add 'lowering' generated structures property

This commit is contained in:
MihailRis 2024-11-13 01:10:52 +03:00
parent d72f758dc5
commit 4b0b643342
6 changed files with 20 additions and 10 deletions

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@ -72,17 +72,20 @@ Fragments used by the generator must present in the directory:
## Structures
A structure is a set of rules for inserting a fragment into the world by the generator. It currently has no properties, being created as empty objects in the `generators/generator_name.files/structures.toml` file. Example:
A structure is a set of rules for inserting a fragment into the world by the generator. Structures are declared as objects in the file `generators/generator_name.files/structures.toml`. Example:
```toml
tree0 = {}
tree1 = {}
tree2 = {}
tower = {}
tower = {lowering=2}
coal_ore0 = {}
```
Currently, the name of the structure must match the name of the fragment used.
Available properties:
- lowering - depth of structure lowering.
## Biomes
A biome defines what blocks and layers the terrain is generated from, as well as a set of plants and structures.

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@ -72,17 +72,20 @@
## Структуры
Структура - набор правил по вставке фрагмента в мир генератором. На данный момент не имеет свойств, создаваясь в виде пустых объектов в файле `generators/имя_генератора.files/structures.toml`. Пример:
Структура - набор правил по вставке фрагмента в мир генератором. Структуры объявляются в виде объектов в файле `generators/имя_генератора.files/structures.toml`. Пример:
```toml
tree0 = {}
tree1 = {}
tree2 = {}
tower = {}
tower = {lowering=-2}
coal_ore0 = {}
```
На данный момент, имя структуры должно совпадать с именем использованного фрагмента.
Доступные свойства:
- lowering - глубина погружения структуры под поверхность.
## Биомы
Биом определяет то, из каких блоков и какими слоями генерируется ландшафт, а так же набор растений, структур.

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@ -1,5 +1,5 @@
tree0 = {}
tree1 = {}
tree2 = {}
tower = {}
tower = {lowering=2}
coal_ore0 = {}

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@ -127,7 +127,7 @@ static VoxelStructureMeta load_structure_meta(
) {
VoxelStructureMeta meta;
meta.name = name;
config.at("lowering").get(meta.lowering);
return meta;
}

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@ -15,7 +15,10 @@ class VoxelFragment;
struct GeneratorDef;
struct VoxelStructureMeta {
/// @brief Structure name
std::string name;
/// @brief Structure lowering on placement
int lowering = 0;
};
struct BlocksLayer {

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@ -270,10 +270,11 @@ void WorldGenerator::generateStructures(
if (height < def.seaLevel) {
continue;
}
auto& structure = *def.structures[structureId]->fragments[rotation];
glm::ivec3 position {x, height, z};
position.x -= structure.getSize().x / 2;
position.z -= structure.getSize().z / 2;
auto& structure = *def.structures[structureId];
auto& fragment = *structure.fragments[rotation];
glm::ivec3 position {x, height-structure.meta.lowering, z};
position.x -= fragment.getSize().x / 2;
position.z -= fragment.getSize().z / 2;
placeStructure(
StructurePlacement {
structureId,