Renderer/src/main/java/electrosphere/server/macro/MacroData.java
austin 3a34dc28ce
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cleanup work
2025-04-29 13:50:30 -04:00

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Java

package electrosphere.server.macro;
import java.util.LinkedList;
import java.util.List;
import electrosphere.engine.Globals;
import electrosphere.logger.LoggerInterface;
import electrosphere.server.datacell.ServerWorldData;
import electrosphere.server.macro.character.Character;
import electrosphere.server.macro.character.CharacterDataStrings;
import electrosphere.server.macro.character.CharacterUtils;
import electrosphere.server.macro.character.diety.Diety;
import electrosphere.server.macro.civilization.Civilization;
import electrosphere.server.macro.race.Race;
import electrosphere.server.macro.race.RaceMap;
import electrosphere.server.macro.structure.Structure;
import electrosphere.server.macro.symbolism.Symbol;
import electrosphere.server.macro.town.Town;
import electrosphere.util.FileUtils;
import java.util.Random;
import org.joml.Vector3d;
import org.joml.Vector3i;
/**
* Server macro level data
*/
public class MacroData {
/**
* The maximum number of attempts to try placing something
*/
static final int MAX_PLACEMENT_ATTEMPTS = 50;
/**
* List of initial dieties
*/
List<Character> initialDieties = new LinkedList<Character>();
/**
* List of races
*/
List<Race> races = new LinkedList<Race>();
/**
* List of characters
*/
List<Character> characters = new LinkedList<Character>();
/**
* List of alive characters
*/
List<Character> aliveCharacters = new LinkedList<Character>();
/**
* List of civilizations
*/
List<Civilization> civilizations = new LinkedList<Civilization>();
/**
* List of towns
*/
List<Town> towns = new LinkedList<Town>();
/**
* List of structures
*/
List<Structure> structures = new LinkedList<Structure>();
/**
* Generates a world
* @param seed The seed for the world
* @return The world
*/
public static MacroData generateWorld(long seed){
Random random = new Random(seed);
MacroData rVal = new MacroData();
//generate initial dieties
int numDieties = 3 + Math.abs(random.nextInt()) % 7;
for(int i = 0; i < numDieties; i++){
Character diety = generateInitialDiety(random.nextLong());
rVal.initialDieties.add(diety);
rVal.characters.add(diety);
}
//generate initial races
if(Globals.gameConfigCurrent.getRaceMap().getSymbolismMap().size() < 3){
for(Race race : Globals.gameConfigCurrent.getRaceMap().getSymbolismMap()){
rVal.races.add(race);
}
} else {
RaceMap raceMap = Globals.gameConfigCurrent.getRaceMap();
int numRacesToGenerate = 3 + random.nextInt(Math.min(raceMap.getSymbolismMap().size() - 3,7));
for(int i = 0; i < numRacesToGenerate; i++){
Race raceToAdd = raceMap.getSymbolismMap().get(random.nextInt(raceMap.getSymbolismMap().size()));
while(rVal.races.contains(raceToAdd)){
raceToAdd = raceMap.getSymbolismMap().get(random.nextInt(raceMap.getSymbolismMap().size()));
}
rVal.races.add(raceToAdd);
}
}
//add a test character
Character testChar = new Character();
testChar.setPos(new Vector3d(ServerWorldData.convertChunkToRealSpace(new Vector3i(32774, 3, 32769))));
Race.setRace(testChar, Race.create("human", "human"));
rVal.characters.add(testChar);
//add a test character
Structure struct = Structure.createStructure(
Globals.gameConfigCurrent.getStructureData().getType("test1"),
new Vector3d(ServerWorldData.convertChunkToRealSpace(new Vector3i(32774, 1, 32770)))
);
rVal.structures.add(struct);
//spawn initial characters in each race
//find initial positions to place characters at per race
//generate initial characters
//place them
// List<Vector2i> occupiedStartingPositions = new LinkedList<Vector2i>();
// for(Race race : rVal.races){
// boolean foundPlacementLocation = false;
// int attempts = 0;
// while(!foundPlacementLocation){
// // Vector2i start = new Vector2i(random.nextInt(Globals.serverTerrainManager.getWorldDiscreteSize()),random.nextInt(Globals.serverTerrainManager.getWorldDiscreteSize()));
// // //are we above sea level?
// // if(Globals.serverTerrainManager.getDiscreteValue(start.x, start.y) > 25){ //TODO: Set to actual sea level value
// // //is this position already occupied?
// // boolean match = false;
// // for(Vector2i known : occupiedStartingPositions){
// // if(known.x == start.x && known.y == start.y){
// // match = true;
// // break;
// // }
// // }
// // if(!match){
// // //occupy position
// // occupiedStartingPositions.add(start);
// // foundPlacementLocation = true;
// // //make characters
// // int numCharactersToMake = 5 + random.nextInt(20);
// // for(int i = 0; i < numCharactersToMake; i++){
// // Character character = new Character();
// // CharacterUtils.addDiscretePosition(character, start.x, start.y);
// // CharacterUtils.addRace(character, race);
// // rVal.characters.add(character);
// // rVal.aliveCharacters.add(character);
// // }
// // }
// // }
// // attempts++;
// // if(attempts > MAX_PLACEMENT_ATTEMPTS){
// // break;
// // }
// }
// }
return rVal;
}
/**
* Saves this macro data to a save path
* @param saveName The name of the save
*/
public void save(String saveName){
FileUtils.serializeObjectToSavePath(saveName, "./macro.json", this);
}
/**
* Generates an initial diety
* @param seed The seed
* @return The character for the diety
*/
static Character generateInitialDiety(long seed){
Character rVal = new Character();
Diety diety = Diety.generateDiety(seed);
CharacterUtils.addDiety(rVal, diety);
return rVal;
}
/**
* Gets all alive characters
* @return The list of all characters
*/
public List<Character> getAliveCharacters(){
return aliveCharacters;
}
/**
* Gets the list of civilizations
* @return The list of civilizations
*/
public List<Civilization> getCivilizations(){
return civilizations;
}
/**
* Adds a civilization
* @param civilization The civilization
*/
public void addCivilization(Civilization civilization){
civilizations.add(civilization);
}
/**
* Gets the list of towns
* @return The list of towns
*/
public List<Town> getTowns(){
return towns;
}
/**
* Adds a town
* @param town The town
*/
public void addTown(Town town){
towns.add(town);
}
/**
* Gets the list of structures
* @return The list of structures
*/
public List<Structure> getStructures(){
return structures;
}
/**
* Adds a structure
* @param structure The structure
*/
public void addStructure(Structure structure){
structures.add(structure);
}
/**
* Describes the world
*/
public void describeWorld(){
LoggerInterface.loggerEngine.WARNING("Initial dieties");
LoggerInterface.loggerEngine.WARNING("==========================");
for(Character chara : initialDieties){
LoggerInterface.loggerEngine.WARNING("Diety");
Diety diety = CharacterUtils.getDiety(chara);
for(Symbol symbol : diety.getSymbols()){
LoggerInterface.loggerEngine.WARNING(symbol.getName() + " ");
}
LoggerInterface.loggerEngine.WARNING("\n");
}
LoggerInterface.loggerEngine.WARNING("==========================");
LoggerInterface.loggerEngine.WARNING("\n\n");
LoggerInterface.loggerEngine.WARNING("Initial races");
LoggerInterface.loggerEngine.WARNING("==========================");
for(Race race : races){
LoggerInterface.loggerEngine.WARNING(race.getName());
int numCharsOfRace = 0;
//n*m complexity - yikes! - as long as we're not making a million chars at start this should be _ok_
for(Character chara : characters){
if(chara.containsKey(CharacterDataStrings.RACE)){
if(Race.getRace(chara).equals(race)){
numCharsOfRace++;
}
}
}
LoggerInterface.loggerEngine.WARNING(numCharsOfRace + " initial characters");
LoggerInterface.loggerEngine.WARNING("\n");
}
LoggerInterface.loggerEngine.WARNING("==========================");
}
/**
* Gets the characters at a given world position
* @param worldPos The world position
* @return The list of characters occupying that world position
*/
public List<Character> getCharacters(Vector3i worldPos){
List<Character> rVal = new LinkedList<Character>();
for(Character character : this.characters){
if(ServerWorldData.convertRealToChunkSpace(character.getPos()).equals(worldPos.x, worldPos.y, worldPos.z)){
rVal.add(character);
}
}
return rVal;
}
}