226 lines
7.4 KiB
C++
226 lines
7.4 KiB
C++
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// cChunkGenerator.h
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// Interfaces to the cChunkGenerator class representing the thread that generates chunks
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/*
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The object takes requests for generating chunks and processes them in a separate thread one by one.
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The requests are not added to the queue if there is already a request with the same coords
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Before generating, the thread checks if the chunk hasn't been already generated.
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It is theoretically possible to have multiple generator threads by having multiple instances of this object,
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but then it MAY happen that the chunk is generated twice.
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If the generator queue is overloaded, the generator skips chunks with no clients in them
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Generating works by composing several algorithms:
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Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage
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Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others,
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based on user's preferences in the world.ini.
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See http://forum.mc-server.org/showthread.php?tid=409 for details.
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*/
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#pragma once
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#include "cIsThread.h"
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#include "ChunkDef.h"
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// fwd:
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class cWorld;
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class cIniFile;
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// TODO: remove this:
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class cWorldGenerator;
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/** The interface that a biome generator must implement
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A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output.
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The output array is sequenced in the same way as the MapChunk packet's biome data.
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*/
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class cBiomeGen
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{
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public:
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virtual ~cBiomeGen() {} // Force a virtual destructor in descendants
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/// Generates biomes for the given chunk
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virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0;
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} ;
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/** The interface that a terrain height generator must implement
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A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk.
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The output array is sequenced in the same way as the BiomeGen's biome data.
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The generator may request biome information from the underlying BiomeGen, it may even request information for
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other chunks than the one it's currently generating (possibly neighbors - for averaging)
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*/
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class cTerrainHeightGen
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{
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public:
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virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants
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/// Generates heightmap for the given chunk
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virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0;
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} ;
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/** The interface that a terrain composition generator must implement
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Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with
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the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose,
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but it may request information for other chunks than the one it's currently generating from them.
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*/
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class cTerrainCompositionGen
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{
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public:
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virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants
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virtual void ComposeTerrain(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air)
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cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized)
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const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
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cEntityList & a_Entities, // Entitites may be generated along with the terrain
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cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
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) = 0;
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} ;
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/** The interface that a structure generator must implement
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Structures are generated after the terrain composition took place. It should modify the blocktype data to account
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for whatever structures the generator is generating.
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Note that ores are considered structures too, at least from the interface point of view.
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Also note that a worldgenerator may contain multiple structure generators, one for each type of structure
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*/
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class cStructureGen
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{
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public:
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virtual ~cStructureGen() {} // Force a virtual destructor in descendants
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virtual void GenStructures(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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) = 0;
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} ;
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typedef std::list<cStructureGen *> cStructureGenList;
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/** The interface that a finisher must implement
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Finisher implements small additions after all structures have been generated.
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*/
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class cFinishGen
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{
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public:
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virtual ~cFinishGen() {} // Force a virtual destructor in descendants
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virtual void GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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) = 0;
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} ;
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typedef std::list<cFinishGen *> cFinishGenList;
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/// The chunk generator itself
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class cChunkGenerator :
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cIsThread
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{
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typedef cIsThread super;
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public:
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cChunkGenerator (void);
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~cChunkGenerator();
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bool Start(cWorld * a_World, cIniFile & a_IniFile);
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void Stop(void);
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void QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for generation; removes duplicate requests
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/// Generates the biomes for the specified chunk (directly, not in a separate thread)
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void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
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void WaitForQueueEmpty(void);
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int GetQueueLength(void);
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int GetSeed(void) const { return m_Seed; }
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EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
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private:
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cWorld * m_World;
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// The generation composition:
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cBiomeGen * m_BiomeGen;
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cTerrainHeightGen * m_HeightGen;
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cTerrainCompositionGen * m_CompositionGen;
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cStructureGenList m_StructureGens;
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cFinishGenList m_FinishGens;
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int m_Seed;
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cCriticalSection m_CS;
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cChunkCoordsList m_Queue;
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cEvent m_Event; // Set when an item is added to the queue or the thread should terminate
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cEvent m_evtRemoved; // Set when an item is removed from the queue
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/// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly
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void InitBiomeGen(cIniFile & a_IniFile);
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/// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly
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void InitHeightGen(cIniFile & a_IniFile);
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/// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly
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void InitCompositionGen(cIniFile & a_IniFile);
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/// Reads the structures to generate from the ini and initializes m_StructureGens accordingly
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void InitStructureGens(cIniFile & a_IniFile);
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/// Reads the finishers from the ini and initializes m_FinishGens accordingly
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void InitFinishGens(cIniFile & a_IniFile);
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// cIsThread override:
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virtual void Execute(void) override;
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void DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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};
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