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#include "Globals.h"

#include "cChunkGenerator.h"
#include "cWorld.h"
#include "../iniFile/iniFile.h"
#include "BioGen.h"
#include "HeiGen.h"
#include "CompoGen.h"
#include "StructGen.h"
#include "FinishGen.h"





/// If the generation queue size exceeds this number, a warning will be output
const int QUEUE_WARNING_LIMIT = 1000;

/// If the generation queue size exceeds this number, chunks with no clients will be skipped
const int QUEUE_SKIP_LIMIT = 500;





cChunkGenerator::cChunkGenerator(void)
	: super("cChunkGenerator")
	, m_World(NULL)
	, m_BiomeGen(NULL)
	, m_HeightGen(NULL)
	, m_CompositionGen(NULL)
{
}





cChunkGenerator::~cChunkGenerator()
{
	Stop();
}





bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
{
	MTRand rnd;
	m_World = a_World;
	m_Seed = a_IniFile.GetValueI("Seed", "Seed", rnd.randInt());
	
	// TODO: Remove this after INI file interface changes ( http://forum.mc-server.org/showthread.php?tid=427 )
	a_IniFile.DeleteValue("Seed", "Seed");
	
	a_IniFile.SetValueI("Seed", "Seed", m_Seed);

	InitBiomeGen(a_IniFile);
	InitHeightGen(a_IniFile);
	InitCompositionGen(a_IniFile);
	InitStructureGens(a_IniFile);
	InitFinishGens(a_IniFile);
	
	a_IniFile.WriteFile();
	
	return super::Start();
}





void cChunkGenerator::Stop(void)
{
	m_ShouldTerminate = true;
	m_Event.Set();
	m_evtRemoved.Set();  // Wake up anybody waiting for empty queue
	Wait();

	// Delete the generating composition:
	for (cFinishGenList::const_iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr)
	{
		delete *itr;
	}
	m_FinishGens.clear();
	for (cStructureGenList::const_iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr)
	{
		delete *itr;
	}
	m_StructureGens.clear();
	delete m_CompositionGen;
	m_CompositionGen = NULL;
	delete m_HeightGen;
	m_HeightGen = NULL;
	delete m_BiomeGen;
	m_BiomeGen = NULL;
}





void cChunkGenerator::InitBiomeGen(cIniFile & a_IniFile)
{
	AString BiomeGenName = a_IniFile.GetValue("Generator", "BiomeGen", "");
	if (BiomeGenName.empty())
	{
		LOGWARN("[Generator]::BiomeGen value not found in world.ini, using \"constant\".");
		BiomeGenName = "constant";
	}
	
	if (NoCaseCompare(BiomeGenName, "constant") == 0)
	{
		int Biome = a_IniFile.GetValueI("Generator", "ConstantBiome", biPlains);
		m_BiomeGen = new cBioGenConstant((EMCSBiome)Biome);
	}
	else if (NoCaseCompare(BiomeGenName, "checkerboard") == 0)
	{
		int BiomeSize = a_IniFile.GetValueI("Generator", "CheckerboardBiomeSize", 64);
		m_BiomeGen = new cBioGenCheckerboard(BiomeSize);
	}
	else
	{
		if (NoCaseCompare(BiomeGenName, "distortedvoronoi") != 0)
		{
			LOGWARNING("Unknown BiomeGen \"%s\", using \"distortedvoronoi\" instead.", BiomeGenName.c_str());
		}
		m_BiomeGen = new cBioGenDistortedVoronoi(m_Seed);
	}
}





void cChunkGenerator::InitHeightGen(cIniFile & a_IniFile)
{
	AString HeightGenName = a_IniFile.GetValue("Generator", "HeightGen", "");
	if (HeightGenName.empty())
	{
		LOGWARN("[Generator]::HeightGen value not found in world.ini, using \"classic\".");
		HeightGenName = "classic";
	}
	
	if (NoCaseCompare(HeightGenName, "flat") == 0)
	{
		int Height = a_IniFile.GetValueI("Generator", "FlatHeight", 5);
		m_HeightGen = new cHeiGenFlat(Height);
	}
	else  // "classic" or <not found>
	{
		if (NoCaseCompare(HeightGenName, "classic") != 0)
		{
			LOGWARN("Unknown HeightGen \"%s\", using \"classic\" instead.", HeightGenName.c_str());
		}
		// These used to be in terrain.ini, but now they are in world.ini (so that multiple worlds can have different values):
		float HeightFreq1 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightFreq1", 0.1);
		float HeightFreq2 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightFreq2", 1.0);
		float HeightFreq3 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightFreq3", 2.0);
		float HeightAmp1  = (float)a_IniFile.GetValueF("Generator", "ClassicHeightAmp1",  1.0);
		float HeightAmp2  = (float)a_IniFile.GetValueF("Generator", "ClassicHeightAmp2",  0.5);
		float HeightAmp3  = (float)a_IniFile.GetValueF("Generator", "ClassicHeightAmp3",  0.5);
		m_HeightGen = new cHeiGenClassic(m_Seed, HeightFreq1, HeightAmp1, HeightFreq2, HeightAmp2, HeightFreq3, HeightAmp3);
	}
}





void cChunkGenerator::InitCompositionGen(cIniFile & a_IniFile)
{
	AString CompoGenName = a_IniFile.GetValue("Generator", "CompositionGen", "");
	if (CompoGenName.empty())
	{
		LOGWARN("[Generator]::CompositionGen value not found in world.ini, using \"classic\".");
		CompoGenName = "classic";
	}
	if (NoCaseCompare(CompoGenName, "sameblock") == 0)
	{
		AString BlockType = a_IniFile.GetValue("Generator", "SameBlockType", "");
		if (BlockType.empty())
		{
			LOGWARN("[Generator]::SameBlockType value not found in world.ini, using \"stone\".");
			BlockType = "stone";
		}
		int Block = BlockStringToType(BlockType);
		if (Block < 0)
		{
			LOGWARN("World.ini: [Generator]::SameBlockType value \"%s\" not parseable (use a number or alias from items.ini), using \"stone\" (1).", BlockType.c_str());
			Block = E_BLOCK_STONE;
		}
		bool Bedrocked = (a_IniFile.GetValueI("Generator", "SameBlockBedrocked", 1) != 0);
		m_CompositionGen = new cCompoGenSameBlock((BLOCKTYPE)Block, Bedrocked);
	}
	else if (NoCaseCompare(CompoGenName, "debugbiomes") == 0)
	{
		m_CompositionGen = new cCompoGenDebugBiomes(m_BiomeGen);
	}
	else
	{
		if (NoCaseCompare(CompoGenName, "classic") != 0)
		{
			LOGWARN("Unknown CompositionGen \"%s\", using \"classic\" instead.", CompoGenName.c_str());
		}
		int SeaLevel    = a_IniFile.GetValueI("Generator", "ClassicSeaLevel", 60);
		int BeachHeight = a_IniFile.GetValueI("Generator", "ClassicBeachHeight", 2);
		int BeachDepth  = a_IniFile.GetValueI("Generator", "ClassicBeachDepth", 4);
		m_CompositionGen = new cCompoGenClassic(SeaLevel, BeachHeight, BeachDepth);
	}
}





void cChunkGenerator::InitStructureGens(cIniFile & a_IniFile)
{
	AString Structures = a_IniFile.GetValue("Generator", "Structures", "Trees,MarbleCaves");

	AStringVector Str = StringSplit(Structures, ",");
	for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr)
	{
		if (NoCaseCompare(*itr, "trees") == 0)
		{
			m_StructureGens.push_back(new cStructGenTrees(m_Seed, m_BiomeGen, m_HeightGen, m_CompositionGen));
		}
		else if (NoCaseCompare(*itr, "marblecaves") == 0)
		{
			m_StructureGens.push_back(new cStructGenMarbleCaves(m_Seed));
		}
		else if (NoCaseCompare(*itr, "orenests") == 0)
		{
			m_StructureGens.push_back(new cStructGenOreNests(m_Seed));
		}
		else
		{
			LOGWARNING("Unknown structure generator: \"%s\". Ignoring.", itr->c_str());
		}
	}  // for itr - Str[]
}





void cChunkGenerator::InitFinishGens(cIniFile & a_IniFile)
{
	AString Structures = a_IniFile.GetValue("Generator", "Finishers", "SprinkleFoliage");

	AStringVector Str = StringSplit(Structures, ",");
	for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr)
	{
		if (NoCaseCompare(*itr, "SprinkleFoliage") == 0)
		{
			m_FinishGens.push_back(new cFinishGenSprinkleFoliage(m_Seed));
		}
		else if (NoCaseCompare(*itr, "Snow") == 0)
		{
			m_FinishGens.push_back(new cFinishGenSnow);
		}
		else if (NoCaseCompare(*itr, "Ice") == 0)
		{
			m_FinishGens.push_back(new cFinishGenIce);
		}
	}  // for itr - Str[]
}





void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	{
		cCSLock Lock(m_CS);
		
		// Check if it is already in the queue:
		for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
		{
			if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
			{
				// Already in the queue, bail out
				return;
			}
		}  // for itr - m_Queue[]
		
		// Add to queue, issue a warning if too many:
		if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
		{
			LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
		}
		m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
	}
	
	m_Event.Set();
}





void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
	m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
}





void cChunkGenerator::WaitForQueueEmpty(void)
{
	cCSLock Lock(m_CS);
	while (!m_ShouldTerminate && !m_Queue.empty())
	{
		cCSUnlock Unlock(Lock);
		m_evtRemoved.Wait();
	}
}





int cChunkGenerator::GetQueueLength(void)
{
	cCSLock Lock(m_CS);
	return (int)m_Queue.size();
}





EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
	cChunkDef::BiomeMap Biomes;
	int Y = 0;
	int ChunkX, ChunkZ;
	cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ);
	m_BiomeGen->GenBiomes(ChunkX, ChunkZ, Biomes);
	return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
}





void cChunkGenerator::Execute(void)
{
	while (!m_ShouldTerminate)
	{
		cCSLock Lock(m_CS);
		while (m_Queue.size() == 0)
		{
			cCSUnlock Unlock(Lock);
			m_Event.Wait();
			if (m_ShouldTerminate)
			{
				return;
			}
		}
		
		cChunkCoords coords = m_Queue.front();		// Get next coord from queue
		m_Queue.erase( m_Queue.begin() );	// Remove coordinate from queue
		bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
		Lock.Unlock();			// Unlock ASAP
		m_evtRemoved.Set();

		// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
		if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
		{
			LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
			// Already generated, ignore request
			continue;
		}
		
		if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
		{
			LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
			continue;
		}
		
		LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
		DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
		
		// Save the chunk right after generating, so that we don't have to generate it again on next run
		m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
	}  // while (!bStop)
}




void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
	cChunkDef::BiomeMap     BiomeMap;
	cChunkDef::BlockTypes   BlockTypes;
	cChunkDef::BlockNibbles BlockMeta;
	cChunkDef::HeightMap    HeightMap;
	cEntityList Entities;
	cBlockEntityList BlockEntities;
	
	// Use the composed generator:
	m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
	m_HeightGen->GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
	m_CompositionGen->ComposeTerrain(a_ChunkX, a_ChunkZ, BlockTypes, BlockMeta, HeightMap, Entities, BlockEntities);
	for (cStructureGenList::iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr)
	{
		(*itr)->GenStructures(a_ChunkX, a_ChunkZ, BlockTypes, BlockMeta, HeightMap, Entities, BlockEntities);
	}   // for itr - m_StructureGens[]
	for (cFinishGenList::iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr)
	{
		(*itr)->GenFinish(a_ChunkX, a_ChunkZ, BlockTypes, BlockMeta, HeightMap, BiomeMap, Entities, BlockEntities);
	}  // for itr - m_FinishGens[]
	
	m_World->SetChunkData(
		a_ChunkX, a_ChunkY, a_ChunkZ, 
		BlockTypes, BlockMeta,
		NULL, NULL,  // We don't have lighting, chunk will be lighted when needed
		&HeightMap, &BiomeMap,
		Entities, BlockEntities,
		true
	);
}