mcserver/source/StructGen.cpp

406 lines
11 KiB
C++

// StructGen.h
#include "Globals.h"
#include "StructGen.h"
#include "BlockID.h"
#include "Trees.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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 = 70;
const int NUM_NESTS_IRON = 20;
const int NEST_SIZE_IRON = 6;
const int MAX_HEIGHT_REDSTONE = 40;
const int NUM_NESTS_REDSTONE = 7;
const int NEST_SIZE_REDSTONE = 6;
const int MAX_HEIGHT_GOLD = 35;
const int NUM_NESTS_GOLD = 6;
const int NEST_SIZE_GOLD = 6;
const int MAX_HEIGHT_DIAMOND = 16;
const int NUM_NESTS_DIAMOND = 3;
const int NEST_SIZE_DIAMOND = 5;
const int MAX_HEIGHT_LAPIS = 30;
const int NUM_NESTS_LAPIS = 3;
const int NEST_SIZE_LAPIS = 5;
template <typename T> T Clamp(T a_Value, T a_Min, T a_Max)
{
return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value);
}
static bool SortTreeBlocks(const sSetBlock & a_First, const sSetBlock & a_Second)
{
return (a_First.BlockType == E_BLOCK_LOG) && (a_Second.BlockType != E_BLOCK_LOG);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cStructGenTrees:
void cStructGenTrees::GenStructures(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMetas, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
cChunkDef::BlockTypes WorkerBlockTypes;
cChunkDef::BlockNibbles WorkerBlockMeta;
cChunkDef::HeightMap WorkerHeight;
cEntityList Entities;
cBlockEntityList BlockEntities;
// Generate trees:
for (int x = 0; x <= 2; x++)
{
int BaseX = a_ChunkX + x - 1;
for (int z = 0; z <= 2; z++)
{
int BaseZ = a_ChunkZ + z - 1;
cChunkDef::BlockTypes * BlT;
cChunkDef::BlockNibbles * BlM;
cChunkDef::HeightMap * Hei;
cChunkDef::BiomeMap Biomes;
m_BiomeGen->GenBiomes(BaseX, BaseZ, Biomes);
if ((x != 1) || (z != 1))
{
BlT = &WorkerBlockTypes;
BlM = &WorkerBlockMeta;
Hei = &WorkerHeight;
m_HeightGen->GenHeightMap (BaseX, BaseZ, *Hei);
m_CompositionGen->ComposeTerrain(BaseX, BaseZ, *BlT, *BlM, *Hei, Biomes, Entities, BlockEntities);
// TODO: Free the entity lists
}
else
{
BlT = &a_BlockTypes;
BlM = &a_BlockMetas;
Hei = &a_HeightMap;
}
int NumTrees = GetNumTrees(BaseX, BaseZ, Biomes);
sSetBlockVector OutsideLogs, OutsideOther;
for (int i = 0; i < NumTrees; i++)
{
GenerateSingleTree(BaseX, BaseZ, i, *BlT, *BlM, *Hei, Biomes, OutsideLogs, OutsideOther);
}
sSetBlockVector IgnoredOverflow;
IgnoredOverflow.reserve(OutsideOther.size());
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, OutsideOther, IgnoredOverflow);
IgnoredOverflow.clear();
IgnoredOverflow.reserve(OutsideLogs.size());
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, OutsideLogs, IgnoredOverflow);
} // for z
} // for x
// Update the heightmap:
for (int x = 0; x < cChunkDef::Width; x++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int y = cChunkDef::Height - 1; y >= 0; y--)
{
if (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_AIR)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
break;
}
} // for y
} // for z
} // for x
}
void cStructGenTrees::GenerateSingleTree(
int a_ChunkX, int a_ChunkZ, int a_Seq,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::BlockNibbles & a_BlockMetas,
const cChunkDef::HeightMap & a_Height,
const cChunkDef::BiomeMap & a_Biomes,
sSetBlockVector & a_OutsideLogs,
sSetBlockVector & a_OutsideOther
)
{
int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width;
int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width;
int Height = cChunkDef::GetHeight(a_Height, x, z);
if ((Height <= 0) || (Height > 240))
{
return;
}
// Check the block underneath the tree:
BLOCKTYPE TopBlock = cChunkDef::GetBlock(a_BlockTypes, x, Height, z);
if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_SOIL))
{
return;
}
sSetBlockVector TreeLogs, TreeOther;
GetTreeImageByBiome(
a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
m_Noise, a_Seq,
cChunkDef::GetBiome(a_Biomes, x, z),
TreeLogs, TreeOther
);
// Check if the generated image fits the terrain. Only the logs are checked:
for (sSetBlockVector::const_iterator itr = TreeLogs.begin(); itr != TreeLogs.end(); ++itr)
{
if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ))
{
// Outside the chunk
continue;
}
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z);
switch (Block)
{
CASE_TREE_ALLOWED_BLOCKS:
{
break;
}
default:
{
// There's something in the way, abort this tree altogether
return;
}
}
}
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, TreeOther, a_OutsideOther);
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, TreeLogs, a_OutsideLogs);
}
void cStructGenTrees::ApplyTreeImage(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::BlockNibbles & a_BlockMetas,
const sSetBlockVector & a_Image,
sSetBlockVector & a_Overflow
)
{
// Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
for (sSetBlockVector::const_iterator itr = a_Image.begin(); itr != a_Image.end(); ++itr)
{
if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
{
// Inside this chunk, integrate into a_BlockTypes:
switch (cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z))
{
case E_BLOCK_LEAVES:
{
if (itr->BlockType != E_BLOCK_LOG)
{
break;
}
// fallthrough:
}
CASE_TREE_OVERWRITTEN_BLOCKS:
{
cChunkDef::SetBlock (a_BlockTypes, itr->x, itr->y, itr->z, itr->BlockType);
cChunkDef::SetNibble(a_BlockMetas, itr->x, itr->y, itr->z, itr->BlockMeta);
break;
}
} // switch (GetBlock())
continue;
}
// Outside the chunk, push into a_Overflow.
// Don't check if already present there, by separating logs and others we don't need the checks anymore:
a_Overflow.push_back(*itr);
}
}
int cStructGenTrees::GetNumTrees(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BiomeMap & a_Biomes
)
{
int NumTrees = 0;
for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
{
int Add = 0;
switch (a_Biomes[x + cChunkDef::Width * z])
{
case biPlains: Add = 1; break;
case biExtremeHills: Add = 3; break;
case biForest: Add = 30; break;
case biTaiga: Add = 30; break;
case biSwampland: Add = 8; break;
case biIcePlains: Add = 1; break;
case biIceMountains: Add = 1; break;
case biMushroomIsland: Add = 3; break;
case biMushroomShore: Add = 3; break;
case biForestHills: Add = 20; break;
case biTaigaHills: Add = 20; break;
case biExtremeHillsEdge: Add = 5; break;
case biJungle: Add = 120; break;
case biJungleHills: Add = 90; break;
}
NumTrees += Add;
}
return NumTrees / 1024;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cStructGenOreNests:
void cStructGenOreNests::GenStructures(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, a_BlockTypes, 1);
GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, a_BlockTypes, 2);
GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, a_BlockTypes, 3);
GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, a_BlockTypes, 4);
GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, a_BlockTypes, 5);
GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, a_BlockTypes, 6);
}
void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, int a_Seq)
{
// This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
// It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
// Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
for (int i = 0; i < a_NumNests; i++)
{
int rnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
int BaseX = rnd % cChunkDef::Width;
rnd /= cChunkDef::Width;
int BaseZ = rnd % cChunkDef::Width;
rnd /= cChunkDef::Width;
int BaseY = rnd % a_MaxHeight;
rnd /= a_MaxHeight;
int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1/4 larger
int Num = 0;
while (Num < NestSize)
{
// Put a cuboid around [BaseX, BaseY, BaseZ]
int rnd = m_Noise.IntNoise3DInt(a_ChunkX + 64 * i, 2 * a_Seq + Num, a_ChunkZ + 32 * i) / 8;
int xsize = rnd % 2;
int ysize = (rnd / 4) % 2;
int zsize = (rnd / 16) % 2;
rnd >>= 8;
for (int x = xsize; x >= 0; --x)
{
int BlockX = BaseX + x;
if ((BlockX < 0) || (BlockX >= cChunkDef::Width))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
for (int y = ysize; y >= 0; --y)
{
int BlockY = BaseY + y;
if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
for (int z = zsize; z >= 0; --z)
{
int BlockZ = BaseZ + z;
if ((BlockZ < 0) || (BlockZ >= cChunkDef::Width))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
if (a_BlockTypes[Index] == E_BLOCK_STONE)
{
a_BlockTypes[Index] = a_OreType;
}
Num++;
} // for z
} // for y
} // for x
// Move the base to a neighbor voxel
switch (rnd % 4)
{
case 0: BaseX--; break;
case 1: BaseX++; break;
}
switch ((rnd >> 3) % 4)
{
case 0: BaseY--; break;
case 1: BaseY++; break;
}
switch ((rnd >> 6) % 4)
{
case 0: BaseZ--; break;
case 1: BaseZ++; break;
}
} // while (Num < NumBlocks)
} // for i - NumNests
}