452 lines
12 KiB
C++
452 lines
12 KiB
C++
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#include "Globals.h"
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#include "cChunkGenerator.h"
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#include "cWorld.h"
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#include "../iniFile/iniFile.h"
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#include "BioGen.h"
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#include "HeiGen.h"
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#include "CompoGen.h"
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#include "StructGen.h"
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#include "FinishGen.h"
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/// If the generation queue size exceeds this number, a warning will be output
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const int QUEUE_WARNING_LIMIT = 1000;
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/// If the generation queue size exceeds this number, chunks with no clients will be skipped
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const int QUEUE_SKIP_LIMIT = 500;
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cChunkGenerator::cChunkGenerator(void)
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: super("cChunkGenerator")
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, m_World(NULL)
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, m_BiomeGen(NULL)
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, m_HeightGen(NULL)
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, m_CompositionGen(NULL)
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{
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}
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cChunkGenerator::~cChunkGenerator()
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{
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Stop();
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}
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bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
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{
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MTRand rnd;
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m_World = a_World;
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m_Seed = a_IniFile.GetValueI("Seed", "Seed", rnd.randInt());
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// TODO: Remove this after INI file interface changes ( http://forum.mc-server.org/showthread.php?tid=427 )
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a_IniFile.DeleteValue("Seed", "Seed");
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a_IniFile.SetValueI("Seed", "Seed", m_Seed);
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InitBiomeGen(a_IniFile);
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InitHeightGen(a_IniFile);
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InitCompositionGen(a_IniFile);
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InitStructureGens(a_IniFile);
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InitFinishGens(a_IniFile);
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a_IniFile.WriteFile();
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return super::Start();
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}
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void cChunkGenerator::Stop(void)
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{
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m_ShouldTerminate = true;
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m_Event.Set();
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m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
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Wait();
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// Delete the generating composition:
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for (cFinishGenList::const_iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr)
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{
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delete *itr;
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}
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m_FinishGens.clear();
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for (cStructureGenList::const_iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr)
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{
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delete *itr;
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}
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m_StructureGens.clear();
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delete m_CompositionGen;
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m_CompositionGen = NULL;
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delete m_HeightGen;
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m_HeightGen = NULL;
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delete m_BiomeGen;
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m_BiomeGen = NULL;
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}
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void cChunkGenerator::InitBiomeGen(cIniFile & a_IniFile)
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{
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AString BiomeGenName = a_IniFile.GetValue("Generator", "BiomeGen", "");
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if (BiomeGenName.empty())
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{
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LOGWARN("[Generator]::BiomeGen value not found in world.ini, using \"constant\".");
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BiomeGenName = "constant";
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}
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if (NoCaseCompare(BiomeGenName, "constant") == 0)
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{
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AString Biome = a_IniFile.GetValue("Generator", "ConstantBiome", "Plains");
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EMCSBiome b = StringToBiome(Biome);
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if (b == -1)
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{
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LOGWARN("[Generator]::ConstantBiome value \"%s\" not recognized, using \"Plains\".", Biome.c_str());
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b = biPlains;
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}
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m_BiomeGen = new cBioGenConstant(b);
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}
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else if (NoCaseCompare(BiomeGenName, "checkerboard") == 0)
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{
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int BiomeSize = a_IniFile.GetValueI("Generator", "CheckerboardBiomeSize", 64);
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AString Biomes = a_IniFile.GetValue("Generator", "CheckerBoardBiomes", "");
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m_BiomeGen = new cBioGenCheckerboard(BiomeSize, Biomes);
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}
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else if (NoCaseCompare(BiomeGenName, "voronoi") == 0)
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{
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int CellSize = a_IniFile.GetValueI("Generator", "VoronoiCellSize", 64);
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AString Biomes = a_IniFile.GetValue("Generator", "VoronoiBiomes", "");
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m_BiomeGen = new cBioGenVoronoi(m_Seed, CellSize, Biomes);
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}
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else
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{
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if (NoCaseCompare(BiomeGenName, "distortedvoronoi") != 0)
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{
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LOGWARNING("Unknown BiomeGen \"%s\", using \"distortedvoronoi\" instead.", BiomeGenName.c_str());
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}
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int CellSize = a_IniFile.GetValueI("Generator", "DistortedVoronoiCellSize", 96);
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AString Biomes = a_IniFile.GetValue("Generator", "DistortedVoronoiBiomes", "");
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m_BiomeGen = new cBioGenDistortedVoronoi(m_Seed, CellSize, Biomes);
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}
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}
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void cChunkGenerator::InitHeightGen(cIniFile & a_IniFile)
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{
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AString HeightGenName = a_IniFile.GetValue("Generator", "HeightGen", "");
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if (HeightGenName.empty())
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{
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LOGWARN("[Generator]::HeightGen value not found in world.ini, using \"classic\".");
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HeightGenName = "classic";
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}
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if (NoCaseCompare(HeightGenName, "flat") == 0)
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{
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int Height = a_IniFile.GetValueI("Generator", "FlatHeight", 5);
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m_HeightGen = new cHeiGenFlat(Height);
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}
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else if (NoCaseCompare(HeightGenName, "classic") == 0)
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{
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// These used to be in terrain.ini, but now they are in world.ini (so that multiple worlds can have different values):
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float HeightFreq1 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightFreq1", 0.1);
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float HeightFreq2 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightFreq2", 1.0);
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float HeightFreq3 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightFreq3", 2.0);
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float HeightAmp1 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightAmp1", 1.0);
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float HeightAmp2 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightAmp2", 0.5);
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float HeightAmp3 = (float)a_IniFile.GetValueF("Generator", "ClassicHeightAmp3", 0.5);
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m_HeightGen = new cHeiGenClassic(m_Seed, HeightFreq1, HeightAmp1, HeightFreq2, HeightAmp2, HeightFreq3, HeightAmp3);
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}
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else // "biomal" or <not found>
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{
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if (NoCaseCompare(HeightGenName, "biomal") != 0)
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{
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LOGWARN("Unknown HeightGen \"%s\", using \"Biomal\" instead.", HeightGenName.c_str());
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}
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m_HeightGen = new cHeiGenBiomal(m_Seed, *m_BiomeGen);
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}
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}
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void cChunkGenerator::InitCompositionGen(cIniFile & a_IniFile)
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{
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AString CompoGenName = a_IniFile.GetValue("Generator", "CompositionGen", "");
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if (CompoGenName.empty())
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{
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LOGWARN("[Generator]::CompositionGen value not found in world.ini, using \"classic\".");
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CompoGenName = "classic";
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}
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if (NoCaseCompare(CompoGenName, "sameblock") == 0)
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{
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AString BlockType = a_IniFile.GetValue("Generator", "SameBlockType", "");
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if (BlockType.empty())
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{
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LOGWARN("[Generator]::SameBlockType value not found in world.ini, using \"stone\".");
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BlockType = "stone";
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}
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int Block = BlockStringToType(BlockType);
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if (Block < 0)
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{
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LOGWARN("World.ini: [Generator]::SameBlockType value \"%s\" not parseable (use a number or alias from items.ini), using \"stone\" (1).", BlockType.c_str());
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Block = E_BLOCK_STONE;
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}
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bool Bedrocked = (a_IniFile.GetValueI("Generator", "SameBlockBedrocked", 1) != 0);
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m_CompositionGen = new cCompoGenSameBlock((BLOCKTYPE)Block, Bedrocked);
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}
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else if (NoCaseCompare(CompoGenName, "debugbiomes") == 0)
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{
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m_CompositionGen = new cCompoGenDebugBiomes(m_BiomeGen);
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}
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else
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{
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if (NoCaseCompare(CompoGenName, "classic") != 0)
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{
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LOGWARN("Unknown CompositionGen \"%s\", using \"classic\" instead.", CompoGenName.c_str());
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}
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int SeaLevel = a_IniFile.GetValueI("Generator", "ClassicSeaLevel", 60);
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int BeachHeight = a_IniFile.GetValueI("Generator", "ClassicBeachHeight", 2);
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int BeachDepth = a_IniFile.GetValueI("Generator", "ClassicBeachDepth", 4);
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m_CompositionGen = new cCompoGenClassic(SeaLevel, BeachHeight, BeachDepth);
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}
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}
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void cChunkGenerator::InitStructureGens(cIniFile & a_IniFile)
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{
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AString Structures = a_IniFile.GetValue("Generator", "Structures", "Trees,MarbleCaves,OreNests");
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AStringVector Str = StringSplit(Structures, ",");
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for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr)
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{
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if (NoCaseCompare(*itr, "trees") == 0)
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{
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m_StructureGens.push_back(new cStructGenTrees(m_Seed, m_BiomeGen, m_HeightGen, m_CompositionGen));
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}
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else if (NoCaseCompare(*itr, "marblecaves") == 0)
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{
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m_StructureGens.push_back(new cStructGenMarbleCaves(m_Seed));
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}
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else if (NoCaseCompare(*itr, "orenests") == 0)
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{
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m_StructureGens.push_back(new cStructGenOreNests(m_Seed));
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}
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else
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{
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LOGWARNING("Unknown structure generator: \"%s\". Ignoring.", itr->c_str());
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}
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} // for itr - Str[]
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}
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void cChunkGenerator::InitFinishGens(cIniFile & a_IniFile)
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{
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AString Structures = a_IniFile.GetValue("Generator", "Finishers", "SprinkleFoliage");
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AStringVector Str = StringSplit(Structures, ",");
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for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr)
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{
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if (NoCaseCompare(*itr, "SprinkleFoliage") == 0)
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{
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m_FinishGens.push_back(new cFinishGenSprinkleFoliage(m_Seed));
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}
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else if (NoCaseCompare(*itr, "Snow") == 0)
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{
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m_FinishGens.push_back(new cFinishGenSnow);
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}
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else if (NoCaseCompare(*itr, "Ice") == 0)
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{
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m_FinishGens.push_back(new cFinishGenIce);
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}
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} // for itr - Str[]
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}
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void cChunkGenerator::QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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{
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cCSLock Lock(m_CS);
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// Check if it is already in the queue:
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for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
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{
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// Already in the queue, bail out
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return;
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}
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} // for itr - m_Queue[]
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
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}
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m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Event.Set();
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}
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void cChunkGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
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}
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void cChunkGenerator::WaitForQueueEmpty(void)
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{
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cCSLock Lock(m_CS);
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while (!m_ShouldTerminate && !m_Queue.empty())
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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}
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int cChunkGenerator::GetQueueLength(void)
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{
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cCSLock Lock(m_CS);
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return (int)m_Queue.size();
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}
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EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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{
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cChunkDef::BiomeMap Biomes;
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int Y = 0;
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int ChunkX, ChunkZ;
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cWorld::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, Y, ChunkZ);
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m_BiomeGen->GenBiomes(ChunkX, ChunkZ, Biomes);
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return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
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}
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void cChunkGenerator::Execute(void)
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{
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_Queue.size() == 0)
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{
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cCSUnlock Unlock(Lock);
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m_Event.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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cChunkCoords coords = m_Queue.front(); // Get next coord from queue
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m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
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if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
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{
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LOGD("Chunk [%d, %d] already generated, skipping generation", coords.m_ChunkX, coords.m_ChunkZ);
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// Already generated, ignore request
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continue;
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}
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if (SkipEnabled && !m_World->HasChunkAnyClients(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
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{
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LOGWARNING("Chunk generator overloaded, skipping chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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continue;
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}
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LOGD("Generating chunk [%d, %d, %d]", coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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DoGenerate(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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// Save the chunk right after generating, so that we don't have to generate it again on next run
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m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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} // while (!bStop)
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}
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void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cChunkDef::BiomeMap BiomeMap;
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cChunkDef::BlockTypes BlockTypes;
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cChunkDef::BlockNibbles BlockMeta;
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cChunkDef::HeightMap HeightMap;
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cEntityList Entities;
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cBlockEntityList BlockEntities;
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// Use the composed generator:
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m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
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m_HeightGen->GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
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m_CompositionGen->ComposeTerrain(a_ChunkX, a_ChunkZ, BlockTypes, BlockMeta, HeightMap, Entities, BlockEntities);
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for (cStructureGenList::iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr)
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{
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(*itr)->GenStructures(a_ChunkX, a_ChunkZ, BlockTypes, BlockMeta, HeightMap, Entities, BlockEntities);
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} // for itr - m_StructureGens[]
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for (cFinishGenList::iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr)
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{
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(*itr)->GenFinish(a_ChunkX, a_ChunkZ, BlockTypes, BlockMeta, HeightMap, BiomeMap, Entities, BlockEntities);
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} // for itr - m_FinishGens[]
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m_World->SetChunkData(
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a_ChunkX, a_ChunkY, a_ChunkZ,
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BlockTypes, BlockMeta,
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NULL, NULL, // We don't have lighting, chunk will be lighted when needed
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&HeightMap, &BiomeMap,
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Entities, BlockEntities,
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true
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);
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}
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