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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-08-29 15:56:40 +0200 |
---|---|---|
committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-08-29 15:56:40 +0200 |
commit | 431b7ed0b7764db732e39802a40d94dfe9f2108b (patch) | |
tree | f3f5ab4a7b1f2838733004d8294e571b777e631f /src/Generating | |
parent | Added new console command with cleanup (diff) | |
parent | VanillaFluidSimulator: Fixed an invalid Y-coord query. (diff) | |
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Diffstat (limited to 'src/Generating')
-rw-r--r-- | src/Generating/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/Generating/Caves.cpp | 3 | ||||
-rw-r--r-- | src/Generating/ChunkGenerator.cpp | 1 | ||||
-rw-r--r-- | src/Generating/ComposableGenerator.cpp | 98 | ||||
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 279 | ||||
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.h | 52 | ||||
-rw-r--r-- | src/Generating/FinishGen.cpp | 2 | ||||
-rw-r--r-- | src/Generating/HeiGen.cpp | 10 | ||||
-rw-r--r-- | src/Generating/StructGen.cpp | 58 | ||||
-rw-r--r-- | src/Generating/StructGen.h | 26 |
10 files changed, 474 insertions, 57 deletions
diff --git a/src/Generating/CMakeLists.txt b/src/Generating/CMakeLists.txt index 58df9d421..33d622b42 100644 --- a/src/Generating/CMakeLists.txt +++ b/src/Generating/CMakeLists.txt @@ -12,6 +12,7 @@ SET (SRCS CompoGen.cpp ComposableGenerator.cpp DistortedHeightmap.cpp + DungeonRoomsFinisher.cpp EndGen.cpp FinishGen.cpp GridStructGen.cpp @@ -40,6 +41,7 @@ SET (HDRS CompoGen.h ComposableGenerator.h DistortedHeightmap.h + DungeonRoomsFinisher.h EndGen.h FinishGen.h GridStructGen.h diff --git a/src/Generating/Caves.cpp b/src/Generating/Caves.cpp index 6fc371958..71154dff9 100644 --- a/src/Generating/Caves.cpp +++ b/src/Generating/Caves.cpp @@ -166,6 +166,9 @@ cCaveTunnel::cCaveTunnel( if ((a_BlockStartY <= 0) && (a_BlockEndY <= 0)) { // Don't bother detailing this cave, it's under the world anyway + m_MinBlockX = m_MaxBlockX = 0; + m_MinBlockY = m_MaxBlockY = -1; + m_MinBlockZ = m_MaxBlockZ = 0; return; } diff --git a/src/Generating/ChunkGenerator.cpp b/src/Generating/ChunkGenerator.cpp index 3d5af152c..a1188f984 100644 --- a/src/Generating/ChunkGenerator.cpp +++ b/src/Generating/ChunkGenerator.cpp @@ -27,6 +27,7 @@ const unsigned int QUEUE_SKIP_LIMIT = 500; cChunkGenerator::cChunkGenerator(void) : super("cChunkGenerator"), + m_Seed(0), // Will be overwritten by the actual generator m_Generator(NULL), m_PluginInterface(NULL), m_ChunkSink(NULL) diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp index cedb9aeb7..6f4007d24 100644 --- a/src/Generating/ComposableGenerator.cpp +++ b/src/Generating/ComposableGenerator.cpp @@ -19,6 +19,7 @@ #include "Caves.h" #include "DistortedHeightmap.h" +#include "DungeonRoomsFinisher.h" #include "EndGen.h" #include "MineShafts.h" #include "NetherFortGen.h" @@ -343,6 +344,14 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) float Threshold = (float)a_IniFile.GetValueSetF("Generator", "DualRidgeCavesThreshold", 0.3); m_FinishGens.push_back(new cStructGenDualRidgeCaves(Seed, Threshold)); } + else if (NoCaseCompare(*itr, "DungeonRooms") == 0) + { + int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48); + int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7); + int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5); + AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1"); + m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib)); + } else if (NoCaseCompare(*itr, "Ice") == 0) { m_FinishGens.push_back(new cFinishGenIce); @@ -387,6 +396,28 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) m_FinishGens.push_back(new cFinishGenSingleTopBlock(Seed, E_BLOCK_LILY_PAD, AllowedBiomes, 4, AllowedBlocks)); } + else if (NoCaseCompare(*itr, "NaturalPatches") == 0) + { + cStructGenOreNests::OreList Ores; + + // Dirt vein + cStructGenOreNests::OreInfo DirtVein; + DirtVein.BlockType = E_BLOCK_DIRT; + DirtVein.MaxHeight = 127; + DirtVein.NumNests = 20; + DirtVein.NestSize = 32; + Ores.push_back(DirtVein); + + // Gravel vein + cStructGenOreNests::OreInfo GravelVein; + GravelVein.BlockType = E_BLOCK_DIRT; + GravelVein.MaxHeight = 127; + GravelVein.NumNests = 20; + GravelVein.NestSize = 32; + Ores.push_back(GravelVein); + + m_FinishGens.push_back(new cStructGenOreNests(Seed, Ores, E_BLOCK_STONE)); + } else if (NoCaseCompare(*itr, "NetherClumpFoliage") == 0) { m_FinishGens.push_back(new cFinishGenNetherClumpFoliage(Seed)); @@ -398,9 +429,74 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) int MaxDepth = a_IniFile.GetValueSetI("Generator", "NetherFortsMaxDepth", 12); m_FinishGens.push_back(new cNetherFortGen(Seed, GridSize, MaxOffset, MaxDepth)); } + else if (NoCaseCompare(*itr, "NetherOreNests") == 0) + { + cStructGenOreNests::OreList Ores; + + // Quartz vein + cStructGenOreNests::OreInfo QuartzVein; + QuartzVein.BlockType = E_BLOCK_NETHER_QUARTZ_ORE; + QuartzVein.MaxHeight = 255; + QuartzVein.NumNests = 80; + QuartzVein.NestSize = 8; + Ores.push_back(QuartzVein); + + m_FinishGens.push_back(new cStructGenOreNests(Seed, Ores, E_BLOCK_NETHERRACK)); + + } else if (NoCaseCompare(*itr, "OreNests") == 0) { - m_FinishGens.push_back(new cStructGenOreNests(Seed)); + cStructGenOreNests::OreList Ores; + + // Coal vein + cStructGenOreNests::OreInfo CoalVein; + CoalVein.BlockType = E_BLOCK_COAL_ORE; + CoalVein.MaxHeight = 127; + CoalVein.NumNests = 50; + CoalVein.NestSize = 10; + Ores.push_back(CoalVein); + + // Iron vein + cStructGenOreNests::OreInfo IronVein; + IronVein.BlockType = E_BLOCK_IRON_ORE; + IronVein.MaxHeight = 64; + IronVein.NumNests = 14; + IronVein.NestSize = 6; + Ores.push_back(IronVein); + + // Gold vein + cStructGenOreNests::OreInfo GoldVein; + GoldVein.BlockType = E_BLOCK_GOLD_ORE; + GoldVein.MaxHeight = 32; + GoldVein.NumNests = 2; + GoldVein.NestSize = 6; + Ores.push_back(GoldVein); + + // Redstone vein + cStructGenOreNests::OreInfo RedstoneVein; + RedstoneVein.BlockType = E_BLOCK_REDSTONE_ORE; + RedstoneVein.MaxHeight = 16; + RedstoneVein.NumNests = 4; + RedstoneVein.NestSize = 6; + Ores.push_back(RedstoneVein); + + // Lapis vein + cStructGenOreNests::OreInfo LapisVein; + LapisVein.BlockType = E_BLOCK_LAPIS_ORE; + LapisVein.MaxHeight = 30; + LapisVein.NumNests = 2; + LapisVein.NestSize = 5; + Ores.push_back(LapisVein); + + // Diamond vein + cStructGenOreNests::OreInfo DiamondVein; + DiamondVein.BlockType = E_BLOCK_DIAMOND_ORE; + DiamondVein.MaxHeight = 15; + DiamondVein.NumNests = 1; + DiamondVein.NestSize = 4; + Ores.push_back(DiamondVein); + + m_FinishGens.push_back(new cStructGenOreNests(Seed, Ores, E_BLOCK_STONE)); } else if (NoCaseCompare(*itr, "POCPieces") == 0) { diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp new file mode 100644 index 000000000..f213455d6 --- /dev/null +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -0,0 +1,279 @@ + +// DungeonRoomsFinisher.cpp + +// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms + +#include "Globals.h" +#include "DungeonRoomsFinisher.h" +#include "../FastRandom.h" + + + + + +/** Height, in blocks, of the internal dungeon room open space. This many air blocks Y-wise. */ +static const int ROOM_HEIGHT = 4; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cDungeonRoom: + +class cDungeonRoom : + public cGridStructGen::cStructure +{ + typedef cGridStructGen::cStructure super; + +public: + + cDungeonRoom( + int a_GridX, int a_GridZ, + int a_OriginX, int a_OriginZ, + int a_HalfSizeX, int a_HalfSizeZ, + int a_FloorHeight, + cNoise & a_Noise + ) : + super(a_GridX, a_GridZ, a_OriginX, a_OriginZ), + m_StartX(a_OriginX - a_HalfSizeX), + m_EndX(a_OriginX + a_HalfSizeX), + m_StartZ(a_OriginZ - a_HalfSizeZ), + m_EndZ(a_OriginZ + a_HalfSizeZ), + m_FloorHeight(a_FloorHeight) + { + /* + Pick coords next to the wall for the chests. + This is done by indexing the possible coords, picking any one for the first chest + and then picking another position for the second chest that is not adjacent to the first pos + */ + int rnd = a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; + int SizeX = m_EndX - m_StartX - 1; + int SizeZ = m_EndZ - m_StartZ - 1; + int NumPositions = 2 * SizeX + 2 * SizeZ; + int FirstChestPos = rnd % NumPositions; // The corner positions are a bit more likely, but we don't mind + rnd = rnd / 512; + int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions; + m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ); + m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ); + } + +protected: + + // The X range of the room, start inclusive, end exclusive: + int m_StartX, m_EndX; + + // The Z range of the room, start inclusive, end exclusive: + int m_StartZ, m_EndZ; + + /** The Y coord of the floor of the room */ + int m_FloorHeight; + + /** The (absolute) coords of the first chest. The Y coord represents the chest's Meta value (facing). */ + Vector3i m_Chest1; + + /** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */ + Vector3i m_Chest2; + + + + /** Decodes the position index along the room walls into a proper 2D position for a chest. */ + Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ) + { + if (a_PosIdx < a_SizeX) + { + // Return a coord on the ZM side of the room: + return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1); + } + a_PosIdx -= a_SizeX; + if (a_PosIdx < a_SizeZ) + { + // Return a coord on the XP side of the room: + return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + a_PosIdx + 1); + } + a_PosIdx -= a_SizeZ; + if (a_PosIdx < a_SizeX) + { + // Return a coord on the ZP side of the room: + return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1); + } + a_PosIdx -= a_SizeX; + // Return a coord on the XM side of the room: + return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + a_PosIdx + 1); + } + + + + /** Fills the specified area of blocks in the chunk with the specified blocktype if they are one of the overwritten block types. + The coords are absolute, start coords are inclusive, end coords are exclusive. */ + void ReplaceCuboid(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType) + { + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1); + int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1); + int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width); + int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width); + for (int y = a_StartY; y < a_EndY; y++) + { + for (int z = RelStartZ; z < RelEndZ; z++) + { + for (int x = RelStartX; x < RelEndX; x++) + { + if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z))) + { + a_ChunkDesc.SetBlockType(x, y, z, a_DstBlockType); + } + } // for x + } // for z + } // for z + } + + + + /** Fills the specified area of blocks in the chunk with a random pattern of the specified blocktypes, if they are one of the overwritten block types. + The coords are absolute, start coords are inclusive, end coords are exclusive. The first blocktype uses 75% chance, the second 25% chance. */ + void ReplaceCuboidRandom(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType1, BLOCKTYPE a_DstBlockType2) + { + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1); + int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1); + int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width); + int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width); + cFastRandom rnd; + for (int y = a_StartY; y < a_EndY; y++) + { + for (int z = RelStartZ; z < RelEndZ; z++) + { + for (int x = RelStartX; x < RelEndX; x++) + { + if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z))) + { + BLOCKTYPE BlockType = (rnd.NextInt(101) < 75) ? a_DstBlockType1 : a_DstBlockType2; + a_ChunkDesc.SetBlockType(x, y, z, BlockType); + } + } // for x + } // for z + } // for z + } + + + + /** Tries to place a chest at the specified (absolute) coords. + Does nothing if the coords are outside the chunk. */ + void TryPlaceChest(cChunkDesc & a_ChunkDesc, const Vector3i & a_Chest) + { + int RelX = a_Chest.x - a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int RelZ = a_Chest.z - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + if ( + (RelX < 0) || (RelX >= cChunkDef::Width) || // The X coord is not in this chunk + (RelZ < 0) || (RelZ >= cChunkDef::Width) // The Z coord is not in this chunk + ) + { + return; + } + a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y); + + // TODO: Fill the chest with random loot + } + + + + // cGridStructGen::cStructure override: + virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override + { + if ( + (m_EndX < a_ChunkDesc.GetChunkX() * cChunkDef::Width) || + (m_StartX >= a_ChunkDesc.GetChunkX() * cChunkDef::Width + cChunkDef::Width) || + (m_EndZ < a_ChunkDesc.GetChunkZ() * cChunkDef::Width) || + (m_StartZ >= a_ChunkDesc.GetChunkZ() * cChunkDef::Width + cChunkDef::Width) + ) + { + // The chunk is not intersecting the room at all, bail out + return; + } + int b = m_FloorHeight + 1; // Bottom + int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top + ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor + ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides + + // Walls: + ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall + ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall + ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall + ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_EndZ, m_EndX + 1, t, m_EndZ + 1, E_BLOCK_COBBLESTONE); // ZP wall + + // Place chests: + TryPlaceChest(a_ChunkDesc, m_Chest1); + TryPlaceChest(a_ChunkDesc, m_Chest2); + + // Place the spawner: + int CenterX = (m_StartX + m_EndX) / 2 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int CenterZ = (m_StartZ + m_EndZ) / 2 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + if ( + (CenterX >= 0) && (CenterX < cChunkDef::Width) && + (CenterZ >= 0) && (CenterZ < cChunkDef::Width) + ) + { + a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0); + // TODO: Set the spawned mob + } + } +} ; + + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cDungeonRoomsFinisher: + +cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : + super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024), + m_HeightGen(a_HeightGen), + m_MaxHalfSize((a_MaxSize + 1) / 2), + m_MinHalfSize((a_MinSize + 1) / 2), + m_HeightProbability(cChunkDef::Height) +{ + // Initialize the height probability distribution: + m_HeightProbability.SetDefString(a_HeightDistrib); + + // Normalize the min and max size: + if (m_MinHalfSize > m_MaxHalfSize) + { + std::swap(m_MinHalfSize, m_MaxHalfSize); + } +} + + + + + + +cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) +{ + // Select a random room size in each direction: + int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; + int HalfSizeX = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1)); + rnd = rnd / 32; + int HalfSizeZ = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1)); + rnd = rnd / 32; + + // Select a random floor height for the room, based on the height generator: + int ChunkX, ChunkZ; + int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ; + cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ); + cChunkDef::HeightMap HeightMap; + m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap); + int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ} + Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5); + + // Create the dungeon room descriptor: + return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise)); +} + + + + diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h new file mode 100644 index 000000000..2b52c9de6 --- /dev/null +++ b/src/Generating/DungeonRoomsFinisher.h @@ -0,0 +1,52 @@ + +// DungeonRoomsFinisher.h + +// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms + + + + + +#pragma once + +#include "GridStructGen.h" +#include "../ProbabDistrib.h" + + + + + +class cDungeonRoomsFinisher : + public cGridStructGen +{ + typedef cGridStructGen super; + +public: + /** Creates a new dungeon room finisher. + a_HeightGen is the underlying height generator, so that the rooms can always be placed under the terrain. + a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across. + a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */ + cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib); + +protected: + + /** The height gen that is used for limiting the rooms' Y coords */ + cTerrainHeightGen & m_HeightGen; + + /** Maximum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 3 (vanilla). */ + int m_MaxHalfSize; + + /** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */ + int m_MinHalfSize; + + /** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this range. */ + cProbabDistrib m_HeightProbability; + + + // cGridStructGen overrides: + virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override; +} ; + + + + diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index e8324095e..eb57a5faa 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -484,8 +484,6 @@ int cFinishGenSingleTopBlock::GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap void cFinishGenSingleTopBlock::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(); diff --git a/src/Generating/HeiGen.cpp b/src/Generating/HeiGen.cpp index ba11b31b4..79d529a6a 100644 --- a/src/Generating/HeiGen.cpp +++ b/src/Generating/HeiGen.cpp @@ -239,7 +239,13 @@ bool cHeiGenCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_Rel cHeiGenClassic::cHeiGenClassic(int a_Seed) : m_Seed(a_Seed), - m_Noise(a_Seed) + m_Noise(a_Seed), + m_HeightFreq1(1.0f), + m_HeightAmp1(1.0f), + m_HeightFreq2(0.5f), + m_HeightAmp2(0.5f), + m_HeightFreq3(0.1f), + m_HeightAmp3(0.1f) { } @@ -432,7 +438,7 @@ const cHeiGenBiomal::sGenParam cHeiGenBiomal::m_GenParam[256] = /* biExtremeHillsM */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // 131 /* biFlowerForest */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // 132 /* biTaigaM */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // 133 - /* biSwamplandM */ { 1.0f, 2.0f, 1.10f, 5.0f, 0.01f, 8.0f, 60}, // 134 + /* biSwamplandM */ { 1.0f, 3.0f, 1.10f, 7.0f, 0.01f, 0.01f, 60}, // 134 // Biomes 135 .. 139 unused, 5 empty placeholders here: {}, {}, {}, {}, {}, // 135 .. 139 diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp index f7e609353..731324b0d 100644 --- a/src/Generating/StructGen.cpp +++ b/src/Generating/StructGen.cpp @@ -13,45 +13,6 @@ //////////////////////////////////////////////////////////////////////////////// -// cStructGenOreNests configuration: - -const int MAX_HEIGHT_COAL = 127; -const int NUM_NESTS_COAL = 50; -const int NEST_SIZE_COAL = 10; - -const int MAX_HEIGHT_IRON = 64; -const int NUM_NESTS_IRON = 14; -const int NEST_SIZE_IRON = 6; - -const int MAX_HEIGHT_REDSTONE = 16; -const int NUM_NESTS_REDSTONE = 4; -const int NEST_SIZE_REDSTONE = 6; - -const int MAX_HEIGHT_GOLD = 32; -const int NUM_NESTS_GOLD = 2; -const int NEST_SIZE_GOLD = 6; - -const int MAX_HEIGHT_DIAMOND = 15; -const int NUM_NESTS_DIAMOND = 1; -const int NEST_SIZE_DIAMOND = 4; - -const int MAX_HEIGHT_LAPIS = 30; -const int NUM_NESTS_LAPIS = 2; -const int NEST_SIZE_LAPIS = 5; - -const int MAX_HEIGHT_DIRT = 127; -const int NUM_NESTS_DIRT = 20; -const int NEST_SIZE_DIRT = 32; - -const int MAX_HEIGHT_GRAVEL = 70; -const int NUM_NESTS_GRAVEL = 15; -const int NEST_SIZE_GRAVEL = 32; - - - - - -//////////////////////////////////////////////////////////////////////////////// // cStructGenTrees: void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) @@ -311,14 +272,15 @@ void cStructGenOreNests::GenFinish(cChunkDesc & a_ChunkDesc) int ChunkX = a_ChunkDesc.GetChunkX(); int ChunkZ = a_ChunkDesc.GetChunkZ(); cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes(); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, BlockTypes, 1); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, BlockTypes, 2); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, BlockTypes, 3); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, BlockTypes, 4); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, BlockTypes, 5); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, BlockTypes, 6); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIRT, MAX_HEIGHT_DIRT, NUM_NESTS_DIRT, NEST_SIZE_DIRT, BlockTypes, 10); - GenerateOre(ChunkX, ChunkZ, E_BLOCK_GRAVEL, MAX_HEIGHT_GRAVEL, NUM_NESTS_GRAVEL, NEST_SIZE_GRAVEL, BlockTypes, 11); + + int seq = 1; + + // Generate the ores from the ore list. + for (OreList::const_iterator itr = m_OreList.begin(); itr != m_OreList.end(); ++itr) + { + GenerateOre(ChunkX, ChunkZ, itr->BlockType, itr->MaxHeight, itr->NumNests, itr->NestSize, BlockTypes, seq); + seq++; + } } @@ -376,7 +338,7 @@ void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_Ore } int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ); - if (a_BlockTypes[Index] == E_BLOCK_STONE) + if (a_BlockTypes[Index] == m_ToReplace) { a_BlockTypes[Index] = a_OreType; } diff --git a/src/Generating/StructGen.h b/src/Generating/StructGen.h index 9176bc192..55d5bc1c7 100644 --- a/src/Generating/StructGen.h +++ b/src/Generating/StructGen.h @@ -76,11 +76,29 @@ class cStructGenOreNests : public cFinishGen { public: - cStructGenOreNests(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {} - + struct OreInfo + { + BLOCKTYPE BlockType; // The type of the nest. + int MaxHeight; // The highest possible a nest can occur + int NumNests; // How many nests per chunk + int NestSize; // The amount of blocks a nest can have. + }; + + typedef std::vector<OreInfo> OreList; + + cStructGenOreNests(int a_Seed, OreList a_OreList, BLOCKTYPE a_ToReplace) : + m_Noise(a_Seed), + m_Seed(a_Seed), + m_OreList(a_OreList), + m_ToReplace(a_ToReplace) + {} + protected: - cNoise m_Noise; - int m_Seed; + cNoise m_Noise; + int m_Seed; + + OreList m_OreList; // A list of possible ores. + BLOCKTYPE m_ToReplace; // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; |