// FinishGen.cpp
/* Implements the various finishing generators:
- cFinishGenSnow
- cFinishGenIce
- cFinishGenSprinkleFoliage
*/
#include "Globals.h"
#include "FinishGen.h"
#include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
#include "../Simulator/FireSimulator.h"
#include "../World.h"
#include "../IniFile.h"
#define DEF_NETHER_WATER_SPRINGS "0, 1; 255, 1"
#define DEF_NETHER_LAVA_SPRINGS "0, 0; 30, 0; 31, 50; 120, 50; 127, 0"
#define DEF_OVERWORLD_WATER_SPRINGS "0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0"
#define DEF_OVERWORLD_LAVA_SPRINGS "0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0"
#define DEF_END_WATER_SPRINGS "0, 1; 255, 1"
#define DEF_END_LAVA_SPRINGS "0, 1; 255, 1"
#define DEF_ANIMAL_SPAWN_PERCENT 10
#define DEF_NO_ANIMALS 0
static inline bool IsWater(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_STATIONARY_WATER) || (a_BlockType == E_BLOCK_WATER);
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenNetherClumpFoliage:
void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
int Val1 = m_Noise.IntNoise2DInt(ChunkX ^ ChunkZ, ChunkZ + ChunkX);
int Val2 = m_Noise.IntNoise2DInt(ChunkZ ^ ChunkX, ChunkZ - ChunkX);
int PosX = Val1 % 16;
int PosZ = Val2 % 16;
for (int y = 1; y < cChunkDef::Height; y++)
{
if (a_ChunkDesc.GetBlockType(PosX, y, PosZ) != E_BLOCK_AIR)
{
continue;
}
if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(PosX, y - 1, PosZ))) // Only place on solid blocks
{
continue;
}
// Choose what block to use.
NOISE_DATATYPE BlockType = m_Noise.IntNoise3D(static_cast<int>(ChunkX), y, static_cast<int>(ChunkZ));
if (BlockType < -0.7)
{
TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
}
else if (BlockType < 0)
{
TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_RED_MUSHROOM);
}
else if (BlockType < 0.7)
{
TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_FIRE);
}
}
}
void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block)
{
bool IsFireBlock = a_Block == E_BLOCK_FIRE;
int MinX = a_RelX - 4;
if (MinX < 0) // Check if the coordinate is outside the chunk. If it it then adjust it.
{
MinX = 0;
}
int MaxX = a_RelX + 4;
if (MaxX > cChunkDef::Width) // Check if the coordinate is outside the chunk. If it it then adjust it.
{
MaxX = cChunkDef::Width;
}
int MinZ = a_RelZ - 4;
if (MinZ < 0) // Check if the coordinate is outside the chunk. If it it then adjust it.
{
MinZ = 0;
}
int MaxZ = a_RelZ + 4;
if (MaxZ > cChunkDef::Width) // Check if the coordinate is outside the chunk. If it it then adjust it.
{
MaxZ = cChunkDef::Width;
}
int MinY = a_RelY - 2;
if (MinY < 0) // Check if the coordinate is outside the chunk. If it it then adjust it.
{
MinY = 0;
}
int MaxY = a_RelY + 2;
if (MaxY > cChunkDef::Height) // Check if the coordinate is outside the chunk. If it it then adjust it.
{
MaxY = cChunkDef::Height;
}
for (int x = MinX; x < MaxX; x++)
{
int xx = a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
for (int z = MinZ; z < MaxZ; z++)
{
int zz = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
for (int y = MinY; y < MaxY; y++)
{
if (
((x < 0) || (x >= cChunkDef::Width)) ||
((y < 0) || (y >= cChunkDef::Height)) ||
((z < 0) || (z >= cChunkDef::Width))
)
{
continue;
}
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) // Don't replace non air blocks.
{
continue;
}
BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, y - 1, z);
if (!cBlockInfo::FullyOccupiesVoxel(BlockBelow)) // Only place on solid blocks
{
continue;
}
if (IsFireBlock) // don't place fire on non-forever burning blocks.
{
if (!cFireSimulator::DoesBurnForever(BlockBelow))
{
continue;
}
}
NOISE_DATATYPE Val = m_Noise.IntNoise2D(xx, zz);
if (Val < -0.5)
{
a_ChunkDesc.SetBlockType(x, y, z, a_Block);
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenGlowStone:
void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
// Change the number of attempts to create a vein depending on the maximum height of the chunk. A standard Nether could have 5 veins at most.
int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23;
for (int i = 1; i <= NumGlowStone; i++)
{
// The maximum size for a string of glowstone can get 3 - 5 blocks long
int Size = 3 + m_Noise.IntNoise3DInt(ChunkX, i, ChunkZ) % 3;
// Generate X / Z coordinates.
int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2));
int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2));
int Height = a_ChunkDesc.GetHeight(X, Z);
for (int y = Height; y > Size; y--)
{
if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(X, y, Z)))
{
// Current block isn't solid, bail out
continue;
}
if (a_ChunkDesc.GetBlockType(X, y - 1, Z) != E_BLOCK_AIR)
{
// The block below isn't air, bail out
continue;
}
if ((m_Noise.IntNoise3DInt(X, y, Z) % 100) < 95)
{
// Have a 5% chance of creating the glowstone
continue;
}
TryPlaceGlowstone(a_ChunkDesc, X, y, Z, Size, 5 + m_Noise.IntNoise3DInt(X, y, Z) % 7);
break;
}
}
}
void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings)
{
// The starting point of every glowstone string
Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ);
// Array with possible directions for a string of glowstone to go to.
const Vector3i AvailableDirections[] =
{
{ -1, 0, 0 }, { 1, 0, 0 },
{ 0, -1, 0 }, // Don't let the glowstone go up
{ 0, 0, -1 }, { 0, 0, 1 },
// Diagonal direction. Only X or Z with Y.
// If all were changed the glowstone string looks awkward
{ 0, -1, 1 }, { 1, -1, 0 },
{ 0, -1, -1 }, { -1, -1, 0 },
};
for (int i = 1; i <= a_NumStrings; i++)
{
// The current position of the string that is being generated
Vector3i CurrentPos = Vector3i(StartPoint);
// A vector where the previous direction of a glowstone string is stored.
// This is used to make the strings change direction when going one block further
Vector3i PreviousDirection = Vector3i();
for (int j = 0; j < a_Size; j++)
{
Vector3i Direction = AvailableDirections[static_cast<size_t>(m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z)) % ARRAYCOUNT(AvailableDirections)];
int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead
while (Direction.Equals(PreviousDirection))
{
// To make the glowstone branches look better we want to make the direction change every time.
Direction = AvailableDirections[static_cast<size_t>(m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z)) % ARRAYCOUNT(AvailableDirections)];
Attempts++;
}
// Update the previous direction variable
PreviousDirection = Direction;
// Update the position of the glowstone string
CurrentPos += Direction;
if (cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z)) && (a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z) != E_BLOCK_GLOWSTONE))
{
// The glowstone hit something solid, and it wasn't glowstone. Stop the string.
break;
}
// Place a glowstone block.
a_ChunkDesc.SetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z, E_BLOCK_GLOWSTONE);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenTallGrass:
void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int xx = x + a_ChunkDesc.GetChunkX() * cChunkDef::Width;
for (int z = 0; z < cChunkDef::Width; z++)
{
int zz = z + a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
int BiomeDensity = GetBiomeDensity(a_ChunkDesc.GetBiome(x, z));
// Choose if we want to place long grass here. If not then bail out:
if ((m_Noise.IntNoise2DInt(xx + m_Noise.IntNoise1DInt(xx), zz + m_Noise.IntNoise1DInt(zz)) / 7 % 100) > BiomeDensity)
{
continue;
}
// Get the top block + 1. This is the place where the grass would finaly be placed:
int y = a_ChunkDesc.GetHeight(x, z) + 1;
if (y >= 255)
{
continue;
}
// Check if long grass can be placed:
if (
(a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) ||
((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_GRASS) && (a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_DIRT))
)
{
continue;
}
// Choose what long grass meta we should use:
int GrassType = m_Noise.IntNoise2DInt(xx * 50, zz * 50) / 7 % 100;
if (GrassType < 60)
{
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 1);
}
else if (GrassType < 90)
{
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 2);
}
else if (!IsBiomeVeryCold(a_ChunkDesc.GetBiome(x, z)))
{
// If double long grass we have to choose what type we should use:
if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
{
NIBBLETYPE Meta = (m_Noise.IntNoise2DInt(xx * 100, zz * 100) / 7 % 100) > 25 ? 2 : 3;
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_BIG_FLOWER, Meta);
a_ChunkDesc.SetBlockTypeMeta(x, y + 1, z, E_BLOCK_BIG_FLOWER, 8);
}
}
else
{
NIBBLETYPE meta = (m_Noise.IntNoise2DInt(xx * 50, zz * 50) / 7 % 2) + 1;
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, meta);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenVines
bool cFinishGenVines::IsJungleVariant(EMCSBiome a_Biome)
{
switch (a_Biome)
{
case biJungle:
case biJungleEdge:
case biJungleEdgeM:
case biJungleHills:
case biJungleM:
{
return true;
}
}
return false;
}
void cFinishGenVines::GenFinish(cChunkDesc & a_ChunkDesc)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int xx = x + a_ChunkDesc.GetChunkX() * cChunkDef::Width;
for (int z = 0; z < cChunkDef::Width; z++)
{
int zz = z + a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
if (!IsJungleVariant(a_ChunkDesc.GetBiome(x, z)))
{
// Current biome isn't a jungle
continue;
}
if ((m_Noise.IntNoise2DInt(xx, zz) % 101) < 50)
{
continue;
}
int Height = a_ChunkDesc.GetHeight(x, z);
for (int y = Height; y > m_Level; y--)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{
// Can't place vines in non-air blocks
continue;
}
if ((m_Noise.IntNoise3DInt(xx, y, zz) % 101) < 50)
{
continue;
}
std::vector<NIBBLETYPE> Places;
if ((x + 1 < cChunkDef::Width) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x + 1, y, z)))
{
Places.push_back(8);
}
if ((x - 1 > 0) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x - 1, y, z)))
{
Places.push_back(2);
}
if ((z + 1 < cChunkDef::Width) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x, y, z + 1)))
{
Places.push_back(1);
}
if ((z - 1 > 0) && cBlockInfo::FullyOccupiesVoxel(a_ChunkDesc.GetBlockType(x, y, z - 1)))
{
Places.push_back(4);
}
if (Places.size() == 0)
{
continue;
}
NIBBLETYPE Meta = Places[static_cast<size_t>(m_Noise.IntNoise3DInt(xx, y, zz)) % Places.size()];
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_VINES, Meta);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSprinkleFoliage:
bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ)
{
// We'll be doing comparison to neighbors, so require the coords to be 1 block away from the chunk edges:
if (
(a_RelX < 1) || (a_RelX >= cChunkDef::Width - 1) ||
(a_RelY < 1) || (a_RelY >= cChunkDef::Height - 2) ||
(a_RelZ < 1) || (a_RelZ >= cChunkDef::Width - 1)
)
{
return false;
}
// Only allow dirt, grass or sand below sugarcane:
switch (a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ))
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
case E_BLOCK_SAND:
{
break;
}
default:
{
return false;
}
}
// Water is required next to the block below the sugarcane:
if (
!IsWater(a_ChunkDesc.GetBlockType(a_RelX - 1, a_RelY, a_RelZ)) &&
!IsWater(a_ChunkDesc.GetBlockType(a_RelX + 1, a_RelY, a_RelZ)) &&
!IsWater(a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ - 1)) &&
!IsWater(a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ + 1))
)
{
return false;
}
// All conditions met, place a sugarcane here:
a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE);
return true;
}
void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
{
// Generate small foliage (1-block):
// TODO: Update heightmap with 1-block-tall foliage
for (int z = 0; z < cChunkDef::Width; z++)
{
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
const float zz = static_cast<float>(BlockZ);
for (int x = 0; x < cChunkDef::Width; x++)
{
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
if (((m_Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
{
continue;
}
HEIGHTTYPE Top = a_ChunkDesc.GetHeight(x, z);
if (Top > 250)
{
// Nothing grows above Y=250
continue;
}
if (a_ChunkDesc.GetBlockType(x, Top + 1, z) != E_BLOCK_AIR)
{
// Space already taken by something else, don't grow here
// WEIRD, since we're using heightmap, so there should NOT be anything above it
continue;
}
const float xx = static_cast<float>(BlockX);
float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f);
float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f);
switch (a_ChunkDesc.GetBlockType(x, Top, z))
{
case E_BLOCK_GRASS:
{
float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10);
float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20);
if (val1 + val2 > 0.2f)
{
a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
}
else if (val2 + val3 > 0.2f)
{
a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_ROSE);
}
else if (val3 + val4 > 0.2f)
{
a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_MUSHROOM);
}
else if (val1 + val4 > 0.2f)
{
a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
}
else if (val1 + val2 + val3 + val4 < -0.1)
{
a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_TALL_GRASS, E_META_TALL_GRASS_GRASS);
}
else if (TryAddSugarcane(a_ChunkDesc, x, Top, z))
{
++Top;
}
else if ((val1 > 0.5) && (val2 < -0.5))
{
a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_PUMPKIN, static_cast<int>(val3 * 8) % 4);
}
break;
} // case E_BLOCK_GRASS
case E_BLOCK_SAND:
{
int y = Top + 1;
if (
(x > 0) && (x < cChunkDef::Width - 1) &&
(z > 0) && (z < cChunkDef::Width - 1) &&
(val1 + val2 > 0.5f) &&
(a_ChunkDesc.GetBlockType(x + 1, y, z) == E_BLOCK_AIR) &&
(a_ChunkDesc.GetBlockType(x - 1, y, z) == E_BLOCK_AIR) &&
(a_ChunkDesc.GetBlockType(x, y, z + 1) == E_BLOCK_AIR) &&
(a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR) &&
IsDesertVariant(a_ChunkDesc.GetBiome(x, z))
)
{
a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_CACTUS);
}
else if (TryAddSugarcane(a_ChunkDesc, x, Top, z))
{
++Top;
}
break;
}
} // switch (TopBlock)
a_ChunkDesc.SetHeight(x, z, Top);
} // for y
} // for z
}
bool cFinishGenSprinkleFoliage::IsDesertVariant(EMCSBiome a_Biome)
{
return
(
(a_Biome == biDesertHills) ||
(a_Biome == biDesert) ||
(a_Biome == biDesertM)
);
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSoulsandRims
void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int ChunkZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
for (int x = 0; x < 16; x++)
{
int xx = ChunkX + x;
for (int z = 0; z < 16; z++)
{
int zz = ChunkZ + z;
// Place soulsand rims when netherrack gets thin
for (int y = 2; y < MaxHeight - 2; y++)
{
// The current block is air. Let's bail ut.
BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z);
if (Block != E_BLOCK_NETHERRACK)
{
continue;
}
if (
((a_ChunkDesc.GetBlockType(x, y + 1, z) != E_BLOCK_AIR) &&
( a_ChunkDesc.GetBlockType(x, y + 2, z) != E_BLOCK_AIR)) ||
((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_AIR) &&
( a_ChunkDesc.GetBlockType(x, y - 2, z) != E_BLOCK_AIR))
)
{
continue;
}
NOISE_DATATYPE NoiseX = (static_cast<NOISE_DATATYPE>(xx)) / 32;
NOISE_DATATYPE NoiseY = (static_cast<NOISE_DATATYPE>(zz)) / 32;
NOISE_DATATYPE CompBlock = m_Noise.CubicNoise3D(NoiseX, static_cast<float>(y) / 4, NoiseY);
if (CompBlock < 0)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SOULSAND);
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSnow:
void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc)
{
// Add a snow block in snowy biomes onto blocks that can be snowed over
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
HEIGHTTYPE Height = a_ChunkDesc.GetHeight(x, z);
if (GetSnowStartHeight(a_ChunkDesc.GetBiome(x, z)) > Height)
{
// Height isn't high enough for snow to start forming.
continue;
}
if (!cBlockInfo::IsSnowable(a_ChunkDesc.GetBlockType(x, Height, z)) || (Height >= cChunkDef::Height - 1))
{
// The top block can't be snown over.
continue;
}
a_ChunkDesc.SetBlockType(x, Height + 1, z, E_BLOCK_SNOW);
a_ChunkDesc.SetHeight(x, z, Height + 1);
} // for x
} // for z
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenIce:
void cFinishGenIce::GenFinish(cChunkDesc & a_ChunkDesc)
{
// Turn surface water into ice in icy biomes
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = a_ChunkDesc.GetHeight(x, z);
if (GetSnowStartHeight(a_ChunkDesc.GetBiome(x, z)) > Height)
{
// Height isn't high enough for snow to start forming.
continue;
}
if (!IsBlockWater(a_ChunkDesc.GetBlockType(x, Height, z)))
{
// The block isn't a water block.
continue;
}
if (a_ChunkDesc.GetBlockMeta(x, Height, z) != 0)
{
// The water block isn't a source block.
continue;
}
a_ChunkDesc.SetBlockType(x, Height, z, E_BLOCK_ICE);
} // for x
} // for z
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenSingleTopBlock:
int cFinishGenSingleTopBlock::GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap)
{
int res = 0;
for (size_t i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
if (IsAllowedBiome(a_BiomeMap[i]))
{
res++;
}
} // for i - a_BiomeMap[]
return m_Amount * res / 256;
}
void cFinishGenSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc)
{
int NumToGen = GetNumToGen(a_ChunkDesc.GetBiomeMap());
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
for (int i = 0; i < NumToGen; i++)
{
int x = (m_Noise.IntNoise3DInt(ChunkX + ChunkZ, ChunkZ, i) / 13) % cChunkDef::Width;
int z = (m_Noise.IntNoise3DInt(ChunkX - ChunkZ, i, ChunkZ) / 11) % cChunkDef::Width;
// Place the block at {x, z} if possible:
EMCSBiome Biome = a_ChunkDesc.GetBiome(x, z);
if (!IsAllowedBiome(Biome))
{
// Incorrect biome
continue;
}
HEIGHTTYPE Height = a_ChunkDesc.GetHeight(x, z);
if (Height >= cChunkDef::Height - 1)
{
// Too high up
continue;
}
if (a_ChunkDesc.GetBlockType(x, Height + 1, z) != E_BLOCK_AIR)
{
// Not an empty block
continue;
}
BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, Height, z);
if (!IsAllowedBlockBelow(BlockBelow))
{
continue;
}
a_ChunkDesc.SetBlockType(x, Height + 1, z, m_BlockType);
a_ChunkDesc.SetHeight(x, z, Height + 1);
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenBottomLava:
void cFinishGenBottomLava::GenFinish(cChunkDesc & a_ChunkDesc)
{
cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
for (int y = m_Level; y > 0; y--)
{
for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{
int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
if (BlockTypes[Index] == E_BLOCK_AIR)
{
BlockTypes[Index] = E_BLOCK_STATIONARY_LAVA;
}
} // for x, for z
} // for y
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenPreSimulator:
cFinishGenPreSimulator::cFinishGenPreSimulator(bool a_PreSimulateFallingBlocks, bool a_PreSimulateWater, bool a_PreSimulateLava) :
m_PreSimulateFallingBlocks(a_PreSimulateFallingBlocks),
m_PreSimulateWater(a_PreSimulateWater),
m_PreSimulateLava(a_PreSimulateLava)
{
// Nothing needed yet
}
void cFinishGenPreSimulator::GenFinish(cChunkDesc & a_ChunkDesc)
{
if (m_PreSimulateFallingBlocks)
{
CollapseSandGravel(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap());
}
if (m_PreSimulateWater)
{
StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
}
if (m_PreSimulateLava)
{
StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
}
// TODO: other operations
}
void cFinishGenPreSimulator::CollapseSandGravel(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int LastY = -1;
int HeightY = 0;
for (int y = 0; y < cChunkDef::Height; y++)
{
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
switch (Block)
{
default:
{
// Set the last block onto which stuff can fall to this height:
LastY = y;
HeightY = y;
break;
}
case E_BLOCK_AIR:
{
// Do nothing
break;
}
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
{
// Do nothing, only remember this height as potentially highest
HeightY = y;
break;
}
case E_BLOCK_SAND:
case E_BLOCK_GRAVEL:
{
if (LastY < y - 1)
{
cChunkDef::SetBlock(a_BlockTypes, x, LastY + 1, z, Block);
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
}
LastY++;
if (LastY > HeightY)
{
HeightY = LastY;
}
break;
}
} // switch (GetBlock)
} // for y
cChunkDef::SetHeight(a_HeightMap, x, z, static_cast<HEIGHTTYPE>(HeightY));
} // for x
} // for z
}
void cFinishGenPreSimulator::StationarizeFluid(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read
BLOCKTYPE a_Fluid,
BLOCKTYPE a_StationaryFluid
)
{
// Turn fluid in the middle to stationary, unless it has air or washable block next to it:
for (int z = 1; z < cChunkDef::Width - 1; z++)
{
for (int x = 1; x < cChunkDef::Width - 1; x++)
{
for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
{
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
if ((Block != a_Fluid) && (Block != a_StationaryFluid))
{
continue;
}
static const struct
{
int x, y, z;
} Coords[] =
{
{1, 0, 0},
{-1, 0, 0},
{0, 0, 1},
{0, 0, -1},
{0, -1, 0}
} ;
BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
{
if ((y == 0) && (Coords[i].y < 0))
{
continue;
}
BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
{
// There is an air / washable neighbor, simulate this block
BlockToSet = a_Fluid;
break;
}
} // for i - Coords[]
cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
} // for y
} // for x
} // for z
// Turn fluid at the chunk edges into non-stationary fluid:
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int i = 0; i < cChunkDef::Width; i++) // i stands for both x and z here
{
if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenFluidSprings:
cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension) :
m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
m_HeightDistribution(255),
m_Fluid(a_Fluid)
{
bool IsWater = (a_Fluid == E_BLOCK_WATER);
AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
AString DefaultHeightDistribution;
int DefaultChance = 0;
switch (a_Dimension)
{
case dimNether:
{
DefaultHeightDistribution = IsWater ? DEF_NETHER_WATER_SPRINGS : DEF_NETHER_LAVA_SPRINGS;
DefaultChance = IsWater ? 0 : 15;
break;
}
case dimOverworld:
{
DefaultHeightDistribution = IsWater ? DEF_OVERWORLD_WATER_SPRINGS : DEF_OVERWORLD_LAVA_SPRINGS;
DefaultChance = IsWater ? 24 : 9;
break;
}
case dimEnd:
{
DefaultHeightDistribution = IsWater ? DEF_END_WATER_SPRINGS : DEF_END_LAVA_SPRINGS;
DefaultChance = 0;
break;
}
default:
{
ASSERT(!"Unhandled world dimension");
break;
}
} // switch (dimension)
AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution);
if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0))
{
LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".",
(a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava",
DefaultHeightDistribution.c_str()
);
m_HeightDistribution.SetDefString(DefaultHeightDistribution);
}
m_Chance = a_IniFile.GetValueSetI(SectionName, "Chance", DefaultChance);
}
void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChanceRnd = (m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 512, 256 * a_ChunkDesc.GetChunkZ()) / 13) % 100;
if (ChanceRnd > m_Chance)
{
// Not in this chunk
return;
}
// Get the height at which to try:
int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11;
Height %= m_HeightDistribution.GetSum();
Height = m_HeightDistribution.MapValue(Height);
// Try adding the spring at the height, if unsuccessful, move lower:
for (int y = Height; y > 1; y--)
{
// TODO: randomize the order in which the coords are being checked
for (int z = 1; z < cChunkDef::Width - 1; z++)
{
for (int x = 1; x < cChunkDef::Width - 1; x++)
{
switch (a_ChunkDesc.GetBlockType(x, y, z))
{
case E_BLOCK_NETHERRACK:
case E_BLOCK_STONE:
{
if (TryPlaceSpring(a_ChunkDesc, x, y, z))
{
// Succeeded, bail out
return;
}
}
} // switch (BlockType)
} // for x
} // for y
} // for y
}
bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z)
{
// In order to place a spring, it needs exactly one of the XZ neighbors or a below neighbor to be air
// Also, its neighbor on top of it must be non-air
if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
{
return false;
}
static const struct
{
int x, y, z;
} Coords[] =
{
{-1, 0, 0},
{ 1, 0, 0},
{ 0, -1, 0},
{ 0, 0, -1},
{ 0, 0, 1},
} ;
int NumAirNeighbors = 0;
for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
{
switch (a_ChunkDesc.GetBlockType(x + Coords[i].x, y + Coords[i].y, z + Coords[i].z))
{
case E_BLOCK_AIR:
{
NumAirNeighbors += 1;
if (NumAirNeighbors > 1)
{
return false;
}
}
}
}
if (NumAirNeighbors == 0)
{
return false;
}
// Has exactly one air neighbor, place a spring:
a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0);
return true;
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenPassiveMobs:
cFinishGenPassiveMobs::cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, eDimension a_Dimension) :
m_Noise(a_Seed)
{
AString SectionName = "Animals";
int DefaultAnimalSpawnChunkPercentage = DEF_ANIMAL_SPAWN_PERCENT;
switch (a_Dimension)
{
case dimOverworld:
{
DefaultAnimalSpawnChunkPercentage = DEF_ANIMAL_SPAWN_PERCENT;
break;
}
case dimNether:
case dimEnd: // No nether or end animals (currently)
{
DefaultAnimalSpawnChunkPercentage = DEF_NO_ANIMALS;
break;
}
default:
{
ASSERT(!"Unhandled world dimension");
DefaultAnimalSpawnChunkPercentage = DEF_NO_ANIMALS;
break;
}
} // switch (dimension)
m_AnimalProbability = a_IniFile.GetValueSetI(SectionName, "AnimalSpawnChunkPercentage", DefaultAnimalSpawnChunkPercentage);
if ((m_AnimalProbability < 0) || (m_AnimalProbability > 100))
{
LOGWARNING("[Animals]: AnimalSpawnChunkPercentage is invalid, using the default of \"%d\".", DefaultAnimalSpawnChunkPercentage);
m_AnimalProbability = DefaultAnimalSpawnChunkPercentage;
}
}
void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
{
int chunkX = a_ChunkDesc.GetChunkX();
int chunkZ = a_ChunkDesc.GetChunkZ();
int ChanceRnd = (m_Noise.IntNoise2DInt(chunkX, chunkZ) / 7) % 100;
if (ChanceRnd > m_AnimalProbability)
{
return;
}
eMonsterType RandomMob = GetRandomMob(a_ChunkDesc);
if (RandomMob == mtInvalidType)
{
// No mobs here. Don't send an error, because if the biome was a desert it would return mtInvalidType as well.
return;
}
// Try spawning a pack center 10 times, should get roughly the same probability
for (int Tries = 0; Tries < 10; Tries++)
{
int PackCenterX = (m_Noise.IntNoise2DInt(chunkX + chunkZ, Tries) / 7) % cChunkDef::Width;
int PackCenterZ = (m_Noise.IntNoise2DInt(chunkX, chunkZ + Tries) / 7) % cChunkDef::Width;
if (TrySpawnAnimals(a_ChunkDesc, PackCenterX, a_ChunkDesc.GetHeight(PackCenterX, PackCenterZ), PackCenterZ, RandomMob))
{
for (int i = 0; i < 3; i++)
{
int OffsetX = (m_Noise.IntNoise2DInt(chunkX + chunkZ + i, Tries) / 7) % cChunkDef::Width;
int OffsetZ = (m_Noise.IntNoise2DInt(chunkX, chunkZ + Tries + i) / 7) % cChunkDef::Width;
TrySpawnAnimals(a_ChunkDesc, OffsetX, a_ChunkDesc.GetHeight(OffsetX, OffsetZ), OffsetZ, RandomMob);
}
return;
} // if pack center spawn successful
} // for tries
}
bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, eMonsterType AnimalToSpawn)
{
if ((a_RelY >= cChunkDef::Height - 1) || (a_RelY <= 0))
{
return false;
}
BLOCKTYPE BlockAtHead = a_ChunkDesc.GetBlockType(a_RelX, a_RelY + 1, a_RelZ);
BLOCKTYPE BlockAtFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ);
BLOCKTYPE BlockUnderFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY - 1, a_RelZ);
// Check block below (opaque, grass, water), and above (air)
if ((AnimalToSpawn == mtSquid) && (BlockAtFeet != E_BLOCK_WATER))
{
return false;
}
if (
(AnimalToSpawn != mtSquid) &&
(BlockAtHead != E_BLOCK_AIR) &&
(BlockAtFeet != E_BLOCK_AIR) &&
(!cBlockInfo::IsTransparent(BlockUnderFeet))
)
{
return false;
}
if (
(BlockUnderFeet != E_BLOCK_GRASS) &&
((AnimalToSpawn == mtWolf) || (AnimalToSpawn == mtRabbit) || (AnimalToSpawn == mtCow) || (AnimalToSpawn == mtSheep) || (AnimalToSpawn == mtChicken) || (AnimalToSpawn == mtPig))
)
{
return false;
}
if ((AnimalToSpawn == mtMooshroom) && (BlockUnderFeet != E_BLOCK_MYCELIUM))
{
return false;
}
double AnimalX = static_cast<double>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX + 0.5);
double AnimalY = a_RelY;
double AnimalZ = static_cast<double>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ + 0.5);
cMonster * NewMob = cMonster::NewMonsterFromType(AnimalToSpawn);
NewMob->SetHealth(NewMob->GetMaxHealth());
NewMob->SetPosition(AnimalX, AnimalY, AnimalZ);
a_ChunkDesc.GetEntities().push_back(NewMob);
LOGD("Spawning %s #%i at {%.02f, %.02f, %.02f}", NewMob->GetClass(), NewMob->GetUniqueID(), AnimalX, AnimalY, AnimalZ);
return true;
}
eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
{
std::set<eMonsterType> ListOfSpawnables;
int chunkX = a_ChunkDesc.GetChunkX();
int chunkZ = a_ChunkDesc.GetChunkZ();
int x = (m_Noise.IntNoise2DInt(chunkX, chunkZ + 10) / 7) % cChunkDef::Width;
int z = (m_Noise.IntNoise2DInt(chunkX + chunkZ, chunkZ) / 7) % cChunkDef::Width;
// Check biomes first to get a list of animals
switch (a_ChunkDesc.GetBiome(x, z))
{
// No animals in deserts or non-overworld dimensions
case biNether:
case biEnd:
case biDesertHills:
case biDesert:
case biDesertM:
{
return mtInvalidType;
}
// Mooshroom only - no other mobs on mushroom islands
case biMushroomIsland:
case biMushroomShore:
{
return mtMooshroom;
}
// Add squid in ocean biomes
case biOcean:
case biFrozenOcean:
case biFrozenRiver:
case biRiver:
case biDeepOcean:
{
ListOfSpawnables.insert(mtSquid);
break;
}
// Add ocelots in jungle biomes
case biJungle:
case biJungleHills:
case biJungleEdge:
case biJungleM:
case biJungleEdgeM:
{
ListOfSpawnables.insert(mtOcelot);
break;
}
// Add horses in plains-like biomes
case biPlains:
case biSunflowerPlains:
case biSavanna:
case biSavannaPlateau:
case biSavannaM:
case biSavannaPlateauM:
{
ListOfSpawnables.insert(mtHorse);
break;
}
// Add wolves in forest and spruce forests
case biForest:
case biTaiga:
case biMegaTaiga:
case biColdTaiga:
case biColdTaigaM:
{
ListOfSpawnables.insert(mtWolf);
break;
}
// Nothing special about this biome
default:
{
break;
}
}
ListOfSpawnables.insert(mtChicken);
ListOfSpawnables.insert(mtCow);
ListOfSpawnables.insert(mtPig);
ListOfSpawnables.insert(mtSheep);
if (ListOfSpawnables.empty())
{
return mtInvalidType;
}
auto MobIter = ListOfSpawnables.begin();
using diff_type =
std::iterator_traits<decltype(MobIter)>::difference_type;
diff_type RandMob = static_cast<diff_type>
(static_cast<size_t>(m_Noise.IntNoise2DInt(chunkX - chunkZ + 2, chunkX + 5) / 7)
% ListOfSpawnables.size());
std::advance(MobIter, RandMob);
return *MobIter;
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenOres:
void cFinishGenOres::GenFinish(cChunkDesc & a_ChunkDesc)
{
int seq = 1;
// Generate the ores from the ore list.
for (const auto & ore: m_OreInfos)
{
GenerateOre(
a_ChunkDesc,
ore.m_BlockType, ore.m_BlockMeta,
ore.m_MaxHeight, ore.m_NumNests, ore.m_NestSize,
seq
);
seq++;
}
}
const cFinishGenOres::OreInfos & cFinishGenOres::DefaultOverworldOres(void)
{
static OreInfos res
{
// OreType, OreMeta, MaxHeight, NumNests, NestSize
{E_BLOCK_COAL_ORE, 0, 127, 20, 16},
{E_BLOCK_IRON_ORE, 0, 64, 20, 8},
{E_BLOCK_GOLD_ORE, 0, 32, 2, 8},
{E_BLOCK_REDSTONE_ORE, 0, 16, 8, 7},
{E_BLOCK_DIAMOND_ORE, 0, 15, 1, 7},
{E_BLOCK_LAPIS_ORE, 0, 30, 1, 6},
};
return res;
}
const cFinishGenOres::OreInfos & cFinishGenOres::DefaultNetherOres(void)
{
static OreInfos res;
if (res.empty())
{
// Hasn't been initialized yet, emplace the defaults:
// OreType, OreMeta, MaxHeight, NumNests, NestSize
res.emplace_back(E_BLOCK_NETHER_QUARTZ_ORE, 0, 127, 20, 8);
}
return res;
}
const cFinishGenOres::OreInfos & cFinishGenOres::DefaultNaturalPatches(void)
{
static OreInfos res;
if (res.empty())
{
// Hasn't been initialized yet, emplace the defaults:
// OreType, OreMeta, MaxHeight, NumNests, NestSize
res.emplace_back(E_BLOCK_DIRT, 0, 127, 20, 32);
res.emplace_back(E_BLOCK_GRAVEL, 0, 127, 10, 32);
res.emplace_back(E_BLOCK_STONE, E_META_STONE_GRANITE, 127, 20, 32);
res.emplace_back(E_BLOCK_STONE, E_META_STONE_DIORITE, 127, 20, 32);
res.emplace_back(E_BLOCK_STONE, E_META_STONE_ANDESITE, 127, 20, 32);
}
return res;
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenOreNests:
void cFinishGenOreNests::GenerateOre(
cChunkDesc & a_ChunkDesc,
BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta,
int a_MaxHeight, int a_NumNests, int a_NestSize,
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 "terraformable" blocks get replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
auto chunkX = a_ChunkDesc.GetChunkX();
auto chunkZ = a_ChunkDesc.GetChunkZ();
auto & blockTypes = a_ChunkDesc.GetBlockTypes();
auto & blockMetas = a_ChunkDesc.GetBlockMetasUncompressed();
for (int i = 0; i < a_NumNests; i++)
{
int nestRnd = m_Noise.IntNoise3DInt(chunkX + i, a_Seq, chunkZ + 64 * i) / 8;
int BaseX = nestRnd % cChunkDef::Width;
nestRnd /= cChunkDef::Width;
int BaseZ = nestRnd % cChunkDef::Width;
nestRnd /= cChunkDef::Width;
int BaseY = nestRnd % a_MaxHeight;
nestRnd /= a_MaxHeight;
int NestSize = a_NestSize + (nestRnd % (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(chunkX + 64 * i, 2 * a_Seq + Num, 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 (cChunkDef::IsValidWidth(BlockX))
{
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 (!cChunkDef::IsValidHeight(BlockY))
{
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 (cChunkDef::IsValidWidth(BlockZ))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
auto blockType = blockTypes[Index];
if ((blockType == E_BLOCK_STONE) || (blockType == E_BLOCK_NETHERRACK))
{
blockTypes[Index] = a_OreType;
blockMetas[Index] = a_OreMeta;
}
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
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenOrePockets:
bool cFinishGenOrePockets::Initialize(cIniFile & a_IniFile)
{
// TODO
return true;
}
void cFinishGenOrePockets::GenerateOre(
cChunkDesc & a_ChunkDesc,
BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta,
int a_MaxHeight, int a_NumNests, int a_NestSize,
int a_Seq
)
{
// This function generates several "pockets" of the specified ore
// Each chunk can contain only pockets that are generated for that chunk, or for its XM / ZM neighbors.
// Generate for the 3 neighbors in the XP / ZP direction as well, so that pockets crossing the boundaries are accounted for as well:
int chunkZ = a_ChunkDesc.GetChunkZ();
int chunkX = a_ChunkDesc.GetChunkX();
imprintChunkOrePockets(chunkX - 1, chunkZ - 1, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
imprintChunkOrePockets(chunkX - 1, chunkZ, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
imprintChunkOrePockets(chunkX, chunkZ - 1, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
imprintChunkOrePockets(chunkX, chunkZ, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
}
void cFinishGenOrePockets::imprintChunkOrePockets(
int a_ChunkX, int a_ChunkZ,
cChunkDesc & a_ChunkDesc,
BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta,
int a_MaxHeight, int a_NumNests, int a_NestSize,
int a_Seq
)
{
// Pick a starting coord for each nest:
int baseBlockX = a_ChunkX * cChunkDef::Width;
int baseBlockZ = a_ChunkZ * cChunkDef::Width;
for (int i = 0; i < a_NumNests; i++)
{
int nestRnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 7;
int baseX = (nestRnd % cChunkDef::Width) + baseBlockX;
nestRnd /= cChunkDef::Width;
int baseZ = (nestRnd % cChunkDef::Width) + baseBlockZ;
nestRnd /= cChunkDef::Width;
int baseY = nestRnd % a_MaxHeight;
nestRnd /= a_MaxHeight;
imprintPocket(
a_ChunkDesc,
baseX, baseY, baseZ,
a_NestSize, i + 200 * a_Seq,
a_OreType, a_OreMeta
);
} // for i - NumNests
}
void cFinishGenOrePockets::imprintPocket(
cChunkDesc & a_ChunkDesc,
int a_MinPocketX, int a_PocketY, int a_MinPocketZ,
int a_NestSize, int a_Seq,
BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta
)
{
// A line segment in a random direction is chosen. Then, several spheres are formed along this line segment,
// with their diameters diminishing towards the line ends (one half of a sinusoid)
double x1 = static_cast<double>(a_MinPocketX) + 0.5;
double y1 = static_cast<double>(a_PocketY) + 0.5;
double z1 = static_cast<double>(a_MinPocketZ) + 0.5;
int rnd = m_Noise.IntNoise2DInt(a_MinPocketX + 7 * a_Seq, a_MinPocketZ + a_PocketY * 11) / 7;
double angle = static_cast<double>(rnd % 256) / (256.0 * M_PI / 2.0); // range [0 .. pi / 2]
rnd /= 256;
double length = static_cast<double>(a_NestSize) / 4.0;
double x2 = x1 + sin(angle) * length; // Always larger than x1
double z2 = z1 + cos(angle) * length; // Always larger than z1
double y2 = y1 + static_cast<double>((rnd % 3) - 1); // Up to 1 block away from y1
// Iterate over the line segment in a total of a_NestSize steps:
double stepX = (x2 - x1) / static_cast<double>(a_NestSize);
double stepY = (y2 - y1) / static_cast<double>(a_NestSize);
double stepZ = (z2 - z1) / static_cast<double>(a_NestSize);
double stepR = M_PI / static_cast<double>(a_NestSize);
double size = static_cast<double>(a_NestSize) / 16.0;
for (int i = 0; i < a_NestSize; ++i)
{
double iDbl = static_cast<double>(i);
double sphereX = x1 + stepX * iDbl;
double sphereY = y1 + stepY * iDbl;
double sphereZ = z1 + stepZ * iDbl;
double radius = (sin(stepR * iDbl) + 1.0) * size + 1.0;
imprintSphere(a_ChunkDesc, sphereX, sphereY, sphereZ, radius, a_OreType, a_OreMeta);
} // for i
}
void cFinishGenOrePockets::imprintSphere(
cChunkDesc & a_ChunkDesc,
double a_SphereX, double a_SphereY, double a_SphereZ, double a_Radius,
BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta
)
{
// Get the sphere's bounding box, unioned with the chunk's bounding box (possibly empty):
int baseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int baseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
int minX = std::max(FloorC(a_SphereX - a_Radius), baseX);
int minY = std::max(FloorC(a_SphereY - a_Radius), 0);
int minZ = std::max(FloorC(a_SphereZ - a_Radius), baseZ);
int maxX = std::min(CeilC(a_SphereX + a_Radius), baseX + cChunkDef::Width - 1);
int maxY = std::min(CeilC(a_SphereY + a_Radius), cChunkDef::Height - 1);
int maxZ = std::min(CeilC(a_SphereZ + a_Radius), baseZ + cChunkDef::Width - 1);
/*
// DEBUG:
int blockX = FloorC(a_SphereX);
int blockY = FloorC(a_SphereY);
int blockZ = FloorC(a_SphereZ);
if (
(blockX >= baseX) && (blockX < baseX + cChunkDef::Width) &&
(blockY >= 0) && (blockY < cChunkDef::Height) &&
(blockZ >= baseZ) && (blockZ < baseZ + cChunkDef::Width)
)
{
// LOGD("Imprinting a sphere center at {%d, %d, %d}", blockX, blockY, blockZ);
a_ChunkDesc.SetBlockTypeMeta(blockX - baseX, blockY, blockZ - baseZ, a_OreType, a_OreMeta);
}
return;
//*/
// Imprint the parts of the sphere intersecting the chunk:
double radiusSq = a_Radius * a_Radius / 4.0;
for (int y = minY; y <= maxY; y++)
{
double relY = static_cast<double>(y) + 0.5 - a_SphereY;
double relYSq = relY * relY;
if (relYSq > radiusSq)
{
// outside the sphere, bail out
continue;
}
for (int z = minZ; z <= maxZ; z++)
{
double relZ = static_cast<double>(z) + 0.5 - a_SphereZ;
double relZSq = relZ * relZ;
if (relZSq + relYSq > radiusSq)
{
// outside the sphere, bail out
continue;
}
for (int x = minX; x <= maxX; x++)
{
double relX = static_cast<double>(x) + 0.5 - a_SphereX;
double relXSq = relX * relX;
if (relZSq + relYSq + relXSq > radiusSq)
{
// outside the sphere, bail out
continue;
}
int bX = x - baseX;
int bZ = z - baseZ;
auto blockType = a_ChunkDesc.GetBlockType(bX, y, bZ);
if ((blockType == E_BLOCK_STONE) || (blockType == E_BLOCK_NETHERRACK))
{
a_ChunkDesc.SetBlockTypeMeta(bX, y, bZ, a_OreType, a_OreMeta);
}
} // for x
} // for z
} // for y
}