UPD: Refactor Forest Tile Generation to seperate method

This commit is contained in:
sebastian 2026-02-08 14:22:13 +01:00
parent f6beaf48ea
commit 5213987719
8 changed files with 159 additions and 50 deletions

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@ -73,6 +73,12 @@ add_executable(Dicewars_Siedler src/main.cpp
src/engine/renderer/shaders/TerrainShader.h
src/engine/renderer/model/AssetManager.cpp
src/engine/renderer/model/AssetManager.h
src/game/hexWorld/tileGenerator/HexTileGeneratorStrategy.cpp
src/game/hexWorld/tileGenerator/HexTileGeneratorStrategy.h
src/game/hexWorld/tileGenerator/ForestTileGenerator.cpp
src/game/hexWorld/tileGenerator/ForestTileGenerator.h
src/engine/toolbox/Random.cpp
src/engine/toolbox/Random.h
)
target_include_directories(Dicewars_Siedler PRIVATE

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@ -0,0 +1,5 @@
//
// Created by sebastian on 08.02.26.
//
#include "Random.h"

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@ -0,0 +1,38 @@
//
// Created by sebastian on 08.02.26.
//
#ifndef RANDOM_H
#define RANDOM_H
#include <random>
class Random {
public:
Random() : gen(std::random_device{}()) {};
// Float zwischen min und max
float randomFloat(float min, float max) {
std::uniform_real_distribution<float> dist(min, max);
return dist(gen);
}
// Int zwischen min und max (inklusive)
int randomInt(int min, int max) {
std::uniform_int_distribution<int> dist(min, max);
return dist(gen);
}
// Bool mit Wahrscheinlichkeit p
bool randomBool(float probability = 0.5f) {
std::bernoulli_distribution dist(probability);
return dist(gen);
}
private:
std::mt19937 gen;
};
#endif //RANDOM_H

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@ -10,27 +10,20 @@
#include "HexTile.h"
#include "Map.h"
#include "../../engine/renderer/model/AssetManager.h"
#include "../../engine/toolbox/Random.h"
#include "tileGenerator/ForestTileGenerator.h"
class MapGenerator {
public:
static void generateHexMap(Map& map, int width, int height, float hexRadius, std::vector<std::shared_ptr<Entity>>& mapEntities) {
// Zufallsgenerator initialisieren (einmal)
std::random_device rd; // Zufälliger Seed
std::mt19937 gen(rd()); // Mersenne Twister Generator
Random random;
// Verteilung definieren: hier z.B. 0 bis 9
std::uniform_real_distribution<float> dis(0.0f, 1.0f);
map.tiles.clear();
float xOffset = hexRadius * std::sqrt(3.0f);
float zOffset = hexRadius * 1.5f;
std::shared_ptr<TexturedModel> treeModel = AssetManager::getModel("lowPolyTree");
std::shared_ptr<TexturedModel> treeModel2 = AssetManager::getModel("lowPolyTree2");
std::vector<std::shared_ptr<TexturedModel>> treeModels = {treeModel, treeModel2};
std::uniform_int_distribution<int> treeModelDistribution(0, treeModels.size() - 1);
for (int r = 0; r < height; ++r) {
for (int q = 0; q < width; ++q) {
HexTile tile;
@ -43,53 +36,20 @@ public:
tile.worldPos = glm::vec3(x, 0.0f, z);
tile.radius = hexRadius;
float randomValue = dis(gen);
float randomValue = random.randomFloat(0.0f, 1.0f);
if (randomValue < 0.5f) {
tile.resourceType = RessourceType::WOOD;
int treeCount = 3 + (int) (dis(gen) * 3);
std::uniform_real_distribution<float> offsetDis(-hexRadius * 0.5f, hexRadius * 0.5f);
float minDistance = 3.0f; // Minimaler Abstand zwischen Bäumen
for (int i = 0; i < treeCount; ++i) {
glm::vec3 treePos;
bool validPos = false;
// versuche zufällige Position, bis Abstand stimmt oder max Versuche erreicht
int attempts = 0;
const int maxAttempts = 10;
while (!validPos && attempts < maxAttempts) {
treePos = tile.worldPos;
treePos.x += offsetDis(gen);
treePos.z += offsetDis(gen);
validPos = true;
for (const auto& otherTree : tile.entitiesOnTile) {
if (glm::distance(treePos, otherTree->getPosition()) < minDistance) {
validPos = false;
break;
}
}
attempts++;
}
if (!validPos) continue; // zu viele Versuche, überspringen
int treeModelIndex = treeModelDistribution(gen);
auto treeEntity = std::make_shared<Entity>(treeModels[treeModelIndex], treePos, 0, 0, 0, 1.f);
mapEntities.push_back(treeEntity);
tile.entitiesOnTile.push_back(treeEntity);
}
ForestTileGenerator forestTileGenerator;
const std::vector<std::shared_ptr<Entity>> forestEntities = forestTileGenerator.generateHexTile(random, tile.worldPos, mapEntities);
tile.entitiesOnTile = forestEntities;
}
map.tiles.push_back(tile);
}
}
}
private:
};

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@ -0,0 +1,48 @@
//
// Created by sebastian on 08.02.26.
//
#include "ForestTileGenerator.h"
#include "../../../engine/renderer/model/AssetManager.h"
#include "glm/detail/func_geometric.inl"
std::vector<std::shared_ptr<Entity>> ForestTileGenerator::generateHexTile(Random& random, glm::vec3 tilePos, std::vector<std::shared_ptr<Entity>> &mapEntities) const {
int treeCount = random.randomInt(minTreeCount, maxTreeCount);
std::vector<std::shared_ptr<Entity>> entitiesOnTile;
std::shared_ptr<TexturedModel> treeModel = AssetManager::getModel("lowPolyTree");
std::shared_ptr<TexturedModel> treeModel2 = AssetManager::getModel("lowPolyTree2");
std::vector<std::shared_ptr<TexturedModel>> treeModels = {treeModel, treeModel2};
for (int i = 0; i < treeCount; ++i) {
glm::vec3 treePos;
bool validPos = false;
// versuche zufällige Position, bis Abstand stimmt oder max Versuche erreicht
int attempts = 0;
while (!validPos && attempts < maxAttempts) {
treePos = tilePos;
treePos.x += random.randomFloat(-hexRadius * 0.5f, hexRadius * 0.5f);
treePos.z += random.randomFloat(-hexRadius * 0.5f, hexRadius * 0.5f);
validPos = true;
for (const auto& otherTree : entitiesOnTile) {
if (glm::distance(treePos, otherTree->getPosition()) < minDistance) {
validPos = false;
break;
}
}
attempts++;
}
if (!validPos) continue; // zu viele Versuche, überspringen
int treeModelIndex = random.randomInt(0, static_cast<int>(treeModels.size()-1));
auto treeEntity = std::make_shared<Entity>(treeModels[treeModelIndex], treePos, 0, 0, 0, 1.f);
mapEntities.push_back(treeEntity);
entitiesOnTile.push_back(treeEntity);
}
return entitiesOnTile;
}

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@ -0,0 +1,24 @@
//
// Created by sebastian on 08.02.26.
//
#ifndef FORESTTILEGENERATOR_H
#define FORESTTILEGENERATOR_H
#include "HexTileGeneratorStrategy.h"
class ForestTileGenerator : public HexTileGeneratorStrategy {
public:
std::vector<std::shared_ptr<Entity>> generateHexTile(Random& random, glm::vec3 tilePos, std::vector<std::shared_ptr<Entity>>& mapEntities) const override;
private:
const int minTreeCount = 3;
const int maxTreeCount = 5;
const float minDistance = 3.0f;
const int maxAttempts = 10;
const float hexRadius = 10.f;
};
#endif //FORESTTILEGENERATOR_H

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@ -0,0 +1,5 @@
//
// Created by sebastian on 08.02.26.
//
#include "HexTileGeneratorStrategy.h"

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@ -0,0 +1,23 @@
//
// Created by sebastian on 08.02.26.
//
#ifndef HEXTILEGENERATORSTRATEGY_H
#define HEXTILEGENERATORSTRATEGY_H
#include <memory>
#include <vector>
#include "../../../engine/layer/entities/Entity.h"
#include "../../../engine/toolbox/Random.h"
class HexTileGeneratorStrategy {
public:
virtual ~HexTileGeneratorStrategy() = default;
virtual std::vector<std::shared_ptr<Entity>> generateHexTile(Random& random, glm::vec3 tilePos, std::vector<std::shared_ptr<Entity>>& mapEntities) const = 0;
};
#endif //HEXTILEGENERATORSTRATEGY_H