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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /src/Generating/FinishGen.h
parentLineBlockTracer: Using the coord-based block faces. (diff)
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diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h
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+
+// FinishGen.h
+
+/* Interfaces to the various finishing generators:
+ - cFinishGenSnow
+ - cFinishGenIce
+ - cFinishGenSprinkleFoliage
+ - cFinishGenLilypads
+ - cFinishGenBottomLava
+ - cFinishGenPreSimulator
+ - cFinishGenDeadBushes
+*/
+
+
+
+
+
+#include "ComposableGenerator.h"
+#include "../Noise.h"
+#include "../ProbabDistrib.h"
+
+
+
+
+
+class cFinishGenSnow :
+ public cFinishGen
+{
+protected:
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+} ;
+
+
+
+
+
+class cFinishGenIce :
+ public cFinishGen
+{
+protected:
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+} ;
+
+
+
+
+
+class cFinishGenSprinkleFoliage :
+ public cFinishGen
+{
+public:
+ cFinishGenSprinkleFoliage(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {}
+
+protected:
+ cNoise m_Noise;
+ int m_Seed;
+
+ /// Tries to place sugarcane at the coords specified, returns true if successful
+ bool TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ);
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+} ;
+
+
+
+
+
+/** This class adds a single top block in random positions in the specified biome on top of specified allowed blocks.
+Used for:
+- Lilypads finisher
+- DeadBushes finisher
+*/
+class cFinishGenSingleBiomeSingleTopBlock :
+ public cFinishGen
+{
+public:
+ cFinishGenSingleBiomeSingleTopBlock(
+ int a_Seed, BLOCKTYPE a_BlockType, EMCSBiome a_Biome, int a_Amount,
+ BLOCKTYPE a_AllowedBelow1, BLOCKTYPE a_AllowedBelow2
+ ) :
+ m_Noise(a_Seed),
+ m_BlockType(a_BlockType),
+ m_Biome(a_Biome),
+ m_Amount(a_Amount),
+ m_AllowedBelow1(a_AllowedBelow1),
+ m_AllowedBelow2(a_AllowedBelow2)
+ {
+ }
+
+protected:
+ cNoise m_Noise;
+ BLOCKTYPE m_BlockType;
+ EMCSBiome m_Biome;
+ int m_Amount; ///< Relative amount of blocks to try adding. 1 = one block per 256 biome columns.
+ BLOCKTYPE m_AllowedBelow1; ///< First of the two blocktypes that are allowed below m_BlockType
+ BLOCKTYPE m_AllowedBelow2; ///< Second of the two blocktypes that are allowed below m_BlockType
+
+ int GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap);
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+} ;
+
+
+
+
+
+class cFinishGenBottomLava :
+ public cFinishGen
+{
+public:
+ cFinishGenBottomLava(int a_Level) :
+ m_Level(a_Level)
+ {
+ }
+
+protected:
+ int m_Level;
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+} ;
+
+
+
+
+
+class cFinishGenPreSimulator :
+ public cFinishGen
+{
+public:
+ cFinishGenPreSimulator(void);
+
+protected:
+ // Drops hanging sand and gravel down to the ground, recalculates heightmap
+ void CollapseSandGravel(
+ cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
+ cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
+ );
+
+ /** For each fluid block:
+ - if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
+ - all fluid on the chunk's edge is made flowing
+ */
+ void 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
+ );
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+} ;
+
+
+
+
+
+class cFinishGenFluidSprings :
+ public cFinishGen
+{
+public:
+ cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World);
+
+protected:
+
+ cNoise m_Noise;
+ cProbabDistrib m_HeightDistribution;
+ BLOCKTYPE m_Fluid;
+ int m_Chance; ///< Chance, [0..100], that a spring will be generated in a chunk
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+
+ /// Tries to place a spring at the specified coords, checks neighbors. Returns true if successful
+ bool TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z);
+} ;
+
+
+
+