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inline Integer get_integer_field(
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lua::State* L, const std::string& name,
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Integer def, Integer min, Integer max, int idx=-1
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) {
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if (getfield(L, name, idx)) {
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auto value = tointeger(L, -1);
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if (value < min || value > max) {
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throw std::runtime_error(
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"value is out of range ["
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+std::to_string(min)+", "+std::to_string(max)+"]");
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}
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pop(L);
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return value;
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}
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return def;
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}
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}
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@ -6,19 +6,23 @@
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#include "lua/lua_custom_types.hpp"
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#include "content/Content.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "world/generator/GeneratorDef.hpp"
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class LuaGeneratorScript : public GeneratorScript {
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scriptenv env;
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Biome biome;
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uint biomeParameters;
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uint seaLevel;
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public:
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LuaGeneratorScript(
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scriptenv env,
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Biome biome,
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uint biomeParameters,
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uint seaLevel)
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: env(std::move(env)),
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biome(std::move(biome)),
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biomeParameters(biomeParameters),
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seaLevel(seaLevel)
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{}
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@ -54,6 +58,10 @@ public:
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return biome;
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}
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uint getBiomeParameters() const override {
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return biomeParameters;
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}
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uint getSeaLevel() const override {
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return seaLevel;
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}
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@ -62,17 +70,9 @@ public:
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static BlocksLayer load_layer(
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lua::State* L, int idx, uint& lastLayersHeight, bool& hasResizeableLayer
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) {
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lua::requirefield(L, "block");
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auto name = lua::require_string(L, -1);
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lua::pop(L);
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lua::requirefield(L, "height");
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int height = lua::tointeger(L, -1);
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lua::pop(L);
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bool belowSeaLevel = true;
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if (lua::getfield(L, "below_sea_level")) {
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belowSeaLevel = lua::toboolean(L, -1);
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lua::pop(L);
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}
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auto name = lua::require_string_field(L, "block");
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int height = lua::require_integer_field(L, "height");
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bool belowSeaLevel = lua::get_boolean_field(L, "below_sea_level", true);
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if (hasResizeableLayer) {
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lastLayersHeight += height;
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@ -111,6 +111,22 @@ 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 Biome load_biome(
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lua::State* L, const std::string& name, int idx
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) {
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lua::pushvalue(L, idx);
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BlocksLayers groundLayers;
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BlocksLayers seaLayers;
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try {
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groundLayers = load_layers(L, "layers");
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seaLayers = load_layers(L, "sea_layers");
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} catch (const std::runtime_error& err) {
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throw std::runtime_error("biome "+name+": "+err.what());
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}
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lua::pop(L);
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return Biome {name, std::move(groundLayers), std::move(seaLayers)};
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}
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std::unique_ptr<GeneratorScript> scripting::load_generator(
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const fs::path& file
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) {
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@ -122,28 +138,16 @@ std::unique_ptr<GeneratorScript> scripting::load_generator(
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lua::pushenv(L, *env);
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uint seaLevel = 0;
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if (lua::getfield(L, "sea_level")) {
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seaLevel = lua::tointeger(L, -1);
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uint biomeParameters = lua::get_integer_field(L, "biome_parameters", 0, 0, 16);
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uint seaLevel = lua::get_integer_field(L, "sea_level", 0, 0, CHUNK_H);
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lua::requirefield(L, "biome");
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Biome biome = load_biome(L, "default", -1);
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lua::pop(L);
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}
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uint lastGroundLayersHeight = 0;
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uint lastSeaLayersHeight = 0;
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bool hasResizeableGroundLayer = false;
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bool hasResizeableSeaLayer = false;
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BlocksLayers groundLayers;
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BlocksLayers seaLayers;
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try {
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groundLayers = load_layers(L, "layers");
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seaLayers = load_layers(L, "sea_layers");
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} catch (const std::runtime_error& err) {
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throw std::runtime_error(file.u8string()+": "+err.what());
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}
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lua::pop(L);
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return std::make_unique<LuaGeneratorScript>(
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std::move(env),
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Biome {"default", std::move(groundLayers), std::move(seaLayers)},
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std::move(biome),
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biomeParameters,
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seaLevel);
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}
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@ -17,7 +17,7 @@ struct BlocksLayer {
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/// @brief Layer can present under the sea level (default: true) else will
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/// extend the next layer
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bool below_sea_level;
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bool belowSeaLevel;
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struct {
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/// @brief Layer block index
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@ -54,6 +54,10 @@ public:
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virtual const Biome& getBiome() const = 0;
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/// @return Number of biome parameters, that biome choosing depending on
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virtual uint getBiomeParameters() const = 0;
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/// @return Sea level (top of seaLayers)
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virtual uint getSeaLevel() const = 0;
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/// @brief Build the runtime cache
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@ -26,7 +26,7 @@ static inline void generate_pole(
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uint layerExtension = 0;
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for (const auto& layer : layers.layers) {
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// skip layer if can't be generated under sea level
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if (y < seaLevel && !layer.below_sea_level) {
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if (y < seaLevel && !layer.belowSeaLevel) {
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layerExtension = std::max(0, layer.height);
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continue;
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}
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