diff options
-rw-r--r-- | src/Enchantments.cpp | 28 | ||||
-rw-r--r-- | src/Enchantments.h | 3 | ||||
-rw-r--r-- | src/Generating/BioGen.cpp | 4 | ||||
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 30 | ||||
-rw-r--r-- | src/ItemGrid.cpp | 29 |
5 files changed, 87 insertions, 7 deletions
diff --git a/src/Enchantments.cpp b/src/Enchantments.cpp index 264878c22..80a9810b6 100644 --- a/src/Enchantments.cpp +++ b/src/Enchantments.cpp @@ -6,6 +6,7 @@ #include "Enchantments.h" #include "WorldStorage/FastNBT.h" #include "FastRandom.h" +#include "Noise.h" @@ -1019,3 +1020,30 @@ cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantment + +cEnchantments cEnchantments::GenerateEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed) +{ + int AllWeights = 0; + for (const auto Enchantment : a_Enchantments) + { + AllWeights += Enchantment.m_Weight; + } + + cNoise Noise(a_Seed); + int RandomNumber = Noise.IntNoise1DInt(AllWeights) / 7 % AllWeights; + + for (const auto Enchantment : a_Enchantments) + { + RandomNumber -= Enchantment.m_Weight; + if (RandomNumber < 0) + { + return Enchantment.m_Enchantments; + } + } + + return cEnchantments(); +} + + + + diff --git a/src/Enchantments.h b/src/Enchantments.h index 824f6aa55..e4390a5f2 100644 --- a/src/Enchantments.h +++ b/src/Enchantments.h @@ -128,6 +128,9 @@ public: /** Gets random enchantment from Vector and returns it */ static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments); + /** Returns an enchantment from a Vector using cNoise. Mostly used for generators.*/ + static cEnchantments GenerateEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed); + /** Returns true if a_Other doesn't contain exactly the same enchantments and levels */ bool operator !=(const cEnchantments & a_Other) const; diff --git a/src/Generating/BioGen.cpp b/src/Generating/BioGen.cpp index 8924a7999..9b3d4e98d 100644 --- a/src/Generating/BioGen.cpp +++ b/src/Generating/BioGen.cpp @@ -760,8 +760,8 @@ void cBioGenTwoLevel::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap int DistortZ[cChunkDef::Width + 1][cChunkDef::Width + 1]; for (int x = 0; x <= 4; x++) for (int z = 0; z <= 4; z++) { - float BlockX = BaseX + x * 4; - float BlockZ = BaseZ + z * 4; + float BlockX = static_cast<float>(BaseX + x * 4); + float BlockZ = static_cast<float>(BaseZ + z * 4); double NoiseX = m_AmpX1 * m_Noise1.CubicNoise2D(BlockX * m_FreqX1, BlockZ * m_FreqX1); NoiseX += m_AmpX2 * m_Noise2.CubicNoise2D(BlockX * m_FreqX2, BlockZ * m_FreqX2); NoiseX += m_AmpX3 * m_Noise3.CubicNoise2D(BlockX * m_FreqX3, BlockZ * m_FreqX3); diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index f213455d6..492bae129 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -6,6 +6,7 @@ #include "Globals.h" #include "DungeonRoomsFinisher.h" #include "../FastRandom.h" +#include "../BlockEntities/ChestEntity.h" @@ -175,7 +176,33 @@ protected: } a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y); - // TODO: Fill the chest with random loot + // Fill the chest with random loot + static const cLootProbab LootProbab[] = + { + // Item, MinAmount, MaxAmount, Weight + { cItem(E_ITEM_GOLDEN_APPLE), 1, 1, 1 }, + { cItem(E_ITEM_DIAMOND_HORSE_ARMOR), 1, 1, 1 }, + { cItem(E_ITEM_GOLD_HORSE_ARMOR), 1, 1, 2 }, + { cItem(E_ITEM_13_DISC), 1, 1, 4 }, + { cItem(E_ITEM_CAT_DISC), 1, 1, 4 }, + { cItem(E_ITEM_IRON_HORSE_ARMOR), 1, 1, 5 }, + { cItem(E_ITEM_IRON), 1, 4, 10 }, + { cItem(E_ITEM_WHEAT), 1, 4, 10 }, + { cItem(E_ITEM_GUNPOWDER), 1, 4, 10 }, + { cItem(E_ITEM_STRING), 1, 4, 10 }, + { cItem(E_ITEM_REDSTONE_DUST), 1, 4, 10 }, + { cItem(E_ITEM_SADDLE), 1, 1, 10 }, + { cItem(E_ITEM_BUCKET), 1, 1, 10 }, + { cItem(E_ITEM_BREAD), 1, 1, 10 }, + { cItem(E_ITEM_NAME_TAG), 1, 1, 10 }, + } ; + + cChestEntity * ChestEntity = (cChestEntity *)a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ); + ASSERT((ChestEntity != NULL) && (ChestEntity->GetBlockType() == E_BLOCK_CHEST)); + cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ()); + int NumSlots = 3 + ((Noise.IntNoise3DInt(a_Chest.x, a_Chest.y, a_Chest.z) / 11) % 4); + int Seed = Noise.IntNoise2DInt(RelX, RelZ); + ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed); } @@ -193,6 +220,7 @@ protected: // 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 diff --git a/src/ItemGrid.cpp b/src/ItemGrid.cpp index 2344dc0a5..0bd44bb0d 100644 --- a/src/ItemGrid.cpp +++ b/src/ItemGrid.cpp @@ -637,14 +637,35 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s int Rnd = (Noise.IntNoise1DInt(i) / 7); int LootRnd = Rnd % TotalProbab; Rnd >>= 8; - cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment + cItem CurrentLoot = cItem(E_ITEM_ENCHANTED_BOOK, 1, 0); + + // Choose the enchantments + cWeightedEnchantments Enchantments; + cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7); + int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get. + + for (int j = 0; j <= NumEnchantments; j++) + { + cEnchantments Enchantment = cEnchantments::GenerateEnchantmentFromVector(Enchantments, Noise.IntNoise2DInt(NumEnchantments, i)); + CurrentLoot.m_Enchantments.Add(Enchantment); + cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment); + cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment); + } + for (size_t j = 0; j < a_CountLootProbabs; j++) { - LootRnd -= a_LootProbabs[i].m_Weight; + LootRnd -= a_LootProbabs[j].m_Weight; if (LootRnd < 0) { - CurrentLoot = a_LootProbabs[i].m_Item; - CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount)); + CurrentLoot = a_LootProbabs[j].m_Item; + if ((a_LootProbabs[j].m_MaxAmount - a_LootProbabs[j].m_MinAmount) > 0) + { + CurrentLoot.m_ItemCount = a_LootProbabs[j].m_MinAmount + (Rnd % (a_LootProbabs[j].m_MaxAmount - a_LootProbabs[j].m_MinAmount)); + } + else + { + CurrentLoot.m_ItemCount = a_LootProbabs[j].m_MinAmount; + } Rnd >>= 8; break; } |