Renderer/src/main/java/electrosphere/server/macro/MacroData.java
austin b70febb678
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synchronized time-of-day
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Java

package electrosphere.server.macro;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import electrosphere.data.macro.temporal.MacroTemporalData;
import electrosphere.engine.Globals;
import electrosphere.logger.LoggerInterface;
import electrosphere.server.datacell.ServerWorldData;
import electrosphere.server.macro.character.Character;
import electrosphere.server.macro.character.data.CharacterDataStrings;
import electrosphere.server.macro.character.race.Race;
import electrosphere.server.macro.character.race.RaceMap;
import electrosphere.server.macro.civilization.Civilization;
import electrosphere.server.macro.civilization.CivilizationGenerator;
import electrosphere.server.macro.civilization.road.Road;
import electrosphere.server.macro.civilization.town.Town;
import electrosphere.server.macro.region.MacroRegion;
import electrosphere.server.macro.spatial.MacroAreaObject;
import electrosphere.server.macro.spatial.MacroObject;
import electrosphere.server.macro.spatial.path.MacroPathCache;
import electrosphere.server.macro.structure.VirtualStructure;
import electrosphere.util.FileUtils;
import electrosphere.util.annotation.Exclude;
import electrosphere.util.math.GeomUtils;
import java.util.Random;
import org.joml.AABBd;
import org.joml.Vector3d;
/**
* Server macro level data
*/
public class MacroData {
/**
* List of races
*/
private List<Race> races = new LinkedList<Race>();
/**
* List of civilizations
*/
private List<Civilization> civilizations = new LinkedList<Civilization>();
/**
* List of towns
*/
private List<Town> towns = new LinkedList<Town>();
/**
* List of structures
*/
private List<VirtualStructure> structures = new LinkedList<VirtualStructure>();
/**
* The list of all regions
*/
private List<MacroRegion> regions = new LinkedList<MacroRegion>();
/**
* Maps structure id -> structure
*/
@Exclude
private Map<Integer,VirtualStructure> idStructMap = new HashMap<Integer,VirtualStructure>();
/**
* Maps region id -> region
*/
@Exclude
private Map<Long,MacroRegion> idRegionMap = new HashMap<Long,MacroRegion>();
/**
* List of roads
*/
private List<Road> roads = new LinkedList<Road>();
/**
* The pathing cache
*/
private MacroPathCache pathingCache = new MacroPathCache();
/**
* The macro temporal data
*/
private MacroTemporalData temporalData = new MacroTemporalData();
/**
* Generates a world
* @param seed The seed for the world
* @return The world
*/
public static MacroData generateWorld(long seed, ServerWorldData serverWorldData){
Random random = new Random(seed);
MacroData rVal = new MacroData();
//generate initial races
if(Globals.gameConfigCurrent.getRaceMap().getRaces().size() < 3){
for(Race race : Globals.gameConfigCurrent.getRaceMap().getRaces()){
rVal.races.add(race);
}
} else {
RaceMap raceMap = Globals.gameConfigCurrent.getRaceMap();
int numRacesToGenerate = 3 + random.nextInt(Math.min(raceMap.getRaces().size() - 3,7));
for(int i = 0; i < numRacesToGenerate; i++){
Race raceToAdd = raceMap.getRaces().get(random.nextInt(raceMap.getRaces().size()));
while(rVal.races.contains(raceToAdd)){
raceToAdd = raceMap.getRaces().get(random.nextInt(raceMap.getRaces().size()));
}
rVal.races.add(raceToAdd);
}
}
//init civilizations
CivilizationGenerator.generate(serverWorldData, rVal, Globals.gameConfigCurrent);
//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){
// // //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;
}
/**
* Rebuilds datastructures for the macro data
*/
public void rebuildDatastructures(){
for(VirtualStructure struct : this.structures){
this.idStructMap.put(struct.getId(),struct);
}
for(MacroRegion region : this.regions){
this.idRegionMap.put(region.getId(),region);
}
if(this.pathingCache != null){
this.pathingCache.reconstruct();
}
}
/**
* 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);
}
/**
* Gets the list of civilizations
* @return The list of civilizations
*/
public List<Civilization> getCivilizations(){
return civilizations;
}
/**
* Gets a civilization by its id
* @param id The id
* @return The civilization if it exists, null otherwise
*/
public Civilization getCivilization(int id){
for(Civilization civ : this.civilizations){
if(civ.getId() == id){
return civ;
}
}
return null;
}
/**
* Adds a civilization
* @param race the race founding the civilization
*/
public void addCivilization(Civilization civ){
civ.setId(civilizations.size());
civilizations.add(civ);
}
/**
* Gets the list of towns
* @return The list of towns
*/
public List<Town> getTowns(){
return towns;
}
/**
* Adds a town
* @param center The center point of the town
* @param radius The radius of the town
* @param parentCivId The id of the parent civilization
*/
public void addTown(Town town){
town.setId(towns.size());
towns.add(town);
}
/**
* Gets a town by its id
* @param id The id of the town
* @return The town
*/
public Town getTown(int id){
for(Town town : towns){
if(town.getId() == id){
return town;
}
}
return null;
}
/**
* Adds a road
* @param road The road
*/
public void addRoad(Road road){
road.setId(this.roads.size());
this.roads.add(road);
}
/**
* Gets the roads in the macro data
* @return The list of roads
*/
public List<Road> getRoads(){
return this.roads;
}
/**
* Registers a macro region
* @param region The macro region
*/
public void registerRegion(MacroRegion region){
region.setId(regions.size());
regions.add(region);
idRegionMap.put(region.getId(),region);
}
/**
* Gets a macro region by its id
* @param id The id
* @return The macro region if it exists, null otherwise
*/
public MacroRegion getRegion(long id){
return idRegionMap.get(id);
}
/**
* Gets the list of structures
* @return The list of structures
*/
public List<VirtualStructure> getStructures(){
return structures;
}
/**
* Gets a structure by its id
* @param id The id of the structure
* @return The structure if it exists, null otherwise
*/
public VirtualStructure getStructure(int id){
return this.idStructMap.get(id);
}
/**
* Adds a structure
* @param structure The structure
*/
public void addStructure(VirtualStructure structure){
structure.setId(structures.size());
structures.add(structure);
this.idStructMap.put(structure.getId(),structure);
}
/**
* Gets the nearby objects
* @param position The position to search near
* @return The list of objects
*/
public List<MacroObject> getNearbyObjects(Vector3d position){
List<MacroObject> rVal = new LinkedList<MacroObject>();
rVal.addAll(this.roads);
rVal.addAll(this.towns);
return rVal;
}
/**
* Checks if the aabb intersects any existing structs
* @param aabb The aabb
* @return true if it intersects any existing structs, false otheriwse
*/
public boolean intersectsStruct(AABBd aabb){
for(VirtualStructure struct : this.structures){
if(struct.getAABB().testAABB(aabb)){
return true;
}
}
for(Road road : this.roads){
//broad phase
if(road.getAABB().testAABB(aabb)){
//near phase
if(GeomUtils.intersectAABBTube(aabb, road.getPoint1(), road.getPoint2(), road.getRadius())){
return true;
}
}
}
return false;
}
/**
* 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.getId());
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 : Globals.serverState.characterService.getAllCharacters()){
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 list of content-blocking macro objects
* @return The list
*/
public List<MacroAreaObject> getContentBlockers(){
List<MacroAreaObject> blockers = new LinkedList<MacroAreaObject>();
blockers.addAll(this.structures);
blockers.addAll(this.roads);
blockers.addAll(this.regions);
return blockers;
}
/**
* Gets the path cache in the macro data
* @return The macro pathing cache
*/
public MacroPathCache getPathCache(){
return this.pathingCache;
}
/**
* Gets the temporal data
* @return The temporal data
*/
public MacroTemporalData getTemporalData(){
return this.temporalData;
}
}