From 34f93de4f968dac54010d98695d6ff25a957db34 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sat, 6 Apr 2013 21:53:28 +0000 Subject: [PATCH] Mineshafts: randomized start position, tweaked default generator parameters; removed debugging glass pillars. Mineshafts can be considered finished. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1366 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Generating/ComposableGenerator.cpp | 4 +-- source/Generating/MineShafts.cpp | 44 ++++++++++------------- 2 files changed, 21 insertions(+), 27 deletions(-) diff --git a/source/Generating/ComposableGenerator.cpp b/source/Generating/ComposableGenerator.cpp index f6b52bce..ce1e6ee8 100644 --- a/source/Generating/ComposableGenerator.cpp +++ b/source/Generating/ComposableGenerator.cpp @@ -326,8 +326,8 @@ void cComposableGenerator::InitStructureGens(cIniFile & a_IniFile) } else if (NoCaseCompare(*itr, "MineShafts") == 0) { - int GridSize = a_IniFile.GetValueSetI("Generator", "MineShaftsGridSize", 256); - int MaxSystemSize = a_IniFile.GetValueSetI("Generator", "MineShaftsMaxSystemSize", 128); + int GridSize = a_IniFile.GetValueSetI("Generator", "MineShaftsGridSize", 512); + int MaxSystemSize = a_IniFile.GetValueSetI("Generator", "MineShaftsMaxSystemSize", 160); int ChanceCorridor = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceCorridor", 600); int ChanceCrossing = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceCrossing", 200); int ChanceStaircase = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceStaircase", 200); diff --git a/source/Generating/MineShafts.cpp b/source/Generating/MineShafts.cpp index b4c17aa2..4a56b1f4 100644 --- a/source/Generating/MineShafts.cpp +++ b/source/Generating/MineShafts.cpp @@ -236,6 +236,7 @@ class cStructGenMineShafts::cMineShaftSystem { public: int m_BlockX, m_BlockZ; ///< The pivot point on which the system is generated + int m_GridSize; ///< Maximum offset of the dirtroom from grid center, * 2, in each direction int m_MaxRecursion; ///< Maximum recursion level (initialized from cStructGenMineShafts::m_MaxRecursion) int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor @@ -248,7 +249,7 @@ public: /// Creates and generates the entire system cMineShaftSystem( - int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise, + int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase ); @@ -278,11 +279,12 @@ public: // cStructGenMineShafts::cMineShaftSystem: cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem( - int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise, + int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase ) : m_BlockX(a_BlockX), m_BlockZ(a_BlockZ), + m_GridSize(a_GridSize), m_MaxRecursion(8), // TODO: settable m_ProbLevelCorridor(a_ProbLevelCorridor), m_ProbLevelCrossing(a_ProbLevelCrossing), @@ -291,15 +293,16 @@ cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem( m_ChanceSpawner(12), // TODO: settable m_ChanceTorch(1000) // TODO: settable { - m_BoundingBox.Assign( - a_BlockX - a_MaxSystemSize / 2, 2, a_BlockZ - a_MaxSystemSize / 2, - a_BlockX + a_MaxSystemSize / 2, 50, a_BlockZ + a_MaxSystemSize / 2 - ); - m_MineShafts.reserve(100); cMineShaft * Start = new cMineShaftDirtRoom(*this, a_Noise); m_MineShafts.push_back(Start); + + m_BoundingBox.Assign( + Start->m_BoundingBox.p1.x - a_MaxSystemSize / 2, 2, Start->m_BoundingBox.p1.z - a_MaxSystemSize / 2, + Start->m_BoundingBox.p2.x + a_MaxSystemSize / 2, 50, Start->m_BoundingBox.p2.z + a_MaxSystemSize / 2 + ); + Start->AppendBranches(0, a_Noise); for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) @@ -405,11 +408,15 @@ cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & { // Make the room of random size, min 10 x 4 x 10; max 18 x 12 x 18: int rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 0, a_Parent.m_BlockZ) / 7; - m_BoundingBox.p1.x = a_Parent.m_BlockX; - m_BoundingBox.p2.x = a_Parent.m_BlockX + 10 + (rnd % 8); + int OfsX = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2; + rnd >>= 12; + int OfsZ = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2; + rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 1000, a_Parent.m_BlockZ) / 11; + m_BoundingBox.p1.x = a_Parent.m_BlockX + OfsX; + m_BoundingBox.p2.x = m_BoundingBox.p1.x + 10 + (rnd % 8); rnd >>= 4; - m_BoundingBox.p1.z = a_Parent.m_BlockZ; - m_BoundingBox.p2.z = a_Parent.m_BlockZ + 10 + (rnd % 8); + m_BoundingBox.p1.z = a_Parent.m_BlockZ + OfsZ; + m_BoundingBox.p2.z = m_BoundingBox.p1.z + 10 + (rnd % 8); rnd >>= 4; m_BoundingBox.p1.y = 20; m_BoundingBox.p2.y = 24 + rnd % 8; @@ -479,19 +486,6 @@ void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc) } } // for x } // for z - - // DEBUG: To find the rooms easily, add a glass column to the top of the world: - if ( - (m_BoundingBox.p1.x >= BlockX) && (m_BoundingBox.p1.x < BlockX + cChunkDef::Width) && - (m_BoundingBox.p1.z >= BlockZ) && (m_BoundingBox.p1.z < BlockZ + cChunkDef::Width) - ) - { - int Height = a_ChunkDesc.GetHeight(BlockX - m_BoundingBox.p1.x, BlockZ - m_BoundingBox.p1.z); - for (int y = m_BoundingBox.p2.y; y < 256; y++) - { - a_ChunkDesc.SetBlockType(BlockX - m_BoundingBox.p1.x, y, BlockZ - m_BoundingBox.p1.z, (y < Height) ? E_BLOCK_AIR : E_BLOCK_GLASS); - } - } } @@ -1383,7 +1377,7 @@ void cStructGenMineShafts::GetMineShaftSystemsForChunk( } // for itr - a_Mineshafts if (!Found) { - a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase)); + a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_GridSize, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase)); } } // for z } // for x