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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-11-27 22:35:13 +0100 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-11-27 22:35:13 +0100 |
commit | a6630d32394120a78af56bc612fa3c3449283248 (patch) | |
tree | 2c791266b0f213cd56961299da8d2258b8f85d8e /src/Generating/FinishGen.cpp | |
parent | Fixed spawn point being generally in an ocean (diff) | |
parent | Voronoi-related biomegens use the new cVoronoiMap class. (diff) | |
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Diffstat (limited to 'src/Generating/FinishGen.cpp')
-rw-r--r-- | src/Generating/FinishGen.cpp | 664 |
1 files changed, 664 insertions, 0 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp new file mode 100644 index 000000000..8899e4bd0 --- /dev/null +++ b/src/Generating/FinishGen.cpp @@ -0,0 +1,664 @@ + +// FinishGen.cpp + +/* Implements the various finishing generators: + - cFinishGenSnow + - cFinishGenIce + - cFinishGenSprinkleFoliage +*/ + +#include "Globals.h" + +#include "FinishGen.h" +#include "../Noise.h" +#include "../BlockID.h" +#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway() +#include "../World.h" + + + + + +#define DEF_NETHER_WATER_SPRINGS "0, 1; 255, 1" +#define DEF_NETHER_LAVA_SPRINGS "0, 0; 30, 0; 31, 50; 120, 50; 127, 0" +#define DEF_OVERWORLD_WATER_SPRINGS "0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0" +#define DEF_OVERWORLD_LAVA_SPRINGS "0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0" +#define DEF_END_WATER_SPRINGS "0, 1; 255, 1" +#define DEF_END_LAVA_SPRINGS "0, 1; 255, 1" + + + + + +static inline bool IsWater(BLOCKTYPE a_BlockType) +{ + return (a_BlockType == E_BLOCK_STATIONARY_WATER) || (a_BlockType == E_BLOCK_WATER); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenSprinkleFoliage: + +bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ) +{ + // We'll be doing comparison to neighbors, so require the coords to be 1 block away from the chunk edges: + if ( + (a_RelX < 1) || (a_RelX >= cChunkDef::Width - 1) || + (a_RelY < 1) || (a_RelY >= cChunkDef::Height - 2) || + (a_RelZ < 1) || (a_RelZ >= cChunkDef::Width - 1) + ) + { + return false; + } + + // Only allow dirt, grass or sand below sugarcane: + switch (a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ)) + { + case E_BLOCK_DIRT: + case E_BLOCK_GRASS: + case E_BLOCK_SAND: + { + break; + } + default: + { + return false; + } + } + + // Water is required next to the block below the sugarcane: + if ( + !IsWater(a_ChunkDesc.GetBlockType(a_RelX - 1, a_RelY, a_RelZ)) && + !IsWater(a_ChunkDesc.GetBlockType(a_RelX + 1, a_RelY, a_RelZ)) && + !IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ - 1)) && + !IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ + 1)) + ) + { + return false; + } + + // All conditions met, place a sugarcane here: + a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE); + return true; +} + + + + + +void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) +{ + // Generate small foliage (1-block): + + // TODO: Update heightmap with 1-block-tall foliage + for (int z = 0; z < cChunkDef::Width; z++) + { + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z; + const float zz = (float)BlockZ; + for (int x = 0; x < cChunkDef::Width; x++) + { + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width + x; + if (((m_Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124) + { + continue; + } + int Top = a_ChunkDesc.GetHeight(x, z); + if (Top > 250) + { + // Nothing grows above Y=250 + continue; + } + if (a_ChunkDesc.GetBlockType(x, Top + 1, z) != E_BLOCK_AIR) + { + // Space already taken by something else, don't grow here + // WEIRD, since we're using heightmap, so there should NOT be anything above it + continue; + } + + const float xx = (float)BlockX; + float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f ); + float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f ); + switch (a_ChunkDesc.GetBlockType(x, Top, z)) + { + case E_BLOCK_GRASS: + { + float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 ); + float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 ); + if (val1 + val2 > 0.2f) + { + a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER); + } + else if (val2 + val3 > 0.2f) + { + a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_ROSE); + } + else if (val3 + val4 > 0.2f) + { + a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_MUSHROOM); + } + else if (val1 + val4 > 0.2f) + { + a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_BROWN_MUSHROOM); + } + else if (val1 + val2 + val3 + val4 < -0.1) + { + a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_TALL_GRASS, E_META_TALL_GRASS_GRASS); + } + else if (TryAddSugarcane(a_ChunkDesc, x, Top, z)) + { + ++Top; + } + else if ((val1 > 0.5) && (val2 < -0.5)) + { + a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_PUMPKIN, (int)(val3 * 8) % 4); + } + break; + } // case E_BLOCK_GRASS + + case E_BLOCK_SAND: + { + int y = Top + 1; + if ( + (x > 0) && (x < cChunkDef::Width - 1) && + (z > 0) && (z < cChunkDef::Width - 1) && + (val1 + val2 > 0.5f) && + (a_ChunkDesc.GetBlockType(x + 1, y, z) == E_BLOCK_AIR) && + (a_ChunkDesc.GetBlockType(x - 1, y, z) == E_BLOCK_AIR) && + (a_ChunkDesc.GetBlockType(x, y, z + 1) == E_BLOCK_AIR) && + (a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR) + ) + { + a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_CACTUS); + } + else if (TryAddSugarcane(a_ChunkDesc, x, Top, z)) + { + ++Top; + } + break; + } + } // switch (TopBlock) + a_ChunkDesc.SetHeight(x, z, Top); + } // for y + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenSnow: + +void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc) +{ + // Add a snow block in snowy biomes onto blocks that can be snowed over + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + switch (a_ChunkDesc.GetBiome(x, z)) + { + case biIcePlains: + case biIceMountains: + case biTaiga: + case biTaigaHills: + case biFrozenRiver: + case biFrozenOcean: + { + int Height = a_ChunkDesc.GetHeight(x, z); + if (g_BlockIsSnowable[a_ChunkDesc.GetBlockType(x, Height, z)]) + { + a_ChunkDesc.SetBlockType(x, Height + 1, z, E_BLOCK_SNOW); + a_ChunkDesc.SetHeight(x, z, Height + 1); + } + break; + } + } + } + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenIce: + +void cFinishGenIce::GenFinish(cChunkDesc & a_ChunkDesc) +{ + // Turn surface water into ice in icy biomes + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + switch (a_ChunkDesc.GetBiome(x, z)) + { + case biIcePlains: + case biIceMountains: + case biTaiga: + case biTaigaHills: + case biFrozenRiver: + case biFrozenOcean: + { + int Height = a_ChunkDesc.GetHeight(x, z); + switch (a_ChunkDesc.GetBlockType(x, Height, z)) + { + case E_BLOCK_WATER: + case E_BLOCK_STATIONARY_WATER: + { + a_ChunkDesc.SetBlockType(x, Height, z, E_BLOCK_ICE); + break; + } + } + break; + } + } + } + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenLilypads: + +int cFinishGenSingleBiomeSingleTopBlock::GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap) +{ + int res = 0; + for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) + { + if (a_BiomeMap[i] == m_Biome) + { + res++; + } + } // for i - a_BiomeMap[] + return m_Amount * res / 256; +} + + + + + +void cFinishGenSingleBiomeSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc) +{ + // Add Lilypads on top of water surface in Swampland + + int NumToGen = GetNumToGen(a_ChunkDesc.GetBiomeMap()); + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + for (int i = 0; i < NumToGen; i++) + { + int x = (m_Noise.IntNoise3DInt(ChunkX + ChunkZ, ChunkZ, i) / 13) % cChunkDef::Width; + int z = (m_Noise.IntNoise3DInt(ChunkX - ChunkZ, i, ChunkZ) / 11) % cChunkDef::Width; + + // Place the block at {x, z} if possible: + if (a_ChunkDesc.GetBiome(x, z) != m_Biome) + { + // Incorrect biome + continue; + } + int Height = a_ChunkDesc.GetHeight(x, z); + if (Height >= cChunkDef::Height) + { + // Too high up + continue; + } + if (a_ChunkDesc.GetBlockType(x, Height + 1, z) != E_BLOCK_AIR) + { + // Not an empty block + continue; + } + BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, Height, z); + if ((BlockBelow == m_AllowedBelow1) || (BlockBelow == m_AllowedBelow2)) + { + a_ChunkDesc.SetBlockType(x, Height + 1, z, m_BlockType); + a_ChunkDesc.SetHeight(x, z, Height + 1); + } + } // for i +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenBottomLava: + +void cFinishGenBottomLava::GenFinish(cChunkDesc & a_ChunkDesc) +{ + cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes(); + for (int y = m_Level; y > 0; y--) + { + for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) + { + int Index = cChunkDef::MakeIndexNoCheck(x, y, z); + if (BlockTypes[Index] == E_BLOCK_AIR) + { + BlockTypes[Index] = E_BLOCK_STATIONARY_LAVA; + } + } // for x, for z + } // for y +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenPreSimulator: + +cFinishGenPreSimulator::cFinishGenPreSimulator(void) +{ + // Nothing needed yet +} + + + + + +void cFinishGenPreSimulator::GenFinish(cChunkDesc & a_ChunkDesc) +{ + CollapseSandGravel(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap()); + StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER); + StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA); + // TODO: other operations +} + + + + + +void cFinishGenPreSimulator::CollapseSandGravel( + cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change + cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data +) +{ + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int LastY = -1; + int HeightY = 0; + for (int y = 0; y < cChunkDef::Height; y++) + { + BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z); + switch (Block) + { + default: + { + // Set the last block onto which stuff can fall to this height: + LastY = y; + HeightY = y; + break; + } + case E_BLOCK_AIR: + { + // Do nothing + break; + } + case E_BLOCK_FIRE: + case E_BLOCK_WATER: + case E_BLOCK_STATIONARY_WATER: + case E_BLOCK_LAVA: + case E_BLOCK_STATIONARY_LAVA: + { + // Do nothing, only remember this height as potentially highest + HeightY = y; + break; + } + case E_BLOCK_SAND: + case E_BLOCK_GRAVEL: + { + if (LastY < y - 1) + { + cChunkDef::SetBlock(a_BlockTypes, x, LastY + 1, z, Block); + cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR); + } + LastY++; + if (LastY > HeightY) + { + HeightY = LastY; + } + break; + } + } // switch (GetBlock) + } // for y + cChunkDef::SetHeight(a_HeightMap, x, z, HeightY); + } // for x + } // for z +} + + + + + +void cFinishGenPreSimulator::StationarizeFluid( + cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change + cChunkDef::HeightMap & a_HeightMap, // Height map to read + BLOCKTYPE a_Fluid, + BLOCKTYPE a_StationaryFluid +) +{ + // Turn fluid in the middle to stationary, unless it has air or washable block next to it: + for (int z = 1; z < cChunkDef::Width - 1; z++) + { + for (int x = 1; x < cChunkDef::Width - 1; x++) + { + for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--) + { + BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z); + if ((Block != a_Fluid) && (Block != a_StationaryFluid)) + { + continue; + } + static const struct + { + int x, y, z; + } Coords[] = + { + {1, 0, 0}, + {-1, 0, 0}, + {0, 0, 1}, + {0, 0, -1}, + {0, -1, 0} + } ; + BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block + for (int i = 0; i < ARRAYCOUNT(Coords); i++) + { + if ((y == 0) && (Coords[i].y < 0)) + { + continue; + } + BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z); + if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor)) + { + // There is an air / washable neighbor, simulate this block + BlockToSet = a_Fluid; + break; + } + } // for i - Coords[] + cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet); + } // for y + } // for x + } // for z + + // Turn fluid at the chunk edges into non-stationary fluid: + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int i = 0; i < cChunkDef::Width; i++) // i stands for both x and z here + { + if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid) + { + cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid); + } + if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid) + { + cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid); + } + if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid) + { + cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid); + } + if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid) + { + cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid); + } + } + } +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cFinishGenFluidSprings: + +cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) : + m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other + m_HeightDistribution(255), + m_Fluid(a_Fluid) +{ + bool IsWater = (a_Fluid == E_BLOCK_WATER); + AString SectionName = IsWater ? "WaterSprings" : "LavaSprings"; + AString DefaultHeightDistribution; + int DefaultChance; + switch (a_World.GetDimension()) + { + case dimNether: + { + DefaultHeightDistribution = IsWater ? DEF_NETHER_WATER_SPRINGS : DEF_NETHER_LAVA_SPRINGS; + DefaultChance = IsWater ? 0 : 15; + break; + } + case dimOverworld: + { + DefaultHeightDistribution = IsWater ? DEF_OVERWORLD_WATER_SPRINGS : DEF_OVERWORLD_LAVA_SPRINGS; + DefaultChance = IsWater ? 24 : 9; + break; + } + case dimEnd: + { + DefaultHeightDistribution = IsWater ? DEF_END_WATER_SPRINGS : DEF_END_LAVA_SPRINGS; + DefaultChance = 0; + break; + } + default: + { + ASSERT(!"Unhandled world dimension"); + break; + } + } // switch (dimension) + AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution); + if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0)) + { + LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".", + (a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava", + DefaultHeightDistribution.c_str() + ); + m_HeightDistribution.SetDefString(DefaultHeightDistribution); + } + m_Chance = a_IniFile.GetValueSetI(SectionName, "Chance", DefaultChance); +} + + + + + +void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc) +{ + int ChanceRnd = (m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 512, 256 * a_ChunkDesc.GetChunkZ()) / 13) % 100; + if (ChanceRnd > m_Chance) + { + // Not in this chunk + return; + } + + // Get the height at which to try: + int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11; + Height %= m_HeightDistribution.GetSum(); + Height = m_HeightDistribution.MapValue(Height); + + // Try adding the spring at the height, if unsuccessful, move lower: + for (int y = Height; y > 1; y--) + { + // TODO: randomize the order in which the coords are being checked + for (int z = 1; z < cChunkDef::Width - 1; z++) + { + for (int x = 1; x < cChunkDef::Width - 1; x++) + { + switch (a_ChunkDesc.GetBlockType(x, y, z)) + { + case E_BLOCK_NETHERRACK: + case E_BLOCK_STONE: + { + if (TryPlaceSpring(a_ChunkDesc, x, y, z)) + { + // Succeeded, bail out + return; + } + } + } // switch (BlockType) + } // for x + } // for y + } // for y +} + + + + + +bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z) +{ + // In order to place a spring, it needs exactly one of the XZ neighbors or a below neighbor to be air + // Also, its neighbor on top of it must be non-air + if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR) + { + return false; + } + + static const struct + { + int x, y, z; + } Coords[] = + { + {-1, 0, 0}, + { 1, 0, 0}, + { 0, -1, 0}, + { 0, 0, -1}, + { 0, 0, 1}, + } ; + int NumAirNeighbors = 0; + for (int i = 0; i < ARRAYCOUNT(Coords); i++) + { + switch (a_ChunkDesc.GetBlockType(x + Coords[i].x, y + Coords[i].y, z + Coords[i].z)) + { + case E_BLOCK_AIR: + { + NumAirNeighbors += 1; + if (NumAirNeighbors > 1) + { + return false; + } + } + } + } + if (NumAirNeighbors == 0) + { + return false; + } + + // Has exactly one air neighbor, place a spring: + a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0); + return true; +} + + + + |