DEADSOFTWARE

Store block references intead of ids
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / world / GameWorldGenerator.kt
index dd64c6a04077d02c1cce66c567311749a304e2f1..b984c4dbacfd0e25002201701f8d332c0df7fcac 100644 (file)
 package ru.deadsoftware.cavedroid.game.world
 
-import com.badlogic.gdx.utils.TimeUtils
-import ru.deadsoftware.cavedroid.game.GameItems
+import ru.deadsoftware.cavedroid.game.GameItemsHolder
+import ru.deadsoftware.cavedroid.game.model.block.Block
+import ru.deadsoftware.cavedroid.game.model.world.Biome
+import ru.deadsoftware.cavedroid.game.model.world.generator.WorldGeneratorConfig
 import kotlin.math.abs
+import kotlin.math.max
 import kotlin.random.Random
 
-object GameWorldGenerator {
+class GameWorldGenerator(
+    private val config: WorldGeneratorConfig,
+    private val gameItemsHolder: GameItemsHolder,
+) {
 
-    private fun generateHeights(width: Int, min: Int, max: Int, random: Random) = IntArray(width).apply {
-        set(0, (min + max) / 2)
-        for (x in 1 until width) {
-            val previous = get(x - 1)
+    private val random = Random(config.seed)
+
+    private val foreMap by lazy { Array(config.width) { Array(config.height) { gameItemsHolder.fallbackBlock } } }
+    private val backMap by lazy { Array(config.width) { Array(config.height) { gameItemsHolder.fallbackBlock } } }
+
+    private val heights by lazy { generateHeights() }
+    private val biomesMap by lazy { generateBiomes() }
+
+    private fun generateHeights(): IntArray {
+        val surfaceHeightRange = config.minSurfaceHeight .. config.maxSurfaceHeight
+        val result = IntArray(config.width)
+
+        result[0] = (config.minSurfaceHeight + config.maxSurfaceHeight) / 2
+
+        for (x in 1 ..< config.width) {
+            val previous = result[x - 1]
             var d = random.nextInt(-5, 6).let { if (it !in -4..4) it / abs(it) else 0 }
 
-            if (previous + d !in min..max) { d = -d }
-            if (lastIndex - x < abs(get(0) - previous) * 3) {
-                d = get(0).compareTo(previous).let { if (it != 0) it / abs(it) else 0 }
+            if (previous + d !in surfaceHeightRange) { d = -d }
+
+            if (result.lastIndex - x < abs(result[0] - previous) * 3) {
+                d = result[0].compareTo(previous).let { if (it != 0) it / abs(it) else 0 }
             }
 
-            set(x, get(x - 1) + d)
+            result[x] = result[x - 1] + d
+        }
+
+        return result
+    }
+
+    private fun generateBiomes(): Map<Int, Biome> {
+        val xSequence = sequence {
+            var lastX = 0
+            var count = 0
+
+            while (lastX < config.width - config.minBiomeSize - 1) {
+                yield(lastX)
+
+                lastX = random.nextInt(lastX + config.minBiomeSize, config.width)
+                count++
+            }
+        }
+
+        return xSequence.associateWith { config.biomes.random(random) }
+    }
+
+    private fun plainsBiome(x: Int) {
+        assert(x in 0 ..< config.width) { "x not in range of world width" }
+
+        val surfaceHeight = heights[x]
+
+        val grass = gameItemsHolder.getBlock("grass")
+        val bedrock = gameItemsHolder.getBlock("bedrock")
+        val dirt = gameItemsHolder.getBlock("dirt")
+        val stone = gameItemsHolder.getBlock("stone")
+
+        foreMap[x][surfaceHeight] = grass
+        foreMap[x][config.height - 1] = bedrock
+        backMap[x][surfaceHeight] = grass
+        backMap[x][config.height - 1] = bedrock
+
+        for (y in surfaceHeight + 1 ..< config.height - 1) {
+            foreMap[x][y] = when {
+                y < surfaceHeight + random.nextInt(5, 8) -> dirt
+                else -> stone
+            }
+            backMap[x][y] = foreMap[x][y]
+        }
+    }
+
+    private fun desertBiome(x: Int) {
+        assert(x in 0 ..< config.width) { "x not in range of world width" }
+
+        val surfaceHeight = heights[x]
+
+        val sand = gameItemsHolder.getBlock("sand")
+        val bedrock = gameItemsHolder.getBlock("bedrock")
+        val sandstone = gameItemsHolder.getBlock("sandstone")
+        val stone = gameItemsHolder.getBlock("stone")
+
+
+        foreMap[x][surfaceHeight] = sand
+        foreMap[x][config.height - 1] = bedrock
+        backMap[x][surfaceHeight] = sand
+        backMap[x][config.height - 1] = bedrock
+
+        for (y in surfaceHeight + 1 ..< config.height - 1) {
+            foreMap[x][y] = when {
+                y < surfaceHeight + random.nextInt(5, 8) -> sand
+                y < surfaceHeight + random.nextInt(0, 2) -> sandstone
+                else -> stone
+            }
+            backMap[x][y] = foreMap[x][y]
+        }
+
+        if (surfaceHeight < config.seaLevel && random.nextInt(100) < 5) {
+            generateCactus(x)
+        }
+    }
+
+    private fun fillWater() {
+        val water = gameItemsHolder.getBlock("water")
+
+        for (x in 0 ..< config.width) {
+            for (y in config.seaLevel ..< config.height) {
+                if (foreMap[x][y] != gameItemsHolder.fallbackBlock) {
+                    break
+                }
+
+                foreMap[x][y] = water
+            }
+        }
+    }
+
+    private fun generateCactus(x: Int) {
+        val cactus = gameItemsHolder.getBlock("cactus")
+        val cactusHeight = random.nextInt(3)
+        val h = heights[x] - 1
+
+        for (y in h downTo max(0, h - cactusHeight)) {
+            foreMap[x][y] = cactus
         }
     }
 
     /**
-     * Generates world of given width and height with given seed
-     * @param width world width
-     * @param height world height
-     * @param seed seed for random number generator
-     * @return pair of foreground and background layers
+     * Generate world
      */
-    fun generate(width: Int, height: Int, seed: Long = TimeUtils.millis()): Pair<Array<IntArray>, Array<IntArray>> {
-        val random = Random(seed)
-        val foreMap = Array(width) { IntArray(height) }
-        val backMap = Array(width) { IntArray(width) }
-        val heightsMap = generateHeights(width, height / 2, height * 3 / 4, random)
-
-        for (x in 0 until width) {
-            val xHeight = heightsMap[x]
-
-            foreMap[x][xHeight] = GameItems.getBlockId("grass")
-            foreMap[x][height - 1] = GameItems.getBlockId("bedrock")
-            backMap[x][xHeight] = GameItems.getBlockId("grass")
-            backMap[x][height - 1] = GameItems.getBlockId("bedrock")
-
-            for (y in xHeight + 1 until height - 1) {
-                foreMap[x][y] = when {
-                    y < xHeight + random.nextInt(5, 8) -> GameItems.getBlockId("dirt")
-                    else -> GameItems.getBlockId("stone")
-                }
-                backMap[x][y] = foreMap[x][y]
+    fun generate(): Pair<Array<Array<Block>>, Array<Array<Block>>> {
+        var biome = Biome.PLAINS
+
+        for (x in 0 until config.width) {
+            biome = biomesMap[x] ?: biome
+
+            when (biome) {
+                Biome.PLAINS -> plainsBiome(x)
+                Biome.DESERT -> desertBiome(x)
             }
         }
+
+        fillWater()
+
         return Pair(foreMap, backMap)
     }