diff options
41 files changed, 4763 insertions, 547 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index 66281fe0c..d4e9d41e8 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -37,6 +37,21 @@ if(DEFINED ENV{MCSERVER_BUILD_ID}) endif() endif() +# We need C++11 features, Visual Studio has those from VS2012, but it needs a new platform toolset for those; VS2013 supports them natively: +# Adapted from http://binglongx.wordpress.com/2013/06/28/set-non-default-platform-toolset-in-cmake/ +if(MSVC OR MSVC_IDE) + if( MSVC_VERSION LESS 1700 ) # VC10- / VS2010- + message(FATAL_ERROR "The project requires C++11 features. " + "You need at least Visual Studio 11 (Microsoft Visual Studio 2012), " + "with Microsoft Visual C++ Compiler Nov 2012 CTP (v120_CTP_Nov2012).") + elseif( MSVC_VERSION EQUAL 1700 ) # VC11 / VS2012 + message( "VC11: using Microsoft Visual Studio 2012 " + "with Microsoft Visual C++ Compiler Nov 2012 CTP (v120_CTP_Nov2012)" ) + set(CMAKE_GENERATOR_TOOLSET "v120_CTP_Nov2012" CACHE STRING "Platform Toolset" FORCE) + else() # VC12+, assuming C++11 supported. + endif() +endif() + # This has to be done before any flags have been set up. if(${BUILD_TOOLS}) add_subdirectory(Tools/MCADefrag/) diff --git a/MCServer/Plugins/APIDump/APIDesc.lua b/MCServer/Plugins/APIDump/APIDesc.lua index 6a151b5ef..01e945e73 100644 --- a/MCServer/Plugins/APIDump/APIDesc.lua +++ b/MCServer/Plugins/APIDump/APIDesc.lua @@ -2137,6 +2137,7 @@ cPluginManager.AddHook(cPluginManager.HOOK_CHAT, OnChatMessage); BroadcastChatWarning = { Params = "MessageText", Return = "", Notes = "Broadcasts the specified message to all players, with its message type set to mtWarning. Use for concerning events, such as plugin reload etc." }, CreateAndInitializeWorld = { Params = "WorldName", Return = "{{cWorld|cWorld}}", Notes = "Creates a new world and initializes it. If there is a world whith the same name it returns nil.<br/><br/><b>NOTE</b>This function is currently unsafe, do not use!" }, FindAndDoWithPlayer = { Params = "PlayerName, CallbackFunction", Return = "", Notes = "Calls the given callback function for all players with names partially (or fully) matching the name string provided." }, + DoWithPlayerByUUID = { Params = "PlayerUUID, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is the player with the uuid, calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|Player}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found." }, ForEachPlayer = { Params = "CallbackFunction", Return = "", Notes = "Calls the given callback function for each player. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|cPlayer}})</pre>" }, ForEachWorld = { Params = "CallbackFunction", Return = "", Notes = "Calls the given callback function for each world. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cWorld|cWorld}})</pre>" }, Get = { Params = "", Return = "Root object", Notes = "(STATIC)This function returns the cRoot object." }, @@ -2406,6 +2407,7 @@ end { Params = "{{Vector3i|BlockCoords}}, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!" }, }, FindAndDoWithPlayer = { Params = "PlayerNameHint, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a player of a name similar to the specified name (weighted-match), calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|Player}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found. Note that the name matching is very loose, so it is a good idea to check the player name in the callback function." }, + DoWithPlayerByUUID = { Params = "PlayerUUID, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is the player with the uuid, calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|Player}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found." }, ForEachBlockEntityInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each block entity in the chunk. Returns true if all block entities in the chunk have been processed (including when there are zero block entities), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cBlockEntity|BlockEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next block entity, or true to abort the enumeration. Use {{tolua}}.cast() to cast the Callback's BlockEntity parameter to the correct {{cBlockEntity}} descendant." }, ForEachChestInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each chest in the chunk. Returns true if all chests in the chunk have been processed (including when there are zero chests), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cChestEntity|ChestEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next chest, or true to abort the enumeration." }, ForEachEntity = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each entity in the loaded world. Returns true if all the entities have been processed (including when there are zero entities), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cEntity|Entity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." }, diff --git a/MCServer/webadmin/files/guest.html b/MCServer/webadmin/files/guest.html new file mode 100644 index 000000000..7ae78a3f0 --- /dev/null +++ b/MCServer/webadmin/files/guest.html @@ -0,0 +1,2 @@ +Hello! Welcome to the MCServer WebAdmin.<br> +This is a default message, edit <b>files/guest.html</b> to add your own custom message. diff --git a/MCServer/webadmin/files/header.png b/MCServer/webadmin/files/header.png Binary files differnew file mode 100644 index 000000000..97b067715 --- /dev/null +++ b/MCServer/webadmin/files/header.png diff --git a/MCServer/webadmin/files/home.gif b/MCServer/webadmin/files/home.gif Binary files differnew file mode 100644 index 000000000..b10e0bed7 --- /dev/null +++ b/MCServer/webadmin/files/home.gif diff --git a/MCServer/webadmin/files/loading.gif b/MCServer/webadmin/files/loading.gif Binary files differnew file mode 100644 index 000000000..b8d06f669 --- /dev/null +++ b/MCServer/webadmin/files/loading.gif diff --git a/MCServer/webadmin/files/log_out.png b/MCServer/webadmin/files/log_out.png Binary files differnew file mode 100644 index 000000000..63232417a --- /dev/null +++ b/MCServer/webadmin/files/log_out.png diff --git a/MCServer/webadmin/files/login.css b/MCServer/webadmin/files/login.css new file mode 100644 index 000000000..5d87da4c5 --- /dev/null +++ b/MCServer/webadmin/files/login.css @@ -0,0 +1,219 @@ +/* Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 */ +* { + margin: 0; +} + +body { + font-family: "HelveticaNeue-Light", "Helvetica Neue Light", "Helvetica Neue", Helvetica, Arial, "Lucida Grande", sans-serif; + -webkit-font-smoothing: antialiased; + background: #fff url(header.png) repeat-x top left; + width: 100%; + min-width: 100%; + overflow: hidden; +} + +a:link { + color: #555; + text-decoration: none; +} + +a:visited { + color: #444; + text-decoration: none; +} + +a:hover, a:active { + color: #000; + text-decoration: underline; +} + +img { + border: none; +} + +h1 { + color: #069; +} + +.row1 { + border-bottom: 1px solid #000; + height: 100px; + max-height: 100px; +} + +.row2 { + margin: 0 auto; + text-align: center; + vertical-align: middle; +} + +.contention { + color: #000; + text-align: left; + line-height: 1.4; + margin: 0; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + font-size: 13px; +} + +button { + background: #fff; + color: #000; + border: 1px solid #ccc; + padding: 3px; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; + margin: -3px 0; +} + +button:hover { + border-top-color: #28597a; + background: #28597a; + color: #ccc; +} + +button:active { + border-top-color: #1b435e; + background: #1b435e; +} + +.push10 { + padding-bottom: 75px; +} + +#panel .upper { + background: #dcdbdc url(tcat.png) repeat-x; + border-top: 1px solid #fff; + border-bottom: 1px solid #bbb; + padding: 7px; +} + +#footer { + z-index: 99999; +} + +#footer ul.menu { + margin: 0; + padding: 0; + list-style: none; +} + +#footer ul.menu li { + margin: 0 5px; + display: inline; +} + +#footer .upper { + background: #dcdbdc url(tcat.png) repeat-x; + border-top: 1px solid #bbb; + padding: 6px; + overflow: hidden; + font-size: 12px; +} + +#footer .upper ul.bottom_links { + float: left; + margin: 3px 0 0 -5px; +} + +#footer .lower { + background: #a1a2a2 url(thead.png) top left repeat-x; + color: #fff; + border-top: 1px solid #ccc; + border-bottom: 1px solid #ddd; + overflow: hidden; + padding: 8px; + font-size: 11px; +} + +#footer .lower a:link, #footer .lower a:visited { + color: #fff; + font-weight: 700; +} + +#footer .lower a:hover, #footer .lower a:active { + color: #fff; + font-weight: 700; +} + +#footer .lower #current_time { + float: right; + padding-right: 6px; +} + +.wrapper { + width: 85%; + min-width: 970px; + max-width: 1500px; + margin: auto; +} + +#footer { + position: fixed; + left: 0; + bottom: 0; + height: 60px; + width: 100%; + background: #999; + border-top: 1px #000 solid; +} + +* html #footer { + position: absolute; + top: expression((0-(footer.offsetHeight)+(document.documentElement.clientHeight ? document.documentElement.clientHeight : document.body.clientHeight)+(ignoreMe = document.documentElement.scrollTop ? document.documentElement.scrollTop : document.body.scrollTop))+'px'); +} + +tr td.trow2:first-child { + border-left: 0; +} + +tr td.trow2:last-child { + border-right: 0; +} + +.tborder { + -moz-border-radius: 7px; + -webkit-border-radius: 7px; + border-radius: 7px; +} + +.thead, .rounded_top { + -moz-border-radius-topleft: 6px; + -moz-border-radius-topright: 6px; + -webkit-border-top-left-radius: 6px; + -webkit-border-top-right-radius: 6px; + border-top-left-radius: 6px; + border-top-right-radius: 6px; +} + +table { + color: #000; + font-size: 13px; +} + +.tborder { + background: #fff; + width: 100%; + margin: auto; + border: 1px solid #ccc; + padding: 1px; +} + +.thead { + background: #a1a2a2 url(thead.png) top left repeat-x; + color: #fff; + border-bottom: 1px solid #8e8f8f; + padding: 8px; +} + +.trow2 { + background: #efefef; + border: 1px solid; + border-color: #fff #ddd #ddd #fff; +} + +.padtopp { + padding-top: 25px; +} diff --git a/MCServer/webadmin/files/login.gif b/MCServer/webadmin/files/login.gif Binary files differnew file mode 100644 index 000000000..ce2cb6fc0 --- /dev/null +++ b/MCServer/webadmin/files/login.gif diff --git a/MCServer/webadmin/files/logo_login.png b/MCServer/webadmin/files/logo_login.png Binary files differnew file mode 100644 index 000000000..d2155f928 --- /dev/null +++ b/MCServer/webadmin/files/logo_login.png diff --git a/MCServer/webadmin/files/pmfolder.gif b/MCServer/webadmin/files/pmfolder.gif Binary files differnew file mode 100644 index 000000000..3fc68fdcb --- /dev/null +++ b/MCServer/webadmin/files/pmfolder.gif diff --git a/MCServer/webadmin/files/style.css b/MCServer/webadmin/files/style.css index 7f01b34b2..7c0671970 100644 --- a/MCServer/webadmin/files/style.css +++ b/MCServer/webadmin/files/style.css @@ -1,353 +1,427 @@ -body, html -{ - font-family: "Open Sans", Tahoma, sans-serif; - padding: 0; - margin: 0; - font-weight: 400; - background-color: #fbe9e7; - color: rgba(0, 0, 0, 0.87); +/* Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 */ +* { + margin: 0; } -.light { font-weight: 300; } -.bold { font-weight: 600; } +body { + font-family: "HelveticaNeue-Light", "Helvetica Neue Light", "Helvetica Neue", Helvetica, Arial, "Lucida Grande", sans-serif; + -webkit-font-smoothing: antialiased; + background: #fff; + width: 100%; + min-width: 100%; + height:100%; + min-height:100%; + overflow-y: scroll; + overflow-x: hidden; +} + +a:link { + color: #555; + text-decoration: none; +} + +a:visited { + color: #444; + text-decoration: none; +} -#wrapper -{ - background-color: #ff5722; - margin: 40px auto; - width: 99%; - max-width: 1200px; - box-sizing: border-box; - -moz-box-sizing: border-box; - box-shadow: 0px 4px 5px rgba(0, 0, 0, 0.15); - color: rgba(0, 0, 0, 0.87); +a:hover, a:active { + color: #000; + text-decoration: underline; } -.title -{ - font-size: 30pt; - padding: 10px 40px; - text-decoration: none; - color: white; - text-shadow: 0px 1px 2px rgba(0, 0, 0, 0.3); - display: block; +img { + border: none; } -#sidebar -{ - float: left; - width: 20%; +h1 { + color: #069; + text-shadow: 2px 2px #000; } -.sideNav -{ - list-style: none; - background-color: #fafafa; - margin: 20px 0; - padding: 5px 0; - width: 100%; - box-shadow: 1px 0px 10px rgba(0, 0, 0, 0.2); +.row1 { + border-bottom: 1px #000 solid; + height: 100px; + max-height: 100px; + background: #fff url(header.png) repeat-x top left; } -.sideNav li -{ - padding: 10px; - color: rgba(0, 0, 0, 0.54); +.row2 { + margin: 0 auto; + text-align: center; + vertical-align: middle; + margin-top: 25px; + margin-bottom: 25px; } -.sideNav li.link -{ - padding-left: 30px; +.contention { + color: #000; + text-align: left; + line-height: 1.4; + margin: 0; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + font-size: 13px; + margin-bottom:75px; } -.sideNav li.link a -{ - text-decoration: none; - color: rgba(0, 0, 0, 0.87); +.push25 { } -#container -{ - margin: 0; - padding: 0; - overflow: hidden; - background-color: #f5f5f5; +#panel ul.menu { + margin: 0; + padding: 0; + list-style: none; } -#main -{ - float: right; - width: 80%; - padding: 0 15px 20px 15px; - box-sizing: border-box; - -moz-box-sizing: border-box; +#panel ul.menu li { + margin: 0 5px; + display: inline; } -.clear -{ - clear: both; +#panel ul.menu li a { + padding-left: 20px; + background-repeat: no-repeat; + background-position: left center; } -table -{ - width: 100%; - border-collapse: collapse; +#panel .upper ul.top_links { + float: right; + font-weight: 700; } -table td -{ - padding: 5px; +#panel .upper { + background: #dcdbdc url(tcat.png) repeat-x; + border-top: 1px solid #fff; + border-bottom: 1px solid #bbb; + padding: 7px; } -table th -{ - border-bottom: 1px solid rgba(0, 0, 0, 0.12); - padding: 5px; - text-align: center; +#footer ul.menu { + margin: 0; + padding: 0; + list-style: none; } -table tr:nth-child(odd) -{ - background-color: rgba(0, 0, 0, 0.015); +#footer ul.menu li { + margin: 0 5px; + display: inline; } -p -{ - margin: 8px 0; - padding: 8px 3px; +#footer .upper { + background: #dcdbdc url(tcat.png) repeat-x; + border-top: 1px solid #bbb; + padding: 6px; + overflow: hidden; + font-size: 12px; } -a -{ - text-decoration: none; - color: #0277bd; - -webkit-transition: color 0.1s linear; - -moz-transition: color 0.1s linear; - transition: color 0.1s linear; +#footer .upper ul.bottom_links { + float: left; + margin: 3px 0 0 -5px; } -a:hover -{ - color: #01579b; +#footer .lower { + background: #a1a2a2 url(thead.png) top left repeat-x; + color: #fff; + border-top: 1px solid #ccc; + border-bottom: 1px solid #ddd; + overflow: hidden; + padding: 8px; + font-size: 11px; } -.welcome-msg -{ - color: rgba(0, 0, 0, 0.54); +#footer .lower a:link,#footer .lower a:visited { + color: #fff; + font-weight: 700; } -.username -{ - text-transform: capitalize; - color: rgba(0, 0, 0, 0.87); +#footer .lower a:hover,#footer .lower a:active { + color: #fff; + font-weight: 700; } -a:hover -{ - color: black; +#footer .lower #current_time { + float: right; + padding-right: 6px; } -input, select -{ - padding: 8px; +.wrapper { + width: 85%; + min-width: 970px; + max-width: 1500px; + margin: auto; } -form -{ - padding: 4px; +#footer { + position: fixed; + left:0; + bottom:0; + height: 61px; + width: 100%; + background: #999; + border-top: 1px #000 solid; + border-bottom: 1px #000 solid; } -.info input[type="submit"], .info button, .info input[type="button"], -.warn input[type="submit"], .warn button, .warn input[type="button"], -.err input[type="submit"], .err button, .err input[type="button"] -{ - float: right; +* html #footer { + position: absolute; + top: expression((0-(footer.offsetHeight)+(document.documentElement.clientHeight ? document.documentElement.clientHeight : document.body.clientHeight)+(ignoreMe = document.documentElement.scrollTop ? document.documentElement.scrollTop : document.body.scrollTop))+'px'); } -.err -{ - color: white; - display: block; - background-color: #e51c23 !important; - padding: 15px; - line-height: 30px; - min-height: 30px; +tr td.trow1:first-child, tr td.trow2:first-child { + border-left: 0; } -.err:before -{ - content: "ERROR: "; +tr td.trow1:last-child, tr td.trow2:last-child { + border-right: 0; } -.warn -{ - color: white; - display: block; - background-color: #ff5722 !important; - padding: 15px; - line-height: 30px; - min-height: 30px; +.tborder { + -moz-border-radius: 7px; + -webkit-border-radius: 7px; + border-radius: 7px; } -.warn:before -{ - content: "WARNING: "; +.thead { + -moz-border-radius-topleft: 6px; + -moz-border-radius-topright: 6px; + -webkit-border-top-left-radius: 6px; + -webkit-border-top-right-radius: 6px; + border-top-left-radius: 6px; + border-top-right-radius: 6px; } -.info -{ - color: white; - display: block; - background-color: #5677fc !important; - padding: 15px; - line-height: 30px; - min-height: 30px; +table { + color: #000; + font-size: 13px; } -.info:before -{ - content: "INFORMATION: "; +.tborder { + background: #fff; + width: 100%; + margin: auto; + border: 1px solid #ccc; + padding: 1px; } -#footer .fleft -{ - float: left; +.thead { + background: #a1a2a2 url(thead.png) top left repeat-x; + color: #fff; + border-bottom: 1px solid #8e8f8f; + padding: 8px; } -#footer .fright -{ - float: right; - text-align: right; +.tcat { + background: #dcdbdc url(tcat.png) repeat-x; + color: #fff; + border-bottom: 1px solid #bbb; + padding: 6px; + font-size: 12px; } -#footer -{ - margin: 0; - padding: 10px; - font-size: 9pt; - color: rgba(255, 255, 255, 0.8); - box-shadow: 0px 2px 3px rgba(0, 0, 0, 0.2) inset; +.trow1 { + background: #f5f5f5; + border: 1px solid; + border-color: #fff #ddd #ddd #fff; } -#footer a -{ - text-transform: none; - color: white; +.trow2 { + background: #efefef; + border: 1px solid; + border-color: #fff #ddd #ddd #fff; + padding: 15px; + box-sizing: border-box; + -moz-box-sizing: border-box; } -input[type="submit"], button, input[type="button"] -{ - background-color: #ffc107; - padding: 8px 15px 8px 15px; - margin: 0 2px; - display: inline-block; - text-align: center; - color: black; - box-shadow: 0px 2px 3px rgba(0,0,0,0.2); - border: none; - outline: none; - cursor: pointer; +table { + color: #000; + font-size: 13px; + text-align: left; } -input[type="submit"]:hover, button:hover, input[type="button"]:hover -{ - background-color: #ffca28; +.tborder { + background: #fff; + width: 100%; + margin: auto; + border: 1px solid #ccc; + padding: 1px; } -input[type="submit"]:active, button:active, input[type="button"]:active -{ - background-color: #ffd54f; - -webkit-transform: translateY(1px); - -moz-transform: translateY(1px); - transform: translateY(1px); +.thead { + background: #a1a2a2 url(thead.png) top left repeat-x; + color: #fff; + border-bottom: 1px solid #8e8f8f; + padding: 8px; } -hr -{ - border: none; - height: 1px; - background-color: rgba(0, 0, 0, 0.12); +.tcat { + background: #dcdbdc url(tcat.png) repeat-x; + color: #fff; + border-bottom: 1px solid #bbb; + padding: 6px; + font-size: 12px; } -h4 -{ - padding-bottom: 10px; - margin-bottom: 12px; - border-bottom: 1px solid rgba(0, 0, 0, 0.12); +.trow1 { + background: #f5f5f5; + border: 1px solid; + border-color: #fff #ddd #ddd #fff; } +.trow2 { + background: #efefef; + border: 1px solid; + border-color: #fff #ddd #ddd #fff; +} -/**** PAGE SPECIFIC CSS ****/ +.smalltext { + font-size: 11px; +} -/* remove the * for disabling: */ +textarea { + background: #fff; + color: #000; + border: 1px solid #ccc; + padding: 2px; + line-height: 1.4; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + font-size: 13px; +} -.page-core-server-settings table td -{ - text-align: center; - width: 25%; +select { + background: #fff; + padding: 3px; + border: 1px solid #ccc; + font-family: Tahoma,Verdana,Arial,Sans-Serif; } -.page-core-server-settings.no-param table td:nth-child(1) a, -.page-core-server-settings.param-tab-general table td:nth-child(1) a -{ - font-weight: 600; - color: rgba(0, 0, 0, 0.87); +.usercp_nav_item { + display: block; + padding: 1px 0 1px 23px; } -.page-core-server-settings.param-tab-monsters table td:nth-child(2) a -{ - font-weight: 600; - color: rgba(0, 0, 0, 0.87); +.usercp_nav_pmfolder { + background: url(pmfolder.gif) no-repeat left center; } -.page-core-server-settings.param-tab-worlds table td:nth-child(3) a -{ - font-weight: 600; - color: rgba(0, 0, 0, 0.87); +.usercp_nav_sub_pmfolder { + padding-left: 40px; + background: url(sub_pmfolder.gif) no-repeat left center; } -.page-core-server-settings.param-tab-world table td:nth-child(4) a -{ - font-weight: 600; - color: rgba(0, 0, 0, 0.87); +.usercp_nav_home { + background: url(home.gif) no-repeat left center; } -.page-core-permissions form table tr, -.page-core-permissions form table td, -.page-core-permissions form table th -{ - border: none; - background-color: transparent; +.pagehead { + top: 0; + left: 0; + width: 100%; } -.page-core-permissions form table tr:nth-child(1) th -{ - width: 35%; +table { + width: 100%; } -.page-core-permissions form table tr:nth-child(1) td -{ - width: 65%; +table th { + border-bottom: 1px solid rgba(0,0,0,0.12); + padding: 5px; + text-align: left; } -.page-core-permissions form table td input -{ - width: 100%; - box-sizing: border-box; - -moz-box-sizing: border-box; - margin: 0; +table tr:nth-child(odd) { + background-color: rgba(0,0,0,0.015); } -#ChatDiv -{ - margin-bottom: 10px; +p { + margin: 4px 0; + padding: 4px 3px; } -#ChatMessage -{ - width: 100%; - box-sizing: border-box; - -moz-box-sizing: border-box; +a { + text-decoration: none; + color: #000; + -webkit-transition: color .1s linear; + -moz-transition: color .1s linear; + transition: color .1s linear; } -/**/ +a:hover { + color: #888; +} + +input[type="text"] { + background: #fff; + color: #000; + border: 1px solid #ccc; + padding: 2px; + line-height: 1.4; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + font-size: 13px; + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; +} + +input[type="text"]:hover { + background-color: #E5E4E2; +} + +input[type="text"]:focus { + background-color: #E5E4E2; +} + +hr { + border: none; + height: 1px; + background-color: rgba(0,0,0,0.12); +} + +h4 { + padding-bottom: 10px; + margin-bottom: 12px; + border-bottom: 1px solid rgba(0,0,0,0.12); +} + +#ChatDiv { + margin-bottom: 10px; +} + +#ChatMessage { + width: 92%; + margin-right: 5px; + box-sizing: border-box; + -moz-box-sizing: border-box; +} + +input[type="submit"] { + padding: 3px; + padding-left: 5px; + padding-right: 5px; + cursor: pointer; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; + background: #f5f5f5; + border: 1px solid #ccc; +} + +input[type="submit"]:hover { + background-color: #E5E4E2; +} + +button:disabled,input:disabled { + padding: 3px; + padding-left: 5px; + padding-right: 5px; + cursor: pointer; + font-family: Tahoma,Verdana,Arial,Sans-Serif; + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; + border: none!important; + color: #fff!important; + background-color: #ccc!important; +} diff --git a/MCServer/webadmin/files/sub_pmfolder.gif b/MCServer/webadmin/files/sub_pmfolder.gif Binary files differnew file mode 100644 index 000000000..3d0d6e627 --- /dev/null +++ b/MCServer/webadmin/files/sub_pmfolder.gif diff --git a/MCServer/webadmin/files/tcat.png b/MCServer/webadmin/files/tcat.png Binary files differnew file mode 100644 index 000000000..eb64eb3d6 --- /dev/null +++ b/MCServer/webadmin/files/tcat.png diff --git a/MCServer/webadmin/files/thead.png b/MCServer/webadmin/files/thead.png Binary files differnew file mode 100644 index 000000000..81aa04bac --- /dev/null +++ b/MCServer/webadmin/files/thead.png diff --git a/MCServer/webadmin/login_template.html b/MCServer/webadmin/login_template.html index 913a85db0..7a8601065 100644 --- a/MCServer/webadmin/login_template.html +++ b/MCServer/webadmin/login_template.html @@ -1,25 +1,69 @@ +<!-- Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 */ --> <html> <head> <title>MCServer WebAdmin - Login</title> - <meta charset="UTF-8"> + <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> + <link href="login.css" rel="stylesheet" type="text/css"> <link rel="icon" href="favicon.ico"> - <style type="text/css"> - header { - margin: 0 auto; - text-align: center; - vertical-align: middle; - } - </style> </head> - <body> - <header> - <img src="mc-logo.png" alt="MCServer Logo" class="logo"> - <h1>MCServer - WebAdmin</h1> - <form method="get" action="webadmin/"> - <input type="submit" value="Log in"> - </form> - </header> +<div class="contention"> + <div class="row1"> + <div class="wrapper"> + <img src="logo_login.png" alt="MCServer Logo" class="logo"> + </div> + </div> + <div id="panel"> + <div class="upper"> + <div class="wrapper"> + <div> + <form method="get" action="webadmin/" /> + <button type="submit" value="Log in" style="width:150px;height:25px;font-family:'Source Sans Pro',sans-serif;background:transparent;border:none!important;vertical-align:middle"> + <strong><img src="login.gif" style="vertical-align:bottom" /> WebAdmin Log in</strong> + </button> + </form> + </div> + </div> + </div> + </div> + <div class="row2 push10"> + <div class="wrapper padtopp"> + <table border="0" cellspacing="0" cellpadding="5" class="tborder" style="margin-bottom:5px"> + <tbody> + <tr> + <td class="thead rounded_top"> + <div style="float:left!important"><strong>MCServer WebAdmin</strong></div> + </td> + </tr> + <tr> + <td class="trow2 post_content"> + <div class="post_body"> + <iframe width="100%" height="100%" style="border:none;min-height:350px;max-height:450px" src="/guest.html"></iframe> + </div> + </td> + </tr> + </tbody> + </table> + </div> + </div> +</div> +<div id="footer"> + <div class="upper"> + <div class="wrapper"> + <ul class="menu bottom_links"> + <li><a href="http://www.mc-server.org" target="_blank">MCServer</a></li> + <li><a href="http://forum.mc-server.org" target="_blank">Forums</a></li> + <li><a href="http://builds.cuberite.org" target="_blank">Buildserver</a></li> + <li><a href="http://mc-server.xoft.cz/LuaAPI" target="_blank">API Documentation</a></li> + <li><a href="http://book.mc-server.org/" target="_blank">User's Manual</a></li> + </ul> + </div> + </div> + <div class="lower"> + <div class="wrapper"> + <span id="copyright">Copyright © <a href="http://www.mc-server.org" target="_blank">MCServer Team</a> 2014.</span> + </div> + </div> +</div> </body> - </html> diff --git a/MCServer/webadmin/template.lua b/MCServer/webadmin/template.lua index 05ca224b1..4d3934da8 100644 --- a/MCServer/webadmin/template.lua +++ b/MCServer/webadmin/template.lua @@ -81,22 +81,56 @@ function ShowPage(WebAdmin, TemplateRequest) end Output([[ -<!DOCTYPE html> +<!-- Copyright Justin S and MCServer Team, licensed under CC-BY-SA 3.0 --> +<html> <head> -<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> -<link rel="icon" href="/favicon.ico"> -<title>]] .. Title .. [[</title> -<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,600,300' rel='stylesheet' type='text/css'> -<link rel="stylesheet" type="text/css" href="/style.css"> + <title>]] .. Title .. [[</title> + <meta charset="UTF-8"> + <link rel="stylesheet" type="text/css" href="/style.css"> + <link rel="icon" href="/favicon.ico"> </head> <body> -<div id="wrapper"> - <div id="containerHolder"> - <a href="./" class="title light">MCServer</a> - <div id="container"> - <div id="sidebar"> - <ul class="sideNav"> - <li class='link'><a href=']] .. BaseURL .. [['>Home</a></li> +<div class="contention push25"> + <div class="pagehead"> + <div class="row1"> + <div class="wrapper"> + <img src="/logo_login.png" alt="MCServer Logo" class="logo"> + </div> + </div> + <div id="panel"> + <div class="upper"> + <div class="wrapper"> + <ul class="menu top_links"> + <li><a>Server Name: <strong>]] .. cRoot:Get():GetServer():GetServerID() .. [[</strong></a></li> + <li><a>Memory: <strong>]] .. MemoryUsageKiB / 1024 .. [[MB</strong></a></li> + <li><a>Chunks: <strong>]] .. NumChunks .. [[</strong></a></li> + </ul> + <div class="welcome"><strong>Welcome back, ]] .. TemplateRequest.Request.Username .. [[</strong> <a href=".././"><img src="/log_out.png" style="vertical-align:bottom;"> Log Out</a></div> + </div> + </div> + </div> + </div> + <div class="row2"> + <div class="wrapper"> + <table width="100%" border="0" align="center"> + <tbody> + <tr> + <td width="180" valign="top"> + <table border="0" cellspacing="0" cellpadding="5" class="tborder"> + <tbody> + <tr> + <td class="thead"><strong>Menu</strong></td> + </tr> + <tr> + <td class="trow1 smalltext"><a href=']] .. BaseURL .. [[' class='usercp_nav_item usercp_nav_home'>Home</a></td> + </tr> + <tr> + <td class="tcat"><div><span class="smalltext"><strong><font color="#000">Server Management</font></strong></span></div></td> + </tr> + </tbody> + <tbody style="" id="usercppms_e"> + <tr> + <td class="trow1 smalltext"> ]]) @@ -105,30 +139,58 @@ function ShowPage(WebAdmin, TemplateRequest) local PluginWebTitle = value:GetWebTitle() local TabNames = value:GetTabNames() if (GetTableSize(TabNames) > 0) then - Output("<li>"..PluginWebTitle.."</li>\n"); + Output("<div><a class='usercp_nav_item usercp_nav_pmfolder' style='text-decoration:none;'><b>"..PluginWebTitle.."</b></a></div>\n"); for webname,prettyname in pairs(TabNames) do - Output("<li class='link'><a href='" .. BaseURL .. PluginWebTitle .. "/" .. webname .. "'>" .. prettyname .. "</a></li>\n") + Output("<div><a href='" .. BaseURL .. PluginWebTitle .. "/" .. webname .. "' class='usercp_nav_item usercp_nav_sub_pmfolder'>" .. prettyname .. "</a></div>\n") end + + Output("<br>\n"); end end Output([[ - </ul> - </div> - - <div id="main" class="page-]] .. string.lower(PluginPage.PluginName .. "-" .. string.gsub(PluginPage.TabName, "[^a-zA-Z0-9]+", "-")) .. reqParamsClass .. [["> - <h2 class="welcome-msg">Welcome <span class="username">]] .. TemplateRequest.Request.Username .. [[</span></h2> - - <hr/> - - <h3>]] .. SubTitle .. [[</h3> - ]] .. PageContent .. [[</div> - <div class="clear"></div> + </td> + </tr> + </tbody> + </table> + </td> + <td valign="top" style='padding-left:25px;'> + <table border="0" cellspacing="0" cellpadding="5" class="tborder"> + <tbody> + <tr> + <td class="thead" colspan="2"><strong>]] .. SubTitle .. [[</strong></td> + </tr> + <tr> + <td class="trow2">]] .. PageContent .. [[</td> + </tr> + </tbody> + </table> + </td> + </tr> + </tbody> + </table> + </div> + </div> +<div id="footer"> + <div class="upper"> + <div class="wrapper"> + <ul class="menu bottom_links"> + <li><a href="http://www.mc-server.org" target="_blank">MCServer</a></li> + <li><a href="http://forum.mc-server.org" target="_blank">Forums</a></li> + <li><a href="http://builds.cuberite.org" target="_blank">Buildserver</a></li> + <li><a href="http://mc-server.xoft.cz/LuaAPI" target="_blank">API Documentation</a></li> + <li><a href="http://book.mc-server.org/" target="_blank">User's Manual</a></li> + </ul> </div> </div> - <div id="footer"><div class="fleft">running MCServer using <span class="bold">]] .. MemoryUsageKiB / 1024 .. [[MB</span> of memory; <span class="bold">]] .. NumChunks .. [[</span> chunks</div><div class="fright">design by <a href="//www.github.com/WebFreak001">WebFreak001</a></div><div class="clear"></div></div> + <div class="lower"> + <div class="wrapper"> + <span id="copyright">Copyright © <a href="http://www.mc-server.org" target="_blank">MCServer Team</a> 2014.</span> + </div> + </div> +</div> </div> </body> </html> @@ -1,4 +1,4 @@ -MCServer [![Build Status](http://img.shields.io/travis/mc-server/MCServer.svg)](https://travis-ci.org/mc-server/MCServer) [![Coverity Scan Build Status](https://scan.coverity.com/projects/1930/badge.svg)](https://scan.coverity.com/projects/1930) [![tip for next commit](http://tip4commit.com/projects/74.svg)](http://tip4commit.com/projects/74) +MCServer [![Build Status](http://img.shields.io/travis/mc-server/MCServer/master.svg?style=flat)](https://travis-ci.org/mc-server/MCServer) [![Coverity Scan Build Status](https://scan.coverity.com/projects/1930/badge.svg)](https://scan.coverity.com/projects/1930) [![weekly tips](http://img.shields.io/gratipay/cuberite_team.svg?style=flat)](http://gratipay.com/cuberite_team) [![tip for next commit](http://tip4commit.com/projects/74.svg)](http://tip4commit.com/projects/74) ======== MCServer is a Minecraft server that is written in C++ and designed to be efficient with memory and CPU, as well as having a flexible Lua Plugin API. @@ -10,9 +10,11 @@ We currently support Release 1.7 and 1.8 (not beta) Minecraft protocol versions. Installation ------------ +[![Install on DigitalOcean](http://doinstall.bearbin.net/button.svg)](http://doinstall.bearbin.net/install?url=https://github.com/mc-server/MCServer) + For Linux there is an easy installation method, just run this in your terminal: - curl -s https://raw.github.com/mc-server/MCServer/master/easyinstall.sh | sh + curl -s https://raw.githubusercontent.com/mc-server/MCServer/master/easyinstall.sh | sh For Windows, you just need to download a file and extract it: diff --git a/Tools/QtBiomeVisualiser/GeneratorSetup.cpp b/Tools/QtBiomeVisualiser/GeneratorSetup.cpp index a6490d9fe..8f97e1f37 100644 --- a/Tools/QtBiomeVisualiser/GeneratorSetup.cpp +++ b/Tools/QtBiomeVisualiser/GeneratorSetup.cpp @@ -14,6 +14,8 @@ static const QString s_GeneratorNames[] = QString("Checkerboard"), QString("Constant"), QString("DistortedVoronoi"), + QString("Grown"), + QString("GrownProt"), QString("MultiStepMap"), QString("TwoLevel"), QString("Voronoi"), diff --git a/Tools/QtBiomeVisualiser/MainWindow.cpp b/Tools/QtBiomeVisualiser/MainWindow.cpp index e6e951b60..c6ea8656e 100644 --- a/Tools/QtBiomeVisualiser/MainWindow.cpp +++ b/Tools/QtBiomeVisualiser/MainWindow.cpp @@ -32,7 +32,8 @@ const double MainWindow::m_ViewZooms[] = MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent), m_GeneratorSetup(nullptr), - m_LineSeparator(nullptr) + m_LineSeparator(nullptr), + m_CurrentZoomLevel(2) { initMinecraftPath(); @@ -41,6 +42,7 @@ MainWindow::MainWindow(QWidget * parent) : connect(m_BiomeView, SIGNAL(decreaseZoom()), this, SLOT(decreaseZoom())); connect(m_BiomeView, SIGNAL(wheelUp()), this, SLOT(increaseZoom())); connect(m_BiomeView, SIGNAL(wheelDown()), this, SLOT(decreaseZoom())); + m_BiomeView->setZoomLevel(m_ViewZooms[m_CurrentZoomLevel]); m_StatusBar = new QStatusBar(); this->setStatusBar(m_StatusBar); @@ -286,15 +288,11 @@ void MainWindow::createActions() { m_actViewZoom[i] = new QAction(tr("&Zoom %1%").arg(std::floor(m_ViewZooms[i] * 100)), this); m_actViewZoom[i]->setCheckable(true); - if ((int)(m_ViewZooms[i] * 16) == 16) - { - m_actViewZoom[i]->setChecked(true); - m_CurrentZoomLevel = i; - } m_actViewZoom[i]->setData(QVariant(i)); zoomGroup->addAction(m_actViewZoom[i]); connect(m_actViewZoom[i], SIGNAL(triggered()), this, SLOT(setViewZoom())); } + m_actViewZoom[m_CurrentZoomLevel]->setChecked(true); } diff --git a/Tools/QtBiomeVisualiser/QtBiomeVisualiser.pro b/Tools/QtBiomeVisualiser/QtBiomeVisualiser.pro index 4cff9c90f..9522491a8 100644 --- a/Tools/QtBiomeVisualiser/QtBiomeVisualiser.pro +++ b/Tools/QtBiomeVisualiser/QtBiomeVisualiser.pro @@ -12,78 +12,86 @@ TARGET = QtBiomeVisualiser TEMPLATE = app -SOURCES +=\ - MainWindow.cpp \ - BiomeView.cpp \ - ../../src/Generating/BioGen.cpp \ - ../../src/VoronoiMap.cpp \ - ../../src/Noise.cpp \ - ../../src/StringUtils.cpp \ - ../../src/LoggerListeners.cpp \ - ../../src/Logger.cpp \ - ../../src/IniFile.cpp \ - ../../src/OSSupport/File.cpp \ - ../../src/OSSupport/CriticalSection.cpp \ - ../../src/OSSupport/IsThread.cpp \ - ../../src/BiomeDef.cpp \ - ../../src/StringCompression.cpp \ - ../../src/WorldStorage/FastNBT.cpp \ - ../../lib/zlib/adler32.c \ - ../../lib/zlib/compress.c \ - ../../lib/zlib/crc32.c \ - ../../lib/zlib/deflate.c \ - ../../lib/zlib/gzclose.c \ - ../../lib/zlib/gzlib.c \ - ../../lib/zlib/gzread.c \ - ../../lib/zlib/gzwrite.c \ - ../../lib/zlib/infback.c \ - ../../lib/zlib/inffast.c \ - ../../lib/zlib/inflate.c \ - ../../lib/zlib/inftrees.c \ - ../../lib/zlib/trees.c \ - ../../lib/zlib/uncompr.c \ - ../../lib/zlib/zutil.c \ - GeneratorSetup.cpp \ - QtBiomeVisualiser.cpp \ - QtChunk.cpp \ - RegionCache.cpp \ - Region.cpp \ - ChunkSource.cpp \ - RegionLoader.cpp - -HEADERS += MainWindow.h \ - Globals.h \ - BiomeView.h \ - ../../src/Generating/BioGen.h \ - ../../src/VoronoiMap.h \ - ../../src/Noise.h \ - ../../src/StringUtils.h \ - ../../src/LoggerListeners.h \ - ../../src/Logger.h \ - ../../src/IniFile.h \ - ../../src/OSSupport/File.h \ - ../../src/OSSupport/CriticalSection.h \ - ../../src/OSSupport/IsThread.h \ - ../../src/BiomeDef.h \ - ../../src/StringCompression.h \ - ../../src/WorldStorage/FastNBT.h \ - ../../lib/zlib/crc32.h \ - ../../lib/zlib/deflate.h \ - ../../lib/zlib/gzguts.h \ - ../../lib/zlib/inffast.h \ - ../../lib/zlib/inffixed.h \ - ../../lib/zlib/inflate.h \ - ../../lib/zlib/inftrees.h \ - ../../lib/zlib/trees.h \ - ../../lib/zlib/zconf.h \ - ../../lib/zlib/zlib.h \ - ../../lib/zlib/zutil.h \ - GeneratorSetup.h \ - QtChunk.h \ - RegionCache.h \ - Region.h \ - ChunkSource.h \ - RegionLoader.h +SOURCES += \ + MainWindow.cpp \ + BiomeView.cpp \ + ../../src/Generating/BioGen.cpp \ + ../../src/VoronoiMap.cpp \ + ../../src/Noise.cpp \ + ../../src/StringUtils.cpp \ + ../../src/LoggerListeners.cpp \ + ../../src/Logger.cpp \ + ../../src/IniFile.cpp \ + ../../src/OSSupport/File.cpp \ + ../../src/OSSupport/CriticalSection.cpp \ + ../../src/OSSupport/IsThread.cpp \ + ../../src/BiomeDef.cpp \ + ../../src/StringCompression.cpp \ + ../../src/WorldStorage/FastNBT.cpp \ + ../../lib/zlib/adler32.c \ + ../../lib/zlib/compress.c \ + ../../lib/zlib/crc32.c \ + ../../lib/zlib/deflate.c \ + ../../lib/zlib/gzclose.c \ + ../../lib/zlib/gzlib.c \ + ../../lib/zlib/gzread.c \ + ../../lib/zlib/gzwrite.c \ + ../../lib/zlib/infback.c \ + ../../lib/zlib/inffast.c \ + ../../lib/zlib/inflate.c \ + ../../lib/zlib/inftrees.c \ + ../../lib/zlib/trees.c \ + ../../lib/zlib/uncompr.c \ + ../../lib/zlib/zutil.c \ + GeneratorSetup.cpp \ + QtBiomeVisualiser.cpp \ + QtChunk.cpp \ + RegionCache.cpp \ + Region.cpp \ + ChunkSource.cpp \ + RegionLoader.cpp + + + +HEADERS += \ + MainWindow.h \ + QtChunk.h \ + Globals.h \ + BiomeView.h \ + ../../src/Generating/BioGen.h \ + ../../src/Generating/IntGen.h \ + ../../src/Generating/ProtIntGen.h \ + ../../src/VoronoiMap.h \ + ../../src/Noise.h \ + ../../src/StringUtils.h \ + ../../src/LoggerListeners.h \ + ../../src/Logger.h \ + ../../src/IniFile.h \ + ../../src/OSSupport/File.h \ + ../../src/OSSupport/CriticalSection.h \ + ../../src/OSSupport/IsThread.h \ + ../../src/BiomeDef.h \ + ../../src/StringCompression.h \ + ../../src/WorldStorage/FastNBT.h \ + ../../lib/zlib/crc32.h \ + ../../lib/zlib/deflate.h \ + ../../lib/zlib/gzguts.h \ + ../../lib/zlib/inffast.h \ + ../../lib/zlib/inffixed.h \ + ../../lib/zlib/inflate.h \ + ../../lib/zlib/inftrees.h \ + ../../lib/zlib/trees.h \ + ../../lib/zlib/zconf.h \ + ../../lib/zlib/zlib.h \ + ../../lib/zlib/zutil.h \ + GeneratorSetup.h \ + QtChunk.h \ + RegionCache.h \ + Region.h \ + ChunkSource.h \ + RegionLoader.h + + INCLUDEPATH += $$_PRO_FILE_PWD_ \ $$_PRO_FILE_PWD_/../../lib \ diff --git a/app.yml b/app.yml new file mode 100644 index 000000000..44edf0852 --- /dev/null +++ b/app.yml @@ -0,0 +1,11 @@ +name: MCServer +image: ubuntu-14-04-x64 +config: + #cloud-config + packages: + - curl + - screen + runcmd: + - mkdir /minecraft + - cd /minecraft && curl -s https://raw.githubusercontent.com/mc-server/MCServer/master/easyinstall.sh | sh + - cd /minecraft/MCServer && screen -S mcserver -d -m ./MCServer diff --git a/src/Bindings/LuaState.h b/src/Bindings/LuaState.h index d1e9923b4..c13e36188 100644 --- a/src/Bindings/LuaState.h +++ b/src/Bindings/LuaState.h @@ -247,7 +247,11 @@ public: template <typename FnT, typename... Args> bool Call(const FnT & a_Function, Args &&... args) { - PushFunction(a_Function); + if (!PushFunction(a_Function)) + { + // Pushing the function failed + return false; + } return PushCallPop(args...); } diff --git a/src/Bindings/ManualBindings.cpp b/src/Bindings/ManualBindings.cpp index a4a5d79b4..3d10e2abb 100644 --- a/src/Bindings/ManualBindings.cpp +++ b/src/Bindings/ManualBindings.cpp @@ -3368,6 +3368,7 @@ void ManualBindings::Bind(lua_State * tolua_S) tolua_beginmodule(tolua_S, "cRoot"); tolua_function(tolua_S, "FindAndDoWithPlayer", tolua_DoWith <cRoot, cPlayer, &cRoot::FindAndDoWithPlayer>); + tolua_function(tolua_S, "DoWithPlayerByUUID", tolua_DoWith <cRoot, cPlayer, &cRoot::DoWithPlayerByUUID>); tolua_function(tolua_S, "ForEachPlayer", tolua_ForEach<cRoot, cPlayer, &cRoot::ForEachPlayer>); tolua_function(tolua_S, "ForEachWorld", tolua_ForEach<cRoot, cWorld, &cRoot::ForEachWorld>); tolua_function(tolua_S, "GetFurnaceRecipe", tolua_cRoot_GetFurnaceRecipe); @@ -3389,6 +3390,7 @@ void ManualBindings::Bind(lua_State * tolua_S) tolua_function(tolua_S, "DoWithFlowerPotAt", tolua_DoWithXYZ<cWorld, cFlowerPotEntity, &cWorld::DoWithFlowerPotAt>); tolua_function(tolua_S, "DoWithPlayer", tolua_DoWith< cWorld, cPlayer, &cWorld::DoWithPlayer>); tolua_function(tolua_S, "FindAndDoWithPlayer", tolua_DoWith< cWorld, cPlayer, &cWorld::FindAndDoWithPlayer>); + tolua_function(tolua_S, "DoWithPlayerByUUID", tolua_DoWith< cWorld, cPlayer, &cWorld::DoWithPlayerByUUID>); tolua_function(tolua_S, "ForEachBlockEntityInChunk", tolua_ForEachInChunk<cWorld, cBlockEntity, &cWorld::ForEachBlockEntityInChunk>); tolua_function(tolua_S, "ForEachChestInChunk", tolua_ForEachInChunk<cWorld, cChestEntity, &cWorld::ForEachChestInChunk>); tolua_function(tolua_S, "ForEachEntity", tolua_ForEach< cWorld, cEntity, &cWorld::ForEachEntity>); diff --git a/src/BiomeDef.cpp b/src/BiomeDef.cpp index 02f8c2232..188e06173 100644 --- a/src/BiomeDef.cpp +++ b/src/BiomeDef.cpp @@ -160,3 +160,65 @@ bool IsBiomeNoDownfall(EMCSBiome a_Biome) } } } + + + + + +bool IsBiomeVeryCold(EMCSBiome a_Biome) +{ + switch (a_Biome) + { + case biFrozenOcean: + case biFrozenRiver: + case biIcePlains: + case biIceMountains: + case biColdBeach: + case biColdTaiga: + case biColdTaigaHills: + case biIcePlainsSpikes: + case biColdTaigaM: + { + return true; + } + default: + { + return false; + } + } +} + + + + +bool IsBiomeCold(EMCSBiome a_Biome) +{ + switch (a_Biome) + { + case biExtremeHills: + case biTaiga: + case biTaigaHills: + case biExtremeHillsEdge: + case biStoneBeach: + case biMegaTaiga: + case biMegaTaigaHills: + case biExtremeHillsPlus: + case biExtremeHillsM: + case biTaigaM: + case biColdTaigaM: + case biMegaSpruceTaiga: + case biMegaSpruceTaigaHills: + case biExtremeHillsPlusM: + { + return true; + } + default: + { + return false; + } + } +} + + + + diff --git a/src/BiomeDef.h b/src/BiomeDef.h index f929596e9..84751cfd7 100644 --- a/src/BiomeDef.h +++ b/src/BiomeDef.h @@ -113,5 +113,20 @@ extern AString BiomeToString(int a_Biome); /** Returns true if the biome has no downfall - deserts and savannas */ extern bool IsBiomeNoDownfall(EMCSBiome a_Biome); +/** Returns true if the biome is an ocean biome. */ +inline bool IsBiomeOcean(int a_Biome) +{ + return ((a_Biome == biOcean) || (a_Biome == biDeepOcean)); +} + +/** Returns true if the biome is very cold +(has snow on ground everywhere, turns top water to ice, has snowfall instead of rain everywhere). +Doesn't report mildly cold biomes (where it snows above certain elevation), use IsBiomeCold() for those. */ +extern bool IsBiomeVeryCold(EMCSBiome a_Biome); + +/** Returns true if the biome is cold +(has snow and snowfall at higher elevations but not at regular heights). +Doesn't report Very Cold biomes, use IsBiomeVeryCold() for those. */ +extern bool IsBiomeCold(EMCSBiome a_Biome); // tolua_end diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 595040a54..8a8f17a1b 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -822,6 +822,7 @@ void cChunkMap::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_M int MinChunkX, MinChunkZ, MaxChunkX, MaxChunkZ; cChunkDef::BlockToChunk(a_MinBlockX, a_MinBlockZ, MinChunkX, MinChunkZ); cChunkDef::BlockToChunk(a_MaxBlockX, a_MaxBlockZ, MaxChunkX, MaxChunkZ); + cCSLock Lock(m_CSLayers); for (int z = MinChunkZ; z <= MaxChunkZ; z++) { int MinZ = std::max(a_MinBlockZ, z * cChunkDef::Width); diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index 9b3bd9545..d7d97c6c4 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -557,7 +557,7 @@ void cClientHandle::UnloadOutOfRangeChunks(void) for (cChunkCoordsList::iterator itr = ChunksToRemove.begin(); itr != ChunksToRemove.end(); ++itr) { m_Player->GetWorld()->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this); - m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); + SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); } } diff --git a/src/Generating/BioGen.cpp b/src/Generating/BioGen.cpp index 203faff56..2a4dbe794 100644 --- a/src/Generating/BioGen.cpp +++ b/src/Generating/BioGen.cpp @@ -5,6 +5,10 @@ #include "Globals.h" #include "BioGen.h" +#include <chrono> +#include <iostream> +#include "IntGen.h" +#include "ProtIntGen.h" #include "../IniFile.h" #include "../LinearUpscale.h" @@ -917,6 +921,214 @@ void cBioGenTwoLevel::InitializeBiomeGen(cIniFile & a_IniFile) //////////////////////////////////////////////////////////////////////////////// +// cBioGenGrown: + +class cBioGenGrown: + public cBiomeGen +{ +public: + cBioGenGrown(int a_Seed) + { + auto FinalRivers = + std::make_shared<cIntGenSmooth<8>> (a_Seed + 1, + std::make_shared<cIntGenZoom <10>> (a_Seed + 2, + std::make_shared<cIntGenRiver <7>> (a_Seed + 3, + std::make_shared<cIntGenZoom <9>> (a_Seed + 4, + std::make_shared<cIntGenSmooth<6>> (a_Seed + 5, + std::make_shared<cIntGenZoom <8>> (a_Seed + 8, + std::make_shared<cIntGenSmooth<6>> (a_Seed + 5, + std::make_shared<cIntGenZoom <8>> (a_Seed + 9, + std::make_shared<cIntGenSmooth<6>> (a_Seed + 5, + std::make_shared<cIntGenZoom <8>> (a_Seed + 10, + std::make_shared<cIntGenSmooth<6>> (a_Seed + 5, + std::make_shared<cIntGenSmooth<8>> (a_Seed + 6, + std::make_shared<cIntGenZoom <10>> (a_Seed + 11, + std::make_shared<cIntGenChoice<2, 7>>(a_Seed + 12 + )))))))))))))); + + auto alteration = + std::make_shared<cIntGenZoom <8>>(a_Seed, + std::make_shared<cIntGenLandOcean<6>>(a_Seed, 20 + )); + + auto alteration2 = + std::make_shared<cIntGenZoom <8>>(a_Seed + 1, + std::make_shared<cIntGenZoom <6>>(a_Seed + 2, + std::make_shared<cIntGenZoom <5>>(a_Seed + 1, + std::make_shared<cIntGenZoom <4>>(a_Seed + 2, + std::make_shared<cIntGenLandOcean<4>>(a_Seed + 1, 10 + ))))); + + auto FinalBiomes = + std::make_shared<cIntGenSmooth <8>> (a_Seed + 1, + std::make_shared<cIntGenZoom <10>>(a_Seed + 15, + std::make_shared<cIntGenSmooth <7>> (a_Seed + 1, + std::make_shared<cIntGenZoom <9>> (a_Seed + 16, + std::make_shared<cIntGenBeaches <6>> ( + std::make_shared<cIntGenZoom <8>> (a_Seed + 1, + std::make_shared<cIntGenAddIslands <6>> (a_Seed + 2004, 10, + std::make_shared<cIntGenAddToOcean <6>> (a_Seed + 10, 500, biDeepOcean, + std::make_shared<cIntGenReplaceRandomly<8>> (a_Seed + 1, biPlains, biSunflowerPlains, 20, + std::make_shared<cIntGenMBiomes <8>> (a_Seed + 5, alteration2, + std::make_shared<cIntGenAlternateBiomes<8>> (a_Seed + 1, alteration, + std::make_shared<cIntGenBiomeEdges <8>> (a_Seed + 3, + std::make_shared<cIntGenZoom <10>>(a_Seed + 2, + std::make_shared<cIntGenZoom <7>> (a_Seed + 4, + std::make_shared<cIntGenReplaceRandomly<5>> (a_Seed + 99, biIcePlains, biIcePlainsSpikes, 50, + std::make_shared<cIntGenZoom <5>> (a_Seed + 8, + std::make_shared<cIntGenAddToOcean <4>> (a_Seed + 10, 300, biDeepOcean, + std::make_shared<cIntGenAddToOcean <6>> (a_Seed + 9, 8, biMushroomIsland, + std::make_shared<cIntGenBiomes <8>> (a_Seed + 3000, + std::make_shared<cIntGenAddIslands <8>> (a_Seed + 2000, 200, + std::make_shared<cIntGenZoom <8>> (a_Seed + 5, + std::make_shared<cIntGenRareBiomeGroups<6>> (a_Seed + 5, 50, + std::make_shared<cIntGenBiomeGroupEdges<6>> ( + std::make_shared<cIntGenAddIslands <8>> (a_Seed + 2000, 200, + std::make_shared<cIntGenZoom <8>> (a_Seed + 7, + std::make_shared<cIntGenSetRandomly <6>> (a_Seed + 8, 50, bgOcean, + std::make_shared<cIntGenReplaceRandomly<6>> (a_Seed + 101, bgIce, bgTemperate, 150, + std::make_shared<cIntGenAddIslands <6>> (a_Seed + 2000, 200, + std::make_shared<cIntGenSetRandomly <6>> (a_Seed + 9, 50, bgOcean, + std::make_shared<cIntGenZoom <6>> (a_Seed + 10, + std::make_shared<cIntGenLandOcean <5>> (a_Seed + 100, 30 + ))))))))))))))))))))))))))))))); + + m_Gen = + std::make_shared<cIntGenSmooth <16>>(a_Seed, + std::make_shared<cIntGenZoom <18>>(a_Seed, + std::make_shared<cIntGenSmooth <11>>(a_Seed, + std::make_shared<cIntGenZoom <13>>(a_Seed, + std::make_shared<cIntGenMixRivers<8>> ( + FinalBiomes, FinalRivers + ))))); + } + + virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes) override + { + cIntGen<16, 16>::Values vals; + m_Gen->GetInts(a_ChunkX * cChunkDef::Width, a_ChunkZ * cChunkDef::Width, vals); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + cChunkDef::SetBiome(a_Biomes, x, z, (EMCSBiome)vals[x + cChunkDef::Width * z]); + } + } + } + +protected: + std::shared_ptr<cIntGen<16, 16>> m_Gen; +}; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cBioGenGrown: + +class cBioGenProtGrown: + public cBiomeGen +{ +public: + cBioGenProtGrown(int a_Seed) + { + auto FinalRivers = + std::make_shared<cProtIntGenSmooth>(a_Seed + 1, + std::make_shared<cProtIntGenZoom >(a_Seed + 2, + std::make_shared<cProtIntGenRiver >(a_Seed + 3, + std::make_shared<cProtIntGenZoom >(a_Seed + 4, + std::make_shared<cProtIntGenSmooth>(a_Seed + 5, + std::make_shared<cProtIntGenZoom >(a_Seed + 8, + std::make_shared<cProtIntGenSmooth>(a_Seed + 5, + std::make_shared<cProtIntGenZoom >(a_Seed + 9, + std::make_shared<cProtIntGenSmooth>(a_Seed + 5, + std::make_shared<cProtIntGenZoom >(a_Seed + 10, + std::make_shared<cProtIntGenSmooth>(a_Seed + 5, + std::make_shared<cProtIntGenSmooth>(a_Seed + 6, + std::make_shared<cProtIntGenZoom >(a_Seed + 11, + std::make_shared<cProtIntGenChoice>(a_Seed + 12, 2 + )))))))))))))); + + auto alteration = + std::make_shared<cProtIntGenZoom >(a_Seed, + std::make_shared<cProtIntGenLandOcean>(a_Seed, 20 + )); + + auto alteration2 = + std::make_shared<cProtIntGenZoom >(a_Seed + 1, + std::make_shared<cProtIntGenZoom >(a_Seed + 2, + std::make_shared<cProtIntGenZoom >(a_Seed + 1, + std::make_shared<cProtIntGenZoom >(a_Seed + 2, + std::make_shared<cProtIntGenLandOcean>(a_Seed + 1, 10 + ))))); + + auto FinalBiomes = + std::make_shared<cProtIntGenSmooth >(a_Seed + 1, + std::make_shared<cProtIntGenZoom >(a_Seed + 15, + std::make_shared<cProtIntGenSmooth >(a_Seed + 1, + std::make_shared<cProtIntGenZoom >(a_Seed + 16, + std::make_shared<cProtIntGenBeaches >( + std::make_shared<cProtIntGenZoom >(a_Seed + 1, + std::make_shared<cProtIntGenAddIslands >(a_Seed + 2004, 10, + std::make_shared<cProtIntGenAddToOcean >(a_Seed + 10, 500, biDeepOcean, + std::make_shared<cProtIntGenReplaceRandomly>(a_Seed + 1, biPlains, biSunflowerPlains, 20, + std::make_shared<cProtIntGenMBiomes >(a_Seed + 5, alteration2, + std::make_shared<cProtIntGenAlternateBiomes>(a_Seed + 1, alteration, + std::make_shared<cProtIntGenBiomeEdges >(a_Seed + 3, + std::make_shared<cProtIntGenZoom >(a_Seed + 2, + std::make_shared<cProtIntGenZoom >(a_Seed + 4, + std::make_shared<cProtIntGenReplaceRandomly>(a_Seed + 99, biIcePlains, biIcePlainsSpikes, 50, + std::make_shared<cProtIntGenZoom >(a_Seed + 8, + std::make_shared<cProtIntGenAddToOcean >(a_Seed + 10, 300, biDeepOcean, + std::make_shared<cProtIntGenAddToOcean >(a_Seed + 9, 8, biMushroomIsland, + std::make_shared<cProtIntGenBiomes >(a_Seed + 3000, + std::make_shared<cProtIntGenAddIslands >(a_Seed + 2000, 200, + std::make_shared<cProtIntGenZoom >(a_Seed + 5, + std::make_shared<cProtIntGenRareBiomeGroups>(a_Seed + 5, 50, + std::make_shared<cProtIntGenBiomeGroupEdges>( + std::make_shared<cProtIntGenAddIslands >(a_Seed + 2000, 200, + std::make_shared<cProtIntGenZoom >(a_Seed + 7, + std::make_shared<cProtIntGenSetRandomly >(a_Seed + 8, 50, bgOcean, + std::make_shared<cProtIntGenReplaceRandomly>(a_Seed + 101, bgIce, bgTemperate, 150, + std::make_shared<cProtIntGenAddIslands >(a_Seed + 2000, 200, + std::make_shared<cProtIntGenSetRandomly >(a_Seed + 9, 50, bgOcean, + std::make_shared<cProtIntGenZoom >(a_Seed + 10, + std::make_shared<cProtIntGenLandOcean >(a_Seed + 100, 30 + ))))))))))))))))))))))))))))))); + + m_Gen = + std::make_shared<cProtIntGenSmooth >(a_Seed, + std::make_shared<cProtIntGenZoom >(a_Seed, + std::make_shared<cProtIntGenSmooth >(a_Seed, + std::make_shared<cProtIntGenZoom >(a_Seed, + std::make_shared<cProtIntGenMixRivers>( + FinalBiomes, FinalRivers + ))))); + } + + virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_Biomes) override + { + int vals[16 * 16]; + m_Gen->GetInts(a_ChunkX * cChunkDef::Width, a_ChunkZ * cChunkDef::Width, 16, 16, vals); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + cChunkDef::SetBiome(a_Biomes, x, z, (EMCSBiome)vals[x + cChunkDef::Width * z]); + } + } + } + +protected: + std::shared_ptr<cProtIntGen> m_Gen; +}; + + + + + +//////////////////////////////////////////////////////////////////////////////// // cBiomeGen: cBiomeGenPtr cBiomeGen::CreateBiomeGen(cIniFile & a_IniFile, int a_Seed, bool & a_CacheOffByDefault) @@ -952,6 +1164,14 @@ cBiomeGenPtr cBiomeGen::CreateBiomeGen(cIniFile & a_IniFile, int a_Seed, bool & { res = new cBioGenTwoLevel(a_Seed); } + else if (NoCaseCompare(BiomeGenName, "grown") == 0) + { + res = new cBioGenGrown(a_Seed); + } + else if (NoCaseCompare(BiomeGenName, "grownprot") == 0) + { + res = new cBioGenProtGrown(a_Seed); + } else { if (NoCaseCompare(BiomeGenName, "multistepmap") != 0) @@ -981,3 +1201,51 @@ cBiomeGenPtr cBiomeGen::CreateBiomeGen(cIniFile & a_IniFile, int a_Seed, bool & + +//////////////////////////////////////////////////////////////////////////////// +// Performance tests: + +// Change to 1 to enable the perf test: +#if 0 + +class cBioGenPerfTest +{ +public: + cBioGenPerfTest() + { + std::cout << "BioGen performance tests commencing, please wait..." << std::endl; + TestGen("MultiStepMap", std::make_unique<cBioGenMultiStepMap>(1).get()); + TestGen("Grown", std::make_unique<cBioGenGrown>(1).get()); + TestGen("GrownProt", std::make_unique<cBioGenProtGrown>(1).get()); + std::cout << "BioGen performance tests complete." << std::endl; + } + +protected: + void TestGen(const AString && a_GenName, cBiomeGen * a_BioGen) + { + // Initialize the default settings for the generator: + cIniFile iniFile; + a_BioGen->InitializeBiomeGen(iniFile); + + // Generate the biomes: + auto start = std::chrono::system_clock::now(); + for (int z = 0; z < 100; z++) + { + for (int x = 0; x < 100; x++) + { + cChunkDef::BiomeMap biomes; + a_BioGen->GenBiomes(x, z, biomes); + } // for x + } // for z + auto dur = std::chrono::system_clock::now() - start; + double milliseconds = static_cast<double>((std::chrono::duration_cast<std::chrono::milliseconds>(dur)).count()); + + std::cout << a_GenName << ": " << 1000.0 * 100.0 * 100.0 / milliseconds << " chunks per second" << std::endl; + } +} g_BioGenPerfTest; + +#endif + + + + diff --git a/src/Generating/CMakeLists.txt b/src/Generating/CMakeLists.txt index cd3d5a9f3..1a26bd0d5 100644 --- a/src/Generating/CMakeLists.txt +++ b/src/Generating/CMakeLists.txt @@ -46,6 +46,7 @@ SET (HDRS FinishGen.h GridStructGen.h HeiGen.h + IntGen.h MineShafts.h NetherFortGen.h Noise3DGenerator.h @@ -53,6 +54,7 @@ SET (HDRS PieceGenerator.h Prefab.h PrefabPiecePool.h + ProtIntGen.h RainbowRoadsGen.h Ravines.h RoughRavines.h diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp index 169821050..5f46574c7 100644 --- a/src/Generating/ComposableGenerator.cpp +++ b/src/Generating/ComposableGenerator.cpp @@ -73,6 +73,10 @@ cTerrainCompositionGenPtr cTerrainCompositionGen::CreateCompositionGen(cIniFile { res = new cCompoGenNether(a_Seed); } + else if (NoCaseCompare(CompoGenName, "BiomalNoise3D") == 0) + { + res = new cBiomalNoise3DComposable(a_Seed, a_BiomeGen); + } else if (NoCaseCompare(CompoGenName, "Noise3D") == 0) { res = new cNoise3DComposable(a_Seed); diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 18f8ee2bc..b8afac09a 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -199,6 +199,11 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) // 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 ( diff --git a/src/Generating/HeiGen.cpp b/src/Generating/HeiGen.cpp index f4e231470..1d9f1e3aa 100644 --- a/src/Generating/HeiGen.cpp +++ b/src/Generating/HeiGen.cpp @@ -17,81 +17,6 @@ //////////////////////////////////////////////////////////////////////////////// -// cTerrainHeightGen: - -cTerrainHeightGenPtr cTerrainHeightGen::CreateHeightGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault) -{ - AString HeightGenName = a_IniFile.GetValueSet("Generator", "HeightGen", ""); - if (HeightGenName.empty()) - { - LOGWARN("[Generator] HeightGen value not set in world.ini, using \"Biomal\"."); - HeightGenName = "Biomal"; - } - - a_CacheOffByDefault = false; - cTerrainHeightGen * res = nullptr; - if (NoCaseCompare(HeightGenName, "flat") == 0) - { - res = new cHeiGenFlat; - a_CacheOffByDefault = true; // We're generating faster than a cache would retrieve data - } - else if (NoCaseCompare(HeightGenName, "classic") == 0) - { - res = new cHeiGenClassic(a_Seed); - } - else if (NoCaseCompare(HeightGenName, "DistortedHeightmap") == 0) - { - res = new cDistortedHeightmap(a_Seed, a_BiomeGen); - } - else if (NoCaseCompare(HeightGenName, "End") == 0) - { - res = new cEndGen(a_Seed); - } - else if (NoCaseCompare(HeightGenName, "Mountains") == 0) - { - res = new cHeiGenMountains(a_Seed); - } - else if (NoCaseCompare(HeightGenName, "Noise3D") == 0) - { - res = new cNoise3DComposable(a_Seed); - } - else if (NoCaseCompare(HeightGenName, "biomal") == 0) - { - res = new cHeiGenBiomal(a_Seed, a_BiomeGen); - - /* - // Performance-testing: - LOGINFO("Measuring performance of cHeiGenBiomal..."); - clock_t BeginTick = clock(); - for (int x = 0; x < 500; x++) - { - cChunkDef::HeightMap Heights; - res->GenHeightMap(x * 5, x * 5, Heights); - } - clock_t Duration = clock() - BeginTick; - LOGINFO("HeightGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); - //*/ - } - else - { - // No match found, force-set the default and retry - LOGWARN("Unknown HeightGen \"%s\", using \"Biomal\" instead.", HeightGenName.c_str()); - a_IniFile.DeleteValue("Generator", "HeightGen"); - a_IniFile.SetValue("Generator", "HeightGen", "Biomal"); - return CreateHeightGen(a_IniFile, a_BiomeGen, a_Seed, a_CacheOffByDefault); - } - - // Read the settings: - res->InitializeHeightGen(a_IniFile); - - return cTerrainHeightGenPtr(res); -} - - - - - -//////////////////////////////////////////////////////////////////////////////// // cHeiGenFlat: void cHeiGenFlat::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) @@ -611,3 +536,287 @@ NOISE_DATATYPE cHeiGenBiomal::GetHeightAt(int a_RelX, int a_RelZ, int a_ChunkX, +//////////////////////////////////////////////////////////////////////////////// +// cHeiGenMinMax: + +class cHeiGenMinMax: + public cTerrainHeightGen +{ + typedef cTerrainHeightGen super; + + /** Size of the averaging process, in columns (for each direction). Must be less than 16. */ + static const int AVERAGING_SIZE = 4; + +public: + cHeiGenMinMax(int a_Seed, cBiomeGenPtr a_BiomeGen): + m_Noise(a_Seed), + m_BiomeGen(a_BiomeGen), + m_TotalWeight(0) + { + // Initialize the weights: + for (int z = 0; z <= AVERAGING_SIZE * 2; z++) + { + for (int x = 0; x <= AVERAGING_SIZE * 2; x++) + { + m_Weights[z][x] = 1 + 2 * AVERAGING_SIZE - std::abs(x - AVERAGING_SIZE) - std::abs(z - AVERAGING_SIZE); + m_TotalWeight += m_Weights[z][x]; + } + } + + // Initialize the Perlin generator: + m_Perlin.AddOctave(0.04f, 0.2f); + m_Perlin.AddOctave(0.02f, 0.1f); + m_Perlin.AddOctave(0.01f, 0.05f); + } + + + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) + { + // Generate the biomes for the 3*3 neighbors: + cChunkDef::BiomeMap neighborBiomes[3][3]; + for (int z = 0; z < 3; z++) for (int x = 0; x < 3; x++) + { + m_BiomeGen->GenBiomes(a_ChunkX + x - 1, a_ChunkZ + z - 1, neighborBiomes[z][x]); + } + + // Get the min and max heights based on the biomes: + double minHeight[cChunkDef::Width * cChunkDef::Width]; + double maxHeight[cChunkDef::Width * cChunkDef::Width]; + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + // For each column, sum the min and max values of the neighborhood around it: + double min = 0, max = 0; + for (int relz = 0; relz <= AVERAGING_SIZE * 2; relz++) + { + int bz = z + 16 + relz - AVERAGING_SIZE; // Biome Z coord relative to the neighborBiomes start + int cz = bz / 16; // Chunk Z coord relative to the neighborBiomes start + bz = bz % 16; // Biome Z coord relative to cz in neighborBiomes + for (int relx = 0; relx <= AVERAGING_SIZE * 2; relx++) + { + int bx = x + 16 + relx - AVERAGING_SIZE; // Biome X coord relative to the neighborBiomes start + int cx = bx / 16; // Chunk X coord relative to the neighborBiomes start + bx = bx % 16; // Biome X coord relative to cz in neighborBiomes + + // Get the biome's min and max heights: + double bmin, bmax; + getBiomeMinMax(cChunkDef::GetBiome(neighborBiomes[cz][cx], bx, bz), bmin, bmax); + + // Add them to the total, with the weight depending on their relative position to the column: + min += bmin * m_Weights[relz][relx]; + max += bmax * m_Weights[relz][relx]; + } // for relx + } // for relz + minHeight[x + z * cChunkDef::Width] = min / m_TotalWeight; + maxHeight[x + z * cChunkDef::Width] = max / m_TotalWeight; + } // for x + } // for z + + // Generate the base noise: + NOISE_DATATYPE noise[cChunkDef::Width * cChunkDef::Width]; + NOISE_DATATYPE workspace[cChunkDef::Width * cChunkDef::Width]; + NOISE_DATATYPE startX = static_cast<float>(a_ChunkX * cChunkDef::Width); + NOISE_DATATYPE endX = startX + cChunkDef::Width - 1; + NOISE_DATATYPE startZ = static_cast<float>(a_ChunkZ * cChunkDef::Width); + NOISE_DATATYPE endZ = startZ + cChunkDef::Width - 1; + m_Perlin.Generate2D(noise, 16, 16, startX, endX, startZ, endZ, workspace); + + // Make the height by ranging the noise between min and max: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + double min = minHeight[x + z * cChunkDef::Width]; + double max = maxHeight[x + z * cChunkDef::Width]; + double h = (max + min) / 2 + noise[x + z * cChunkDef::Width] * (max - min); + cChunkDef::SetHeight(a_HeightMap, x, z, static_cast<HEIGHTTYPE>(h)); + } + } + } + + + virtual void InitializeHeightGen(cIniFile & a_IniFile) + { + // No settings available + } + +protected: + cNoise m_Noise; + + cPerlinNoise m_Perlin; + + /** The biome generator to query for the underlying biomes. */ + cBiomeGenPtr m_BiomeGen; + + /** Weights applied to each of the min / max values in the neighborhood of the currently evaluated column. */ + double m_Weights[AVERAGING_SIZE * 2 + 1][AVERAGING_SIZE * 2 + 1]; + + /** Sum of all the m_Weights items. */ + double m_TotalWeight; + + + /** Returns the minimum and maximum heights for the given biome. */ + void getBiomeMinMax(EMCSBiome a_Biome, double & a_Min, double & a_Max) + { + switch (a_Biome) + { + case biBeach: a_Min = 61; a_Max = 64; break; + case biBirchForest: a_Min = 63; a_Max = 75; break; + case biBirchForestHills: a_Min = 63; a_Max = 90; break; + case biBirchForestHillsM: a_Min = 63; a_Max = 90; break; + case biBirchForestM: a_Min = 63; a_Max = 75; break; + case biColdBeach: a_Min = 61; a_Max = 64; break; + case biColdTaiga: a_Min = 63; a_Max = 75; break; + case biColdTaigaHills: a_Min = 63; a_Max = 90; break; + case biColdTaigaM: a_Min = 63; a_Max = 75; break; + case biDeepOcean: a_Min = 30; a_Max = 60; break; + case biDesert: a_Min = 63; a_Max = 70; break; + case biDesertHills: a_Min = 63; a_Max = 85; break; + case biDesertM: a_Min = 63; a_Max = 70; break; + case biEnd: a_Min = 10; a_Max = 100; break; + case biExtremeHills: a_Min = 60; a_Max = 120; break; + case biExtremeHillsEdge: a_Min = 63; a_Max = 100; break; + case biExtremeHillsM: a_Min = 60; a_Max = 120; break; + case biExtremeHillsPlus: a_Min = 60; a_Max = 140; break; + case biExtremeHillsPlusM: a_Min = 60; a_Max = 140; break; + case biFlowerForest: a_Min = 63; a_Max = 75; break; + case biForest: a_Min = 63; a_Max = 75; break; + case biForestHills: a_Min = 63; a_Max = 90; break; + case biFrozenOcean: a_Min = 45; a_Max = 64; break; + case biFrozenRiver: a_Min = 60; a_Max = 62; break; + case biIceMountains: a_Min = 63; a_Max = 90; break; + case biIcePlains: a_Min = 63; a_Max = 70; break; + case biIcePlainsSpikes: a_Min = 60; a_Max = 70; break; + case biJungle: a_Min = 60; a_Max = 80; break; + case biJungleEdge: a_Min = 62; a_Max = 75; break; + case biJungleEdgeM: a_Min = 62; a_Max = 75; break; + case biJungleHills: a_Min = 60; a_Max = 90; break; + case biJungleM: a_Min = 60; a_Max = 75; break; + case biMegaSpruceTaiga: a_Min = 63; a_Max = 75; break; + case biMegaSpruceTaigaHills: a_Min = 63; a_Max = 90; break; + case biMegaTaiga: a_Min = 63; a_Max = 75; break; + case biMegaTaigaHills: a_Min = 63; a_Max = 90; break; + case biMesa: a_Min = 63; a_Max = 90; break; + case biMesaBryce: a_Min = 60; a_Max = 67; break; + case biMesaPlateau: a_Min = 75; a_Max = 85; break; + case biMesaPlateauF: a_Min = 80; a_Max = 90; break; + case biMesaPlateauFM: a_Min = 80; a_Max = 90; break; + case biMesaPlateauM: a_Min = 75; a_Max = 85; break; + case biMushroomIsland: a_Min = 63; a_Max = 90; break; + case biMushroomShore: a_Min = 60; a_Max = 75; break; + case biNether: a_Min = 10; a_Max = 100; break; + case biOcean: a_Min = 45; a_Max = 64; break; + case biPlains: a_Min = 63; a_Max = 70; break; + case biRiver: a_Min = 60; a_Max = 62; break; + case biRoofedForest: a_Min = 63; a_Max = 75; break; + case biRoofedForestM: a_Min = 63; a_Max = 75; break; + case biSavanna: a_Min = 63; a_Max = 75; break; + case biSavannaM: a_Min = 63; a_Max = 80; break; + case biSavannaPlateau: a_Min = 75; a_Max = 100; break; + case biSavannaPlateauM: a_Min = 80; a_Max = 160; break; + case biStoneBeach: a_Min = 60; a_Max = 64; break; + case biSunflowerPlains: a_Min = 63; a_Max = 70; break; + case biSwampland: a_Min = 60; a_Max = 67; break; + case biSwamplandM: a_Min = 61; a_Max = 67; break; + case biTaiga: a_Min = 63; a_Max = 75; break; + case biTaigaHills: a_Min = 63; a_Max = 90; break; + case biTaigaM: a_Min = 63; a_Max = 80; break; + default: + { + ASSERT(!"Unknown biome"); + a_Min = 10; + a_Max = 10; + break; + } + } + } +}; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cTerrainHeightGen: + +cTerrainHeightGenPtr cTerrainHeightGen::CreateHeightGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault) +{ + AString HeightGenName = a_IniFile.GetValueSet("Generator", "HeightGen", ""); + if (HeightGenName.empty()) + { + LOGWARN("[Generator] HeightGen value not set in world.ini, using \"Biomal\"."); + HeightGenName = "Biomal"; + } + + a_CacheOffByDefault = false; + cTerrainHeightGen * res = nullptr; + if (NoCaseCompare(HeightGenName, "flat") == 0) + { + res = new cHeiGenFlat; + a_CacheOffByDefault = true; // We're generating faster than a cache would retrieve data + } + else if (NoCaseCompare(HeightGenName, "classic") == 0) + { + res = new cHeiGenClassic(a_Seed); + } + else if (NoCaseCompare(HeightGenName, "DistortedHeightmap") == 0) + { + res = new cDistortedHeightmap(a_Seed, a_BiomeGen); + } + else if (NoCaseCompare(HeightGenName, "End") == 0) + { + res = new cEndGen(a_Seed); + } + else if (NoCaseCompare(HeightGenName, "MinMax") == 0) + { + res = new cHeiGenMinMax(a_Seed, a_BiomeGen); + } + else if (NoCaseCompare(HeightGenName, "Mountains") == 0) + { + res = new cHeiGenMountains(a_Seed); + } + else if (NoCaseCompare(HeightGenName, "BiomalNoise3D") == 0) + { + res = new cBiomalNoise3DComposable(a_Seed, a_BiomeGen); + } + else if (NoCaseCompare(HeightGenName, "Noise3D") == 0) + { + res = new cNoise3DComposable(a_Seed); + } + else if (NoCaseCompare(HeightGenName, "biomal") == 0) + { + res = new cHeiGenBiomal(a_Seed, a_BiomeGen); + + /* + // Performance-testing: + LOGINFO("Measuring performance of cHeiGenBiomal..."); + clock_t BeginTick = clock(); + for (int x = 0; x < 500; x++) + { + cChunkDef::HeightMap Heights; + res->GenHeightMap(x * 5, x * 5, Heights); + } + clock_t Duration = clock() - BeginTick; + LOGINFO("HeightGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); + //*/ + } + else + { + // No match found, force-set the default and retry + LOGWARN("Unknown HeightGen \"%s\", using \"Biomal\" instead.", HeightGenName.c_str()); + a_IniFile.DeleteValue("Generator", "HeightGen"); + a_IniFile.SetValue("Generator", "HeightGen", "Biomal"); + return CreateHeightGen(a_IniFile, a_BiomeGen, a_Seed, a_CacheOffByDefault); + } + + // Read the settings: + res->InitializeHeightGen(a_IniFile); + + return cTerrainHeightGenPtr(res); +} + + + + + diff --git a/src/Generating/IntGen.h b/src/Generating/IntGen.h new file mode 100644 index 000000000..b25e378c0 --- /dev/null +++ b/src/Generating/IntGen.h @@ -0,0 +1,1406 @@ + +// IntGen.h + +// Declares the cIntGen class and descendants for generating and filtering various 2D arrays of ints + +/* +The integers generated may be interpreted in several ways: +- land/see designators + - 0 = ocean + - >0 = land +- biome group + - 0 = ocean + - 1 = desert biomes + - 2 = temperate biomes + - 3 = mountains (hills and forests) + - 4 = ice biomes +- biome group with "bgfRare" flag (for generating rare biomes for the group) +- biome IDs +The interpretation depends on the generator used and on the position in the chain. + +The generators can be chained together - one produces data that another one consumes. +Some of such chain connections require changing the data dimensions between the two, which is handled automatically +by using templates. +*/ + + + + + +#pragma once + +#include "../BiomeDef.h" + + + + + +/** Constants representing the biome group designators. */ +const int bgOcean = 0; +const int bgDesert = 1; +const int bgTemperate = 2; +const int bgMountains = 3; +const int bgIce = 4; +const int bgLandOceanMax = 4; // Maximum biome group value generated in the landOcean generator +const int bgfRare = 1024; // Flag added to values to generate rare biomes for the group + + + + + +/** Interface that all the generator classes provide. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGen +{ +public: + /** Force a virtual destructor in all descendants. + Descendants contain virtual functions and are referred to via pointer-to-base, so they need a virtual destructor. */ + virtual ~cIntGen() {} + + /** Holds the array of values generated by this class (descendant). */ + typedef int Values[SizeX * SizeZ]; + + /** Generates the array of templated size into a_Values, based on given min coords. */ + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) = 0; +}; + + + + + +/** Provides additional cNoise member and its helper functions. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenWithNoise : + public cIntGen<SizeX, SizeZ> +{ + typedef cIntGen<SizeX, SizeZ> super; + +public: + cIntGenWithNoise(int a_Seed) : + m_Noise(a_Seed) + { + } + +protected: + cNoise m_Noise; + + /** Chooses one of a_Val1 or a_Val2, based on m_Noise and the coordinates for querying the noise. */ + int ChooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + return ((rnd & 1) == 0) ? a_Val1 : a_Val2; + } + + /** Chooses one of a_ValN, based on m_Noise and the coordinates for querying the noise. */ + int ChooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2, int a_Val3, int a_Val4) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + switch (rnd % 4) + { + case 0: return a_Val1; + case 1: return a_Val2; + case 2: return a_Val3; + default: return a_Val4; + } + } +}; + + + + + + +/** Generates a 2D array of random integers in the specified range [0 .. Range). */ +template <int Range, int SizeX, int SizeZ = SizeX> +class cIntGenChoice : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + cIntGenChoice(int a_Seed) : + super(a_Seed) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + for (int z = 0; z < SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < SizeX; x++) + { + a_Values[x + SizeX * z] = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7) % Range; + } + } // for z + } +}; + + + + + + +/** Decides between the ocean and landmass biomes. +Has a threshold (in percent) of how much land, the larger the threshold, the more land. +Generates 0 for ocean, biome group ID for landmass. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenLandOcean : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + cIntGenLandOcean(int a_Seed, int a_Threshold) : + super(a_Seed), + m_Threshold(a_Threshold) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + for (int z = 0; z < SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < SizeX; x++) + { + int rnd = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7); + a_Values[x + SizeX * z] = ((rnd % 100) < m_Threshold) ? ((rnd / 101) % bgLandOceanMax + 1) : 0; + } + } + + // If the centerpoint of the world is within the area, set it to bgTemperate, always: + if ((a_MinX <= 0) && (a_MinZ <= 0) && (a_MinX + SizeX > 0) && (a_MinZ + SizeZ > 0)) + { + a_Values[-a_MinX - a_MinZ * SizeX] = bgTemperate; + } + } + +protected: + int m_Threshold; +}; + + + + + +/** Zooms the underlying value array to twice the size. Uses random-neighbor for the pixels in-between. +This means that the zoome out image is randomly distorted. Applying zoom several times provides all +the distortion that the generators need. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenZoom : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +protected: + static const int m_LowerSizeX = (SizeX / 2) + 2; + static const int m_LowerSizeZ = (SizeZ / 2) + 2; + +public: + typedef std::shared_ptr<cIntGen<m_LowerSizeX, m_LowerSizeZ>> Underlying; + + + cIntGenZoom(int a_Seed, Underlying a_UnderlyingGen) : + super(a_Seed), + m_UnderlyingGen(a_UnderlyingGen) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying data with half the resolution: + int lowerMinX = a_MinX >> 1; + int lowerMinZ = a_MinZ >> 1; + int lowerData[m_LowerSizeX * m_LowerSizeZ]; + m_UnderlyingGen->GetInts(lowerMinX, lowerMinZ, lowerData); + const int lowStepX = (m_LowerSizeX - 1) * 2; + const int lowStepZ = (m_LowerSizeZ - 1) * 2; + int cache[lowStepX * lowStepZ]; + + // Discreet-interpolate the values into twice the size: + for (int z = 0; z < m_LowerSizeZ - 1; ++z) + { + int idx = (z * 2) * lowStepX; + int PrevZ0 = lowerData[z * m_LowerSizeX]; + int PrevZ1 = lowerData[(z + 1) * m_LowerSizeX]; + + for (int x = 0; x < m_LowerSizeX - 1; ++x) + { + int ValX1Z0 = lowerData[x + 1 + z * m_LowerSizeX]; + int ValX1Z1 = lowerData[x + 1 + (z + 1) * m_LowerSizeX]; + int RndX = (x + lowerMinX) * 2; + int RndZ = (z + lowerMinZ) * 2; + cache[idx] = PrevZ0; + cache[idx + lowStepX] = super::ChooseRandomOne(RndX, RndZ + 1, PrevZ0, PrevZ1); + cache[idx + 1] = super::ChooseRandomOne(RndX, RndZ - 1, PrevZ0, ValX1Z0); + cache[idx + 1 + lowStepX] = super::ChooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0, PrevZ1, ValX1Z1); + idx += 2; + PrevZ0 = ValX1Z0; + PrevZ1 = ValX1Z1; + } + } + + // Copy from Cache into a_Values; take into account the even/odd offsets in a_Min: + for (int z = 0; z < SizeZ; ++z) + { + memcpy(a_Values + z * SizeX, cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), SizeX * sizeof(int)); + } + } + +protected: + Underlying m_UnderlyingGen; +}; + + + + + +/** Smoothes out some artifacts generated by the zooming - mostly single-pixel values. +Compares each pixel to its neighbors and if the neighbors are equal, changes the pixel to their value. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenSmooth : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + static const int m_LowerSizeX = SizeX + 2; + static const int m_LowerSizeZ = SizeZ + 2; + +public: + typedef std::shared_ptr<cIntGen<m_LowerSizeX, m_LowerSizeZ>> Underlying; + + + cIntGenSmooth(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying values: + int lowerData[m_LowerSizeX * m_LowerSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerData); + + // Smooth - for each square check if the surroundings are the same, if so, expand them diagonally. + // Also get rid of single-pixel irregularities (A-B-A): + for (int z = 0; z < SizeZ; z++) + { + int NoiseZ = a_MinZ + z; + for (int x = 0; x < SizeX; x++) + { + int val = lowerData[x + 1 + (z + 1) * m_LowerSizeX]; + int above = lowerData[x + 1 + z * m_LowerSizeX]; + int below = lowerData[x + 1 + (z + 2) * m_LowerSizeX]; + int left = lowerData[x + (z + 1) * m_LowerSizeX]; + int right = lowerData[x + 2 + (z + 1) * m_LowerSizeX]; + + if ((left == right) && (above == below)) + { + if (((super::m_Noise.IntNoise2DInt(a_MinX + x, NoiseZ) / 7) % 2) == 0) + { + val = left; + } + else + { + val = above; + } + } + else + { + if (left == right) + { + val = left; + } + + if (above == below) + { + val = above; + } + } + + a_Values[x + z * SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Converts land biomes at the edge of an ocean into the respective beach biome. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenBeaches : + public cIntGen<SizeX, SizeZ> +{ + typedef cIntGen<SizeX, SizeZ> super; + static const int m_UnderlyingSizeX = SizeX + 2; + static const int m_UnderlyingSizeZ = SizeZ + 2; + +public: + typedef std::shared_ptr<cIntGen<m_UnderlyingSizeX, m_UnderlyingSizeZ>> Underlying; + + + cIntGenBeaches(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Map for biome -> its beach: + static const int ToBeach[] = + { + /* biOcean */ biOcean, + /* biPlains */ biBeach, + /* biDesert */ biBeach, + /* biExtremeHills */ biStoneBeach, + /* biForest */ biBeach, + /* biTaiga */ biColdBeach, + /* biSwampland */ biSwampland, + /* biRiver */ biRiver, + /* biNether */ biNether, + /* biEnd */ biEnd, + /* biFrozenOcean */ biColdBeach, + /* biFrozenRiver */ biColdBeach, + /* biIcePlains */ biColdBeach, + /* biIceMountains */ biColdBeach, + /* biMushroomIsland */ biMushroomShore, + /* biMushroomShore */ biMushroomShore, + /* biBeach */ biBeach, + /* biDesertHills */ biBeach, + /* biForestHills */ biBeach, + /* biTaigaHills */ biColdBeach, + /* biExtremeHillsEdge */ biStoneBeach, + /* biJungle */ biBeach, + /* biJungleHills */ biBeach, + /* biJungleEdge */ biBeach, + /* biDeepOcean */ biOcean, + /* biStoneBeach */ biStoneBeach, + /* biColdBeach */ biColdBeach, + /* biBirchForest */ biBeach, + /* biBirchForestHills */ biBeach, + /* biRoofedForest */ biBeach, + /* biColdTaiga */ biColdBeach, + /* biColdTaigaHills */ biColdBeach, + /* biMegaTaiga */ biStoneBeach, + /* biMegaTaigaHills */ biStoneBeach, + /* biExtremeHillsPlus */ biStoneBeach, + /* biSavanna */ biBeach, + /* biSavannaPlateau */ biBeach, + /* biMesa */ biMesa, + /* biMesaPlateauF */ biMesa, + /* biMesaPlateau */ biMesa, + }; + + // Generate the underlying values: + int lowerValues[m_UnderlyingSizeX * m_UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerValues); + + // Add beaches between ocean and biomes: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * m_UnderlyingSizeX]; + int above = lowerValues[x + 1 + z * m_UnderlyingSizeX]; + int below = lowerValues[x + 1 + (z + 2) * m_UnderlyingSizeX]; + int left = lowerValues[x + (z + 1) * m_UnderlyingSizeX]; + int right = lowerValues[x + 2 + (z + 1) * m_UnderlyingSizeX]; + if (!IsBiomeOcean(val)) + { + if (IsBiomeOcean(above) || IsBiomeOcean(below) || IsBiomeOcean(left) || IsBiomeOcean(right)) + { + // First convert the value to a regular biome (drop the M flag), then modulo by our biome count: + val = ToBeach[(val % 128) % ARRAYCOUNT(ToBeach)]; + } + } + a_Values[x + z * SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Generates the underlying numbers and then randomly changes some ocean group pixels into random land +biome group pixels, based on the predefined chance. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenAddIslands : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenAddIslands(int a_Seed, int a_Chance, Underlying a_Underlying) : + super(a_Seed), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + if (a_Values[x + z * SizeX] == bgOcean) + { + int rnd = super::m_Noise.IntNoise2DInt(a_MinX + x, a_MinZ + z) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[x + z * SizeX] = (rnd / 1003) % bgLandOceanMax; + } + } + } // for x + } // for z + } + +protected: + /** Chance, in permille, of an island being generated in ocean. */ + int m_Chance; + + Underlying m_Underlying; +}; + + + + + +/** A filter that adds an edge biome group between two biome groups that need an edge between them. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenBiomeGroupEdges : + public cIntGen<SizeX, SizeZ> +{ + typedef cIntGen<SizeX, SizeZ> super; + + static const int m_UnderlyingSizeX = SizeX + 2; + static const int m_UnderlyingSizeZ = SizeZ + 2; + +public: + + typedef std::shared_ptr<cIntGen<m_UnderlyingSizeX, m_UnderlyingSizeZ>> Underlying; + + cIntGenBiomeGroupEdges(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) + { + // Generate the underlying biome groups: + int lowerValues[m_UnderlyingSizeX * m_UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX, a_MinZ, lowerValues); + + // Change the biomes on incompatible edges into an edge biome: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * m_UnderlyingSizeX]; + int above = lowerValues[x + 1 + z * m_UnderlyingSizeX]; + int below = lowerValues[x + 1 + (z + 2) * m_UnderlyingSizeX]; + int left = lowerValues[x + (z + 1) * m_UnderlyingSizeX]; + int right = lowerValues[x + 2 + (z + 1) * m_UnderlyingSizeX]; + switch (val) + { + // Desert should neighbor only oceans, desert and temperates; change to temperate when another: + case bgDesert: + { + if ( + !isDesertCompatible(above) || + !isDesertCompatible(below) || + !isDesertCompatible(left) || + !isDesertCompatible(right) + ) + { + val = bgTemperate; + } + break; + } // case bgDesert + + // Ice should not neighbor deserts; change to temperate: + case bgIce: + { + if ( + (above == bgDesert) || + (below == bgDesert) || + (left == bgDesert) || + (right == bgDesert) + ) + { + val = bgTemperate; + } + break; + } // case bgIce + } + a_Values[x + z * SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; + + + inline bool isDesertCompatible(int a_BiomeGroup) + { + switch (a_BiomeGroup) + { + case bgOcean: + case bgDesert: + case bgTemperate: + { + return true; + } + default: + { + return false; + } + } + } +}; + + + + + +/** Turns biome group indices into real biomes. +For each pixel, takes its biome group and chooses a random biome from that group; replaces the value with +that biome. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenBiomes : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenBiomes(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Define the per-biome-group biomes: + static const int oceanBiomes[] = + { + biOcean, // biDeepOcean, + }; + + // Same as oceanBiomes, there are no rare oceanic biomes (mushroom islands are handled separately) + static const int rareOceanBiomes[] = + { + biOcean, + }; + + static const int desertBiomes[] = + { + biDesert, biDesert, biDesert, biDesert, biDesert, biDesert, biSavanna, biSavanna, biPlains, + }; + + static const int rareDesertBiomes[] = + { + biMesaPlateau, biMesaPlateauF, + }; + + static const int temperateBiomes[] = + { + biForest, biForest, biRoofedForest, biExtremeHills, biPlains, biBirchForest, biSwampland, + }; + + static const int rareTemperateBiomes[] = + { + biJungle, // Jungle is not strictly temperate, but let's piggyback it here + }; + + static const int mountainBiomes[] = + { + biExtremeHills, biForest, biTaiga, biPlains, + }; + + static const int rareMountainBiomes[] = + { + biMegaTaiga, + }; + + static const int iceBiomes[] = + { + biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga, + }; + + // Same as iceBiomes, there's no rare ice biome + static const int rareIceBiomes[] = + { + biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga, + }; + + static const cBiomesInGroups biomesInGroups[] = + { + /* bgOcean */ { static_cast<int>(ARRAYCOUNT(oceanBiomes)), oceanBiomes}, + /* bgDesert */ { static_cast<int>(ARRAYCOUNT(desertBiomes)), desertBiomes}, + /* bgTemperate */ { static_cast<int>(ARRAYCOUNT(temperateBiomes)), temperateBiomes}, + /* bgMountains */ { static_cast<int>(ARRAYCOUNT(mountainBiomes)), mountainBiomes}, + /* bgIce */ { static_cast<int>(ARRAYCOUNT(iceBiomes)), iceBiomes}, + }; + + static const cBiomesInGroups rareBiomesInGroups[] = + { + /* bgOcean */ { static_cast<int>(ARRAYCOUNT(rareOceanBiomes)), rareOceanBiomes}, + /* bgDesert */ { static_cast<int>(ARRAYCOUNT(rareDesertBiomes)), rareDesertBiomes}, + /* bgTemperate */ { static_cast<int>(ARRAYCOUNT(rareTemperateBiomes)), rareTemperateBiomes}, + /* bgMountains */ { static_cast<int>(ARRAYCOUNT(rareMountainBiomes)), rareMountainBiomes}, + /* bgIce */ { static_cast<int>(ARRAYCOUNT(rareIceBiomes)), rareIceBiomes}, + }; + + // Generate the underlying values, representing biome groups: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + + // Overwrite each biome group with a random biome from that group: + for (int z = 0; z < SizeZ; z++) + { + int IdxZ = z * SizeX; + for (int x = 0; x < SizeX; x++) + { + int val = a_Values[x + IdxZ]; + const cBiomesInGroups & Biomes = (val > bgfRare) ? + rareBiomesInGroups[(val & (bgfRare - 1)) % ARRAYCOUNT(rareBiomesInGroups)] : + biomesInGroups[val % ARRAYCOUNT(biomesInGroups)]; + int rnd = (super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7); + a_Values[x + IdxZ] = Biomes.Biomes[rnd % Biomes.Count]; + } + } + } + +protected: + + struct cBiomesInGroups + { + const int Count; + const int * Biomes; + }; + + + /** The underlying int generator */ + Underlying m_Underlying; +}; + + + + + +/** Randomly replaces pixels of one value to another value, using the given chance. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenReplaceRandomly : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenReplaceRandomly(int a_From, int a_To, int a_Chance, int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_From(a_From), + m_To(a_To), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying values: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + + // Replace some of the values: + for (int z = 0; z < SizeZ; z++) + { + int idxZ = z * SizeX; + for (int x = 0; x < SizeX; x++) + { + int idx = x + idxZ; + if (a_Values[idx] == m_From) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[idx] = m_To; + } + } + } + } // for z + } + + +protected: + /** The original value to be replaced. */ + int m_From; + + /** The destination value to which to replace. */ + int m_To; + + /** Chance, in permille, of replacing the value. */ + int m_Chance; + + Underlying m_Underlying; +}; + + + + + +/** Mixer that joins together finalized biomes and rivers. +It first checks for oceans, if there is an ocean in the Biomes, it keeps the ocean. +If there's no ocean, it checks Rivers for a river, if there is a river, it uses the Biomes to select either +regular river or frozen river, based on the biome. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenMixRivers: + public cIntGen<SizeX, SizeZ> +{ + typedef cIntGen<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenMixRivers(Underlying a_Biomes, Underlying a_Rivers): + m_Biomes(a_Biomes), + m_Rivers(a_Rivers) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying data: + m_Biomes->GetInts(a_MinX, a_MinZ, a_Values); + typename super::Values riverData; + m_Rivers->GetInts(a_MinX, a_MinZ, riverData); + + // Mix the values: + for (int z = 0; z < SizeZ; z++) + { + int idxZ = z * SizeX; + for (int x = 0; x < SizeX; x++) + { + int idx = x + idxZ; + if (IsBiomeOcean(a_Values[idx])) + { + // Oceans are kept without any changes + continue; + } + if (riverData[idx] != biRiver) + { + // There's no river, keep the current value + continue; + } + + // There's a river, change the output to a river or a frozen river, based on the original biome: + if (IsBiomeVeryCold((EMCSBiome)a_Values[idx])) + { + a_Values[idx] = biFrozenRiver; + } + else + { + a_Values[idx] = biRiver; + } + } // for x + } // for z + } + +protected: + Underlying m_Biomes; + Underlying m_Rivers; +}; + + + + + +/** Generates a river based on the underlying data. +This is basically an edge detector over the underlying data. The rivers are the edges where the underlying data +changes from one pixel to its neighbor. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenRiver: + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + static const int UnderlyingSizeX = SizeX + 2; + static const int UnderlyingSizeZ = SizeZ + 2; + +public: + typedef std::shared_ptr<cIntGen<UnderlyingSizeX, UnderlyingSizeZ>> Underlying; + + + cIntGenRiver(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying data: + int Cache[UnderlyingSizeX * UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, Cache); + + // Detect the edges: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int Above = Cache[x + 1 + z * UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * UnderlyingSizeX]; + int val = Cache[x + 1 + (z + 1) * UnderlyingSizeX]; + + if ((val == Above) && (val == Below) && (val == Left) && (val == Right)) + { + val = 0; + } + else + { + val = biRiver; + } + a_Values[x + z * SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Turns some of the oceans into the specified biome. Used for mushroom and deep ocean. +The biome is only placed if at least 3 of its neighbors are ocean and only with the specified chance. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenAddToOcean: + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + static const int UnderlyingSizeX = SizeX + 2; + static const int UnderlyingSizeZ = SizeZ + 2; + +public: + typedef std::shared_ptr<cIntGen<UnderlyingSizeX, UnderlyingSizeZ>> Underlying; + + + cIntGenAddToOcean(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying data: + int Cache[UnderlyingSizeX * UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, Cache); + + // Add the mushroom islands: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int val = Cache[x + 1 + (z + 1) * UnderlyingSizeX]; + if (!IsBiomeOcean(val)) + { + a_Values[x + z * SizeX] = val; + continue; + } + + // Count the ocean neighbors: + int Above = Cache[x + 1 + z * UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * UnderlyingSizeX]; + int NumOceanNeighbors = 0; + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Below)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Left)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Right)) + { + NumOceanNeighbors += 1; + } + + // If at least 3 ocean neighbors and the chance is right, change: + if ( + (NumOceanNeighbors >= 3) && + ((super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7) % 1000 < m_Chance) + ) + { + a_Values[x + z * SizeX] = m_ToValue; + } + else + { + a_Values[x + z * SizeX] = val; + } + } // for x + } // for z + } + +protected: + /** Chance, in permille, of changing the biome. */ + int m_Chance; + + /** The value to change the ocean into. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + + +/** Changes random pixels of the underlying data to the specified value. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenSetRandomly : + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + cIntGenSetRandomly(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying) : + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying data: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + + // Change random pixels to bgOcean: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[x + z * SizeX] = m_ToValue; + } + } + } + } + +protected: + /** Chance, in permille, of changing each pixel. */ + int m_Chance; + + /** The value to which to set the pixel. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + + + +/** Adds a "rare" flag to random biome groups, based on the given chance. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenRareBiomeGroups: + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenRareBiomeGroups(int a_Seed, int a_Chance, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying data: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + + // Change some of the biome groups into rare biome groups: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + int idx = x + SizeX * z; + a_Values[idx] = a_Values[idx] | bgfRare; + } + } + } + } + +protected: + /** Chance, in permille, of changing each pixel into the rare biome group. */ + int m_Chance; + + /** The underlying generator. */ + Underlying m_Underlying; +}; + + + + + +/** Changes biomes in the parent data into an alternate versions (usually "hill" variants), in such places +that have their alterations set. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenAlternateBiomes: + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenAlternateBiomes(int a_Seed, Underlying a_Alterations, Underlying a_BaseBiomes): + super(a_Seed), + m_Alterations(a_Alterations), + m_BaseBiomes(a_BaseBiomes) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the base biomes and the alterations: + m_BaseBiomes->GetInts(a_MinX, a_MinZ, a_Values); + typename super::Values alterations; + m_Alterations->GetInts(a_MinX, a_MinZ, alterations); + + // Change the biomes into their alternate versions: + for (int idx = 0; idx < SizeX * SizeZ; ++idx) + { + if (alterations[idx] == 0) + { + // No change + continue; + } + + // Change to alternate biomes: + int val = a_Values[idx]; + switch (val) + { + case biBirchForest: val = biBirchForestHills; break; + case biDesert: val = biDesertHills; break; + case biExtremeHills: val = biExtremeHillsPlus; break; + case biForest: val = biForestHills; break; + case biIcePlains: val = biIceMountains; break; + case biJungle: val = biJungleHills; break; + case biMegaTaiga: val = biMegaTaigaHills; break; + case biMesaPlateau: val = biMesa; break; + case biMesaPlateauF: val = biMesa; break; + case biMesaPlateauM: val = biMesa; break; + case biMesaPlateauFM: val = biMesa; break; + case biPlains: val = biForest; break; + case biRoofedForest: val = biPlains; break; + case biSavanna: val = biSavannaPlateau; break; + case biTaiga: val = biTaigaHills; break; + } + a_Values[idx] = val; + } // for idx - a_Values[] + } + +protected: + Underlying m_Alterations; + Underlying m_BaseBiomes; +}; + + + + + +/** Adds an edge between two specifically incompatible biomes, such as mesa and forest. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenBiomeEdges: + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + static const int m_LowerSizeX = SizeX + 2; + static const int m_LowerSizeZ = SizeZ + 2; + +public: + typedef std::shared_ptr<cIntGen<m_LowerSizeX, m_LowerSizeZ>> Underlying; + + + cIntGenBiomeEdges(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying biomes: + typename Underlying::element_type::Values lowerValues; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerValues); + + // Convert incompatible edges into neutral biomes: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int biome = lowerValues[x + 1 + (z + 1) * m_LowerSizeX]; + int above = lowerValues[x + 1 + z * m_LowerSizeX]; + int below = lowerValues[x + 1 + (z + 2) * m_LowerSizeX]; + int left = lowerValues[x + (z + 1) * m_LowerSizeX]; + int right = lowerValues[x + 2 + (z + 1) * m_LowerSizeX]; + + switch (biome) + { + case biDesert: + case biDesertM: + case biDesertHills: + { + if ( + IsBiomeVeryCold(static_cast<EMCSBiome>(above)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(below)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(left)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(right)) + ) + { + biome = biPlains; + } + break; + } // case biDesert + + case biMesaPlateau: + case biMesaPlateauF: + case biMesaPlateauFM: + case biMesaPlateauM: + { + if ( + !isMesaCompatible(above) || + !isMesaCompatible(below) || + !isMesaCompatible(left) || + !isMesaCompatible(right) + ) + { + biome = biDesert; + } + break; + } // Mesa biomes + + case biJungle: + case biJungleM: + { + if ( + !isJungleCompatible(above) || + !isJungleCompatible(below) || + !isJungleCompatible(left) || + !isJungleCompatible(right) + ) + { + biome = (biome == biJungle) ? biJungleEdge : biJungleEdgeM; + } + break; + } // Jungle biomes + + case biSwampland: + case biSwamplandM: + { + if ( + IsBiomeNoDownfall(static_cast<EMCSBiome>(above)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(below)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(left)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(right)) + ) + { + biome = biPlains; + } + break; + } // Swampland biomes + } // switch (biome) + + a_Values[x + z * SizeX] = biome; + } // for x + } // for z + } + + +protected: + Underlying m_Underlying; + + + bool isMesaCompatible(int a_Biome) + { + switch (a_Biome) + { + case biDesert: + case biMesa: + case biMesaBryce: + case biMesaPlateau: + case biMesaPlateauF: + case biMesaPlateauFM: + case biMesaPlateauM: + case biOcean: + case biDeepOcean: + { + return true; + } + default: + { + return false; + } + } + } + + + bool isJungleCompatible(int a_Biome) + { + switch (a_Biome) + { + case biJungle: + case biJungleM: + case biJungleEdge: + case biJungleEdgeM: + case biJungleHills: + { + return true; + } + default: + { + return false; + } + } + } +}; + + + + + +/** Changes biomes in the parent data into their alternate versions ("M" variants), in such places that +have their alterations set. */ +template <int SizeX, int SizeZ = SizeX> +class cIntGenMBiomes: + public cIntGenWithNoise<SizeX, SizeZ> +{ + typedef cIntGenWithNoise<SizeX, SizeZ> super; + +public: + typedef std::shared_ptr<cIntGen<SizeX, SizeZ>> Underlying; + + + cIntGenMBiomes(int a_Seed, Underlying a_Alteration, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying), + m_Alteration(a_Alteration) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, typename super::Values & a_Values) override + { + // Generate the underlying biomes and the alterations: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + typename super::Values alterations; + m_Alteration->GetInts(a_MinX, a_MinZ, alterations); + + // Wherever alterations are nonzero, change into alternate biome, if available: + for (int idx = 0; idx < SizeX * SizeZ; ++idx) + { + if (alterations[idx] == 0) + { + continue; + } + + // Ice spikes biome was removed from here, because it was generated way too often + switch (a_Values[idx]) + { + case biPlains: a_Values[idx] = biSunflowerPlains; break; + case biDesert: a_Values[idx] = biDesertM; break; + case biExtremeHills: a_Values[idx] = biExtremeHillsM; break; + case biForest: a_Values[idx] = biFlowerForest; break; + case biTaiga: a_Values[idx] = biTaigaM; break; + case biSwampland: a_Values[idx] = biSwamplandM; break; + case biJungle: a_Values[idx] = biJungleM; break; + case biJungleEdge: a_Values[idx] = biJungleEdgeM; break; + case biBirchForest: a_Values[idx] = biBirchForestM; break; + case biBirchForestHills: a_Values[idx] = biBirchForestHillsM; break; + case biRoofedForest: a_Values[idx] = biRoofedForestM; break; + case biColdTaiga: a_Values[idx] = biColdTaigaM; break; + case biMegaSpruceTaiga: a_Values[idx] = biMegaSpruceTaiga; break; + case biMegaSpruceTaigaHills: a_Values[idx] = biMegaSpruceTaigaHills; break; + case biExtremeHillsPlus: a_Values[idx] = biExtremeHillsPlusM; break; + case biSavanna: a_Values[idx] = biSavannaM; break; + case biSavannaPlateau: a_Values[idx] = biSavannaPlateauM; break; + case biMesa: a_Values[idx] = biMesaBryce; break; + case biMesaPlateauF: a_Values[idx] = biMesaPlateauFM; break; + case biMesaPlateau: a_Values[idx] = biMesaBryce; break; + } + } // for idx - a_Values[] / alterations[] + } + +protected: + Underlying m_Underlying; + Underlying m_Alteration; +}; + + + + diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index 5a4cb44cf..91bdce458 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -61,6 +61,35 @@ public: +/** Linearly interpolates between two values. +Assumes that a_Ratio is in range [0, 1]. */ +inline static NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio) +{ + return a_Val1 + (a_Val2 - a_Val1) * a_Ratio; +} + + + + + +/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */ +inline static NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio) +{ + if (a_Ratio < 0) + { + return a_Val1; + } + if (a_Ratio > 1) + { + return a_Val2; + } + return Lerp(a_Val1, a_Val2, a_Ratio); +} + + + + + //////////////////////////////////////////////////////////////////////////////// // cNoise3DGenerator: @@ -346,9 +375,10 @@ void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) // cNoise3DComposable: cNoise3DComposable::cNoise3DComposable(int a_Seed) : - m_Noise1(a_Seed + 1000), - m_Noise2(a_Seed + 2000), - m_Noise3(a_Seed + 3000) + m_ChoiceNoise(a_Seed), + m_DensityNoiseA(a_Seed + 1), + m_DensityNoiseB(a_Seed + 2), + m_BaseNoise(a_Seed + 3) { } @@ -359,13 +389,51 @@ cNoise3DComposable::cNoise3DComposable(int a_Seed) : void cNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: + // The defaults generate extreme hills terrain m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); - m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); + m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045); m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); - m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10); - m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); - m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); - m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 40); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 40); + m_BaseFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyX", 40); + m_BaseFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyZ", 40); + m_ChoiceFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyX", 40); + m_ChoiceFrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyY", 80); + m_ChoiceFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyZ", 40); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0); + int NumChoiceOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumChoiceOctaves", 4); + int NumDensityOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumDensityOctaves", 6); + int NumBaseOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumBaseOctaves", 6); + NOISE_DATATYPE BaseNoiseAmplitude = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseAmplitude", 1); + + // Add octaves for the choice noise: + NOISE_DATATYPE wavlen = 1, ampl = 0.5; + for (int i = 0; i < NumChoiceOctaves; i++) + { + m_ChoiceNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } + + // Add octaves for the density noises: + wavlen = 1, ampl = 1; + for (int i = 0; i < NumDensityOctaves; i++) + { + m_DensityNoiseA.AddOctave(wavlen, ampl); + m_DensityNoiseB.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } + + // Add octaves for the base noise: + wavlen = 1, ampl = BaseNoiseAmplitude; + for (int i = 0; i < NumBaseOctaves; i++) + { + m_BaseNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } } @@ -376,126 +444,347 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) { if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) { - // The noise for this chunk is already generated in m_Noise + // The noise for this chunk is already generated in m_NoiseArray return; } m_LastChunkX = a_ChunkX; m_LastChunkZ = a_ChunkZ; - // Upscaling parameters: - const int UPSCALE_X = 8; - const int UPSCALE_Y = 4; - const int UPSCALE_Z = 8; - - // Precalculate a "height" array: - NOISE_DATATYPE Height[17 * 17]; // x + 17 * z - for (int z = 0; z < 17; z += UPSCALE_Z) + // Generate all the noises: + NOISE_DATATYPE ChoiceNoise[5 * 5 * 33]; + NOISE_DATATYPE Workspace[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseA[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseB[5 * 5 * 33]; + NOISE_DATATYPE BaseNoise[5 * 5]; + NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width); + NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width); + // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z": + m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace); + m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); + + // Calculate the final noise based on the partial noises: + for (int y = 0; y < 33; y++) { - NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; - for (int x = 0; x < 17; x += UPSCALE_X) + NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification; + + // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope: + if (AddHeight < 0) { - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - NOISE_DATATYPE val = std::abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; - Height[x + 17 * z] = val * val * val; + AddHeight *= 4; } - } - for (int y = 0; y < 257; y += UPSCALE_Y) - { - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; - NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; - AddHeight *= AddHeight * AddHeight; - NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); - for (int z = 0; z < 17; z += UPSCALE_Z) + for (int z = 0; z < 5; z++) { - NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; - for (int x = 0; x < 17; x += UPSCALE_X) + for (int x = 0; x < 5; x++) { - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - CurFloor[x + 17 * z] = ( - m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 + - m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) + - m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 + - AddHeight / Height[x + 17 * z] - ); + int idx = x + 5 * z + 5 * 5 * y; + Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z]; } } - // Linear-interpolate this XZ floor: - LinearUpscale2DArrayInPlace<17, 17, UPSCALE_X, UPSCALE_Z>(CurFloor); } + LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8); +} + + - // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis - for (int y = 1; y < cChunkDef::Height; y++) + + +void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +{ + GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); + + for (int z = 0; z < cChunkDef::Width; z++) { - if ((y % UPSCALE_Y) == 0) + for (int x = 0; x < cChunkDef::Width; x++) { - // This is the interpolation source floor, already calculated - continue; - } - int LoFloorY = (y / UPSCALE_Y) * UPSCALE_Y; - int HiFloorY = LoFloorY + UPSCALE_Y; - NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]); - NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]); - NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); - NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % UPSCALE_Y)) / UPSCALE_Y; - int idx = 0; - for (int z = 0; z < cChunkDef::Width; z++) + cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); + for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) + { + if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) + { + cChunkDef::SetHeight(a_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + + // Make basic terrain composition: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) { - for (int x = 0; x < cChunkDef::Width; x++) + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir; y < m_SeaLevel; y++) { - CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio; - idx += 1; + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); } - idx += 1; // Skipping one X column + for (int y = LastAir - 1; y > 0; y--) + { + if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold) + { + // "air" part + LastAir = y; + if (y < m_SeaLevel) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + HasHadWater = true; + } + continue; + } + // "ground" part: + if (LastAir - y > 4) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); + continue; + } + if (HasHadWater) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + } + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cBiomalNoise3DComposable: + +cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen) : + m_ChoiceNoise(a_Seed), + m_DensityNoiseA(a_Seed + 1), + m_DensityNoiseB(a_Seed + 2), + m_BaseNoise(a_Seed + 3), + m_BiomeGen(a_BiomeGen) +{ + // Generate the weight distribution for summing up neighboring biomes: + m_WeightSum = 0; + for (int z = 0; z <= AVERAGING_SIZE * 2; z++) + { + for (int x = 0; x <= AVERAGING_SIZE * 2; x++) + { + m_Weight[z][x] = static_cast<NOISE_DATATYPE>((5 - std::abs(5 - x)) + (5 - std::abs(5 - z))); + m_WeightSum += m_Weight[z][x]; } } +} + + + + + +void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile) +{ + // Params: + // The defaults generate extreme hills terrain + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40); + m_BaseFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyX", 40); + m_BaseFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyZ", 40); + m_ChoiceFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyX", 40); + m_ChoiceFrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyY", 80); + m_ChoiceFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyZ", 40); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DAirThreshold", 0); + int NumChoiceOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumChoiceOctaves", 4); + int NumDensityOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumDensityOctaves", 6); + int NumBaseOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumBaseOctaves", 6); + NOISE_DATATYPE BaseNoiseAmplitude = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseAmplitude", 1); + + // Add octaves for the choice noise: + NOISE_DATATYPE wavlen = 1, ampl = 0.5; + for (int i = 0; i < NumChoiceOctaves; i++) + { + m_ChoiceNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } - // The noise array is now fully interpolated - /* - // DEBUG: Output two images of the array, sliced by XY and XZ: - cFile f1; - if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + // Add octaves for the density noises: + wavlen = 1, ampl = 1; + for (int i = 0; i < NumDensityOctaves; i++) { - for (int z = 0; z < cChunkDef::Width; z++) + m_DensityNoiseA.AddOctave(wavlen, ampl); + m_DensityNoiseB.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } + + // Add octaves for the base noise: + wavlen = 1, ampl = BaseNoiseAmplitude; + for (int i = 0; i < NumBaseOctaves; i++) + { + m_BaseNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } +} + + + + + +void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) +{ + if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) + { + // The noise for this chunk is already generated in m_NoiseArray + return; + } + m_LastChunkX = a_ChunkX; + m_LastChunkZ = a_ChunkZ; + + // Calculate the parameters for the biomes: + ChunkParam MidPoint; + ChunkParam HeightAmp; + CalcBiomeParamArrays(a_ChunkX, a_ChunkZ, HeightAmp, MidPoint); + + // Generate all the noises: + NOISE_DATATYPE ChoiceNoise[5 * 5 * 33]; + NOISE_DATATYPE Workspace[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseA[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseB[5 * 5 * 33]; + NOISE_DATATYPE BaseNoise[5 * 5]; + NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width); + NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width); + // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z": + m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace); + m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); + + // Calculate the final noise based on the partial noises: + for (int y = 0; y < 33; y++) + { + NOISE_DATATYPE BlockHeight = static_cast<NOISE_DATATYPE>(y * 8); + for (int z = 0; z < 5; z++) { - for (int y = 0; y < cChunkDef::Height; y++) + for (int x = 0; x < 5; x++) { - int idx = y * 17 * 17 + z * 17; - unsigned char buf[16]; - for (int x = 0; x < cChunkDef::Width; x++) + NOISE_DATATYPE AddHeight = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z]; + + // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope: + if (AddHeight < 0) { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); + AddHeight *= 4; } - f1.Write(buf, 16); - } // for y - } // for z - } // if (XY file open) - cFile f2; - if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + int idx = x + 5 * z + 5 * 5 * y; + Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z]; + } + } + } + LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8); +} + + + + + +void cBiomalNoise3DComposable::CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint) +{ + // Generate the 3*3 chunks of biomes around this chunk: + cChunkDef::BiomeMap neighborBiomes[3 * 3]; + for (int z = 0; z < 3; z++) { - for (int y = 0; y < cChunkDef::Height; y++) + for (int x = 0; x < 3; x++) { - for (int z = 0; z < cChunkDef::Width; z++) + m_BiomeGen->GenBiomes(a_ChunkX + x - 1, a_ChunkZ + z - 1, neighborBiomes[x + 3 * z]); + } + } + + // Sum up the biome values: + for (int z = 0; z < 5; z++) + { + for (int x = 0; x < 5; x++) + { + NOISE_DATATYPE totalHeightAmp = 0; + NOISE_DATATYPE totalMidPoint = 0; + // Add up the biomes around this point: + for (int relz = 0; relz <= AVERAGING_SIZE * 2; ++relz) { - int idx = y * 17 * 17 + z * 17; - unsigned char buf[16]; - for (int x = 0; x < cChunkDef::Width; x++) + int colz = 16 + z * 4 + relz - AVERAGING_SIZE; // Biome Z coord relative to the neighborBiomes start + int neicellz = colz / 16; // Chunk Z coord relative to the neighborBiomes start + int neirelz = colz % 16; // Biome Z coord relative to cz in neighborBiomes + for (int relx = 0; relx <= AVERAGING_SIZE * 2; ++relx) { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); - } - f2.Write(buf, 16); - } // for z - } // for y - } // if (XZ file open) - */ + int colx = 16 + x * 4 + relx - AVERAGING_SIZE; // Biome X coord relative to the neighborBiomes start + int neicellx = colx / 16; // Chunk X coord relative to the neighborBiomes start + int neirelx = colx % 16; // Biome X coord relative to cz in neighborBiomes + EMCSBiome biome = cChunkDef::GetBiome(neighborBiomes[neicellx + neicellz * 3], neirelx, neirelz); + NOISE_DATATYPE heightAmp, midPoint; + GetBiomeParams(biome, heightAmp, midPoint); + totalHeightAmp += heightAmp * m_Weight[relz][relx]; + totalMidPoint += midPoint * m_Weight[relz][relx]; + } // for relx + } // for relz + a_HeightAmp[x + 5 * z] = totalHeightAmp / m_WeightSum; + a_MidPoint[x + 5 * z] = totalMidPoint / m_WeightSum; + } // for x + } // for z } -void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint) +{ + switch (a_Biome) + { + case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break; + case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break; // Needs verification + case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break; + case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break; + case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break; + case biFrozenOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break; + case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break; + case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break; + case biOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break; + case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; // Needs verification + case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break; + case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break; + case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break; + + default: + { + // Make a crazy terrain so that it stands out + a_HeightAmp = 0.001f; + a_MidPoint = 90; + break; + } + } +} + + + + + +void cBiomalNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); @@ -520,7 +809,7 @@ void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::Hei -void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) { GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h index 42f61a854..ba541fbcc 100644 --- a/src/Generating/Noise3DGenerator.h +++ b/src/Generating/Noise3DGenerator.h @@ -1,7 +1,11 @@ // Noise3DGenerator.h -// Generates terrain using 3D noise, rather than composing. Is a test. +// Declares cNoise3DGenerator and cNoise3DComposable classes, representing 3D-noise-based generators. +// They generate terrain shape by combining a lerp of two 3D noises with a vertical linear gradient +// cNoise3DGenerator is obsolete and unmaintained. +// cNoise3DComposable is used to test parameter combinations for single-biome worlds. + @@ -74,31 +78,147 @@ public: void Initialize(cIniFile & a_IniFile); protected: - cNoise m_Noise1; - cNoise m_Noise2; - cNoise m_Noise3; + /** The noise that is used to choose between density noise A and B. */ + cPerlinNoise m_ChoiceNoise; + + /** Density 3D noise, variant A. */ + cPerlinNoise m_DensityNoiseA; + + /** Density 3D noise, variant B. */ + cPerlinNoise m_DensityNoiseB; + + /** Heightmap-like noise used to provide variance for low-amplitude biomes. */ + cPerlinNoise m_BaseNoise; - int m_SeaLevel; + /** Block height of the sealevel, used for composing the terrain. */ + int m_SeaLevel; + + /** The main parameter of the generator, specifies the slope of the vertical linear gradient. + A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */ NOISE_DATATYPE m_HeightAmplification; - NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be + + /** Where the vertical "center" of the noise should be, as block height. */ + NOISE_DATATYPE m_MidPoint; + + // Frequency of the 3D noise's first octave: NOISE_DATATYPE m_FrequencyX; NOISE_DATATYPE m_FrequencyY; NOISE_DATATYPE m_FrequencyZ; + + // Frequency of the base terrain noise: + NOISE_DATATYPE m_BaseFrequencyX; + NOISE_DATATYPE m_BaseFrequencyZ; + + // Frequency of the choice noise: + NOISE_DATATYPE m_ChoiceFrequencyX; + NOISE_DATATYPE m_ChoiceFrequencyY; + NOISE_DATATYPE m_ChoiceFrequencyZ; + + // Threshold for when the values are considered air: NOISE_DATATYPE m_AirThreshold; + // Cache for the last calculated chunk (reused between heightmap and composition queries): int m_LastChunkX; int m_LastChunkZ; NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y - /// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given + /** Generates the 3D noise array used for terrain generation (m_NoiseArray), unless the LastChunk coords are equal to coords given */ void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ); // cTerrainHeightGen overrides: virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + virtual void InitializeHeightGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } + + // cTerrainCompositionGen overrides: + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void InitializeCompoGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } +} ; + + + + + +class cBiomalNoise3DComposable : + public cTerrainHeightGen, + public cTerrainCompositionGen +{ +public: + cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen); + + void Initialize(cIniFile & a_IniFile); + +protected: + /** Number of columns around the pixel to query for biomes for averaging. */ + static const int AVERAGING_SIZE = 5; + + /** Type used for a single parameter across the entire (downscaled) chunk. */ + typedef NOISE_DATATYPE ChunkParam[5 * 5]; + + + /** The noise that is used to choose between density noise A and B. */ + cPerlinNoise m_ChoiceNoise; + + /** Density 3D noise, variant A. */ + cPerlinNoise m_DensityNoiseA; + + /** Density 3D noise, variant B. */ + cPerlinNoise m_DensityNoiseB; + + /** Heightmap-like noise used to provide variance for low-amplitude biomes. */ + cPerlinNoise m_BaseNoise; + + /** The underlying biome generator. */ + cBiomeGenPtr m_BiomeGen; + + /** Block height of the sealevel, used for composing the terrain. */ + int m_SeaLevel; + + // Frequency of the 3D noise's first octave: + NOISE_DATATYPE m_FrequencyX; + NOISE_DATATYPE m_FrequencyY; + NOISE_DATATYPE m_FrequencyZ; + + // Frequency of the base terrain noise: + NOISE_DATATYPE m_BaseFrequencyX; + NOISE_DATATYPE m_BaseFrequencyZ; + + // Frequency of the choice noise: + NOISE_DATATYPE m_ChoiceFrequencyX; + NOISE_DATATYPE m_ChoiceFrequencyY; + NOISE_DATATYPE m_ChoiceFrequencyZ; + + // Threshold for when the values are considered air: + NOISE_DATATYPE m_AirThreshold; + + // Cache for the last calculated chunk (reused between heightmap and composition queries): + int m_LastChunkX; + int m_LastChunkZ; + NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y + + /** Weights for summing up neighboring biomes. */ + NOISE_DATATYPE m_Weight[AVERAGING_SIZE * 2 + 1][AVERAGING_SIZE * 2 + 1]; + + /** The sum of m_Weight[]. */ + NOISE_DATATYPE m_WeightSum; + + + /** Generates the 3D noise array used for terrain generation (m_NoiseArray), unless the LastChunk coords are equal to coords given */ + void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ); + + /** Calculates the biome-related parameters for the chunk. */ + void CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint); + + /** Returns the parameters for the specified biome. */ + void GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint); + + // cTerrainHeightGen overrides: + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + virtual void InitializeHeightGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } // cTerrainCompositionGen overrides: virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void InitializeCompoGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } } ; diff --git a/src/Generating/ProtIntGen.h b/src/Generating/ProtIntGen.h new file mode 100644 index 000000000..73ed27096 --- /dev/null +++ b/src/Generating/ProtIntGen.h @@ -0,0 +1,1351 @@ + +// ProtIntGen.h + +// Declares the prototyping integer generators - cProtIntGen class and its descendants + +/* +These classes generate 2D arrays of integers that have various interpretations. The main purpose of these +classes is to provide fast prototyping for cIntGen classes - unlike cIntGen classes, these are not +template-based and so they take care of the underlying sizes automatically. This makes them easier to chain +and re-chain, since the size parameters don't need to be adjusted after each such case. Their performance is, +however, slightly worse, which is why we use cIntGen classes in the final generator. + +Because there is no SizeX / SizeZ template param, the generators would have to either alloc memory for each +underlying generator's values, or use a maximum-size buffer. We chose the latter, to avoid memory allocation +overhead; this however means that there's (an arbitrary) limit to the size of the generated data. +*/ + + + + + +#pragma once + +// We need the biome group constants defined there: +#include "IntGen.h" + + + + + +/** Interface that all the generator classes provide. */ +class cProtIntGen +{ +protected: + /** Maximum size of the generated area. + Adjust the constant if you need larger areas, these are just so that we can use fixed-size buffers. */ + static const int m_BufferSize = 900; + +public: + + /** Type of the generic interface used for storing links to the underlying generators. */ + typedef std::shared_ptr<cProtIntGen> Underlying; + + + /** Force a virtual destructor in all descendants. + Descendants contain virtual functions and are referred to via pointer-to-base, so they need a virtual destructor. */ + virtual ~cProtIntGen() {} + + /** Generates the array of specified size into a_Values, based on given min coords. */ + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) = 0; +}; + + + + + +/** Provides additional cNoise member and its helper functions. */ +class cProtIntGenWithNoise : + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenWithNoise(int a_Seed) : + m_Noise(a_Seed) + { + } + +protected: + cNoise m_Noise; + + /** Chooses one of a_Val1 or a_Val2, based on m_Noise and the coordinates for querying the noise. */ + int chooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + return ((rnd & 1) == 0) ? a_Val1 : a_Val2; + } + + /** Chooses one of a_ValN, based on m_Noise and the coordinates for querying the noise. */ + int chooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2, int a_Val3, int a_Val4) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + switch (rnd % 4) + { + case 0: return a_Val1; + case 1: return a_Val2; + case 2: return a_Val3; + default: return a_Val4; + } + } +}; + + + + + + +/** Generates a 2D array of random integers in the specified range [0 .. Range). */ +class cProtIntGenChoice : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenChoice(int a_Seed, int a_Range) : + super(a_Seed), + m_Range(a_Range) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + for (int z = 0; z < a_SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < a_SizeX; x++) + { + a_Values[x + a_SizeX * z] = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7) % m_Range; + } + } // for z + } + +protected: + int m_Range; +}; + + + + + + +/** Decides between the ocean and landmass biomes. +Has a threshold (in percent) of how much land, the larger the threshold, the more land. +Generates 0 for ocean, biome group ID for landmass. */ +class cProtIntGenLandOcean : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenLandOcean(int a_Seed, int a_Threshold) : + super(a_Seed), + m_Threshold(a_Threshold) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + for (int z = 0; z < a_SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < a_SizeX; x++) + { + int rnd = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7); + a_Values[x + a_SizeX * z] = ((rnd % 100) < m_Threshold) ? ((rnd / 101) % bgLandOceanMax + 1) : 0; + } + } + + // If the centerpoint of the world is within the area, set it to bgTemperate, always: + if ((a_MinX <= 0) && (a_MinZ <= 0) && (a_MinX + a_SizeX > 0) && (a_MinZ + a_SizeZ > 0)) + { + a_Values[-a_MinX - a_MinZ * a_SizeX] = bgTemperate; + } + } + +protected: + int m_Threshold; +}; + + + + + +/** Zooms the underlying value array to twice the size. Uses random-neighbor for the pixels in-between. +This means that the zoome out image is randomly distorted. Applying zoom several times provides all +the distortion that the generators need. */ +class cProtIntGenZoom : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenZoom(int a_Seed, Underlying a_UnderlyingGen) : + super(a_Seed), + m_UnderlyingGen(a_UnderlyingGen) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Get the coords for the lower generator: + int lowerMinX = a_MinX >> 1; + int lowerMinZ = a_MinZ >> 1; + int lowerSizeX = a_SizeX / 2 + 2; + int lowerSizeZ = a_SizeZ / 2 + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + ASSERT(lowerSizeX > 0); + ASSERT(lowerSizeZ > 0); + + // Generate the underlying data with half the resolution: + int lowerData[m_BufferSize]; + m_UnderlyingGen->GetInts(lowerMinX, lowerMinZ, lowerSizeX, lowerSizeZ, lowerData); + const int lowStepX = (lowerSizeX - 1) * 2; + int cache[m_BufferSize]; + + // Discreet-interpolate the values into twice the size: + for (int z = 0; z < lowerSizeZ - 1; ++z) + { + int idx = (z * 2) * lowStepX; + int PrevZ0 = lowerData[z * lowerSizeX]; + int PrevZ1 = lowerData[(z + 1) * lowerSizeX]; + + for (int x = 0; x < lowerSizeX - 1; ++x) + { + int ValX1Z0 = lowerData[x + 1 + z * lowerSizeX]; + int ValX1Z1 = lowerData[x + 1 + (z + 1) * lowerSizeX]; + int RndX = (x + lowerMinX) * 2; + int RndZ = (z + lowerMinZ) * 2; + cache[idx] = PrevZ0; + cache[idx + lowStepX] = super::chooseRandomOne(RndX, RndZ + 1, PrevZ0, PrevZ1); + cache[idx + 1] = super::chooseRandomOne(RndX, RndZ - 1, PrevZ0, ValX1Z0); + cache[idx + 1 + lowStepX] = super::chooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0, PrevZ1, ValX1Z1); + idx += 2; + PrevZ0 = ValX1Z0; + PrevZ1 = ValX1Z1; + } + } + + // Copy from Cache into a_Values; take into account the even/odd offsets in a_Min: + for (int z = 0; z < a_SizeZ; ++z) + { + memcpy(a_Values + z * a_SizeX, cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), a_SizeX * sizeof(int)); + } + } + +protected: + Underlying m_UnderlyingGen; +}; + + + + + +/** Smoothes out some artifacts generated by the zooming - mostly single-pixel values. +Compares each pixel to its neighbors and if the neighbors are equal, changes the pixel to their value. */ +class cProtIntGenSmooth : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenSmooth(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying values: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerData[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerData); + + // Smooth - for each square check if the surroundings are the same, if so, expand them diagonally. + // Also get rid of single-pixel irregularities (A-B-A): + for (int z = 0; z < a_SizeZ; z++) + { + int NoiseZ = a_MinZ + z; + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerData[x + 1 + (z + 1) * lowerSizeX]; + int above = lowerData[x + 1 + z * lowerSizeX]; + int below = lowerData[x + 1 + (z + 2) * lowerSizeX]; + int left = lowerData[x + (z + 1) * lowerSizeX]; + int right = lowerData[x + 2 + (z + 1) * lowerSizeX]; + + if ((left == right) && (above == below)) + { + if (((super::m_Noise.IntNoise2DInt(a_MinX + x, NoiseZ) / 7) % 2) == 0) + { + val = left; + } + else + { + val = above; + } + } + else + { + if (left == right) + { + val = left; + } + + if (above == below) + { + val = above; + } + } + + a_Values[x + z * a_SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Converts land biomes at the edge of an ocean into the respective beach biome. */ +class cProtIntGenBeaches : + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenBeaches(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Map for biome -> its beach: + static const int ToBeach[] = + { + /* biOcean */ biOcean, + /* biPlains */ biBeach, + /* biDesert */ biBeach, + /* biExtremeHills */ biStoneBeach, + /* biForest */ biBeach, + /* biTaiga */ biColdBeach, + /* biSwampland */ biSwampland, + /* biRiver */ biRiver, + /* biNether */ biNether, + /* biEnd */ biEnd, + /* biFrozenOcean */ biColdBeach, + /* biFrozenRiver */ biColdBeach, + /* biIcePlains */ biColdBeach, + /* biIceMountains */ biColdBeach, + /* biMushroomIsland */ biMushroomShore, + /* biMushroomShore */ biMushroomShore, + /* biBeach */ biBeach, + /* biDesertHills */ biBeach, + /* biForestHills */ biBeach, + /* biTaigaHills */ biColdBeach, + /* biExtremeHillsEdge */ biStoneBeach, + /* biJungle */ biBeach, + /* biJungleHills */ biBeach, + /* biJungleEdge */ biBeach, + /* biDeepOcean */ biOcean, + /* biStoneBeach */ biStoneBeach, + /* biColdBeach */ biColdBeach, + /* biBirchForest */ biBeach, + /* biBirchForestHills */ biBeach, + /* biRoofedForest */ biBeach, + /* biColdTaiga */ biColdBeach, + /* biColdTaigaHills */ biColdBeach, + /* biMegaTaiga */ biStoneBeach, + /* biMegaTaigaHills */ biStoneBeach, + /* biExtremeHillsPlus */ biStoneBeach, + /* biSavanna */ biBeach, + /* biSavannaPlateau */ biBeach, + /* biMesa */ biMesa, + /* biMesaPlateauF */ biMesa, + /* biMesaPlateau */ biMesa, + }; + + // Generate the underlying values: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Add beaches between ocean and biomes: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + int above = lowerValues[x + 1 + z * lowerSizeX]; + int below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int left = lowerValues[x + (z + 1) * lowerSizeX]; + int right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + if (!IsBiomeOcean(val)) + { + if (IsBiomeOcean(above) || IsBiomeOcean(below) || IsBiomeOcean(left) || IsBiomeOcean(right)) + { + // First convert the value to a regular biome (drop the M flag), then modulo by our biome count: + val = ToBeach[(val % 128) % ARRAYCOUNT(ToBeach)]; + } + } + a_Values[x + z * a_SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Generates the underlying numbers and then randomly changes some ocean group pixels into random land +biome group pixels, based on the predefined chance. */ +class cProtIntGenAddIslands : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + typedef std::shared_ptr<cProtIntGen> Underlying; + + + cProtIntGenAddIslands(int a_Seed, int a_Chance, Underlying a_Underlying) : + super(a_Seed), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + if (a_Values[x + z * a_SizeX] == bgOcean) + { + int rnd = super::m_Noise.IntNoise2DInt(a_MinX + x, a_MinZ + z) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[x + z * a_SizeX] = (rnd / 1003) % bgLandOceanMax; + } + } + } + } + } + +protected: + /** Chance of each ocean pixel being converted, in permille. */ + int m_Chance; + + Underlying m_Underlying; +}; + + + + + +/** A filter that adds an edge biome group between two biome groups that need an edge between them. */ +class cProtIntGenBiomeGroupEdges : + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenBiomeGroupEdges(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) + { + // Generate the underlying biome groups: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX, a_MinZ, lowerSizeX, lowerSizeZ, lowerValues); + + // Change the biomes on incompatible edges into an edge biome: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + int Above = lowerValues[x + 1 + z * lowerSizeX]; + int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int Left = lowerValues[x + (z + 1) * lowerSizeX]; + int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + switch (val) + { + // Desert should neighbor only oceans, desert and temperates; change to temperate when another: + case bgDesert: + { + if ( + !isDesertCompatible(Above) || + !isDesertCompatible(Below) || + !isDesertCompatible(Left) || + !isDesertCompatible(Right) + ) + { + val = bgTemperate; + } + break; + } // case bgDesert + + // Ice should not neighbor deserts; change to temperate: + case bgIce: + { + if ( + (Above == bgDesert) || + (Below == bgDesert) || + (Left == bgDesert) || + (Right == bgDesert) + ) + { + val = bgTemperate; + } + break; + } // case bgIce + } + a_Values[x + z * a_SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; + + + inline bool isDesertCompatible(int a_BiomeGroup) + { + switch (a_BiomeGroup) + { + case bgOcean: + case bgDesert: + case bgTemperate: + { + return true; + } + default: + { + return false; + } + } + } +}; + + + + + +/** Turns biome group indices into real biomes. +For each pixel, takes its biome group and chooses a random biome from that group; replaces the value with +that biome. */ +class cProtIntGenBiomes : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenBiomes(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Define the per-biome-group biomes: + static const int oceanBiomes[] = + { + biOcean, // biDeepOcean, + }; + + // Same as oceanBiomes, there are no rare oceanic biomes (mushroom islands are handled separately) + static const int rareOceanBiomes[] = + { + biOcean, + }; + + static const int desertBiomes[] = + { + biDesert, biDesert, biDesert, biDesert, biDesert, biDesert, biSavanna, biSavanna, biPlains, + }; + + static const int rareDesertBiomes[] = + { + biMesaPlateau, biMesaPlateauF, + }; + + static const int temperateBiomes[] = + { + biForest, biForest, biRoofedForest, biExtremeHills, biPlains, biBirchForest, biSwampland, + }; + + static const int rareTemperateBiomes[] = + { + biJungle, // Jungle is not strictly temperate, but let's piggyback it here + }; + + static const int mountainBiomes[] = + { + biExtremeHills, biForest, biTaiga, biPlains, + }; + + static const int rareMountainBiomes[] = + { + biMegaTaiga, + }; + + static const int iceBiomes[] = + { + biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga, + }; + + // Same as iceBiomes, there's no rare ice biome + static const int rareIceBiomes[] = + { + biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga, + }; + + static const cBiomesInGroups biomesInGroups[] = + { + /* bgOcean */ { static_cast<int>(ARRAYCOUNT(oceanBiomes)), oceanBiomes}, + /* bgDesert */ { static_cast<int>(ARRAYCOUNT(desertBiomes)), desertBiomes}, + /* bgTemperate */ { static_cast<int>(ARRAYCOUNT(temperateBiomes)), temperateBiomes}, + /* bgMountains */ { static_cast<int>(ARRAYCOUNT(mountainBiomes)), mountainBiomes}, + /* bgIce */ { static_cast<int>(ARRAYCOUNT(iceBiomes)), iceBiomes}, + }; + + static const cBiomesInGroups rareBiomesInGroups[] = + { + /* bgOcean */ { static_cast<int>(ARRAYCOUNT(rareOceanBiomes)), rareOceanBiomes}, + /* bgDesert */ { static_cast<int>(ARRAYCOUNT(rareDesertBiomes)), rareDesertBiomes}, + /* bgTemperate */ { static_cast<int>(ARRAYCOUNT(rareTemperateBiomes)), rareTemperateBiomes}, + /* bgMountains */ { static_cast<int>(ARRAYCOUNT(rareMountainBiomes)), rareMountainBiomes}, + /* bgIce */ { static_cast<int>(ARRAYCOUNT(rareIceBiomes)), rareIceBiomes}, + }; + + // Generate the underlying values, representing biome groups: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Overwrite each biome group with a random biome from that group: + // Take care of the bgfRare flag + for (int z = 0; z < a_SizeZ; z++) + { + int IdxZ = z * a_SizeX; + for (int x = 0; x < a_SizeX; x++) + { + int val = a_Values[x + IdxZ]; + const cBiomesInGroups & Biomes = (val > bgfRare) ? + rareBiomesInGroups[(val & (bgfRare - 1)) % ARRAYCOUNT(rareBiomesInGroups)] : + biomesInGroups[val % ARRAYCOUNT(biomesInGroups)]; + int rnd = (super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7); + a_Values[x + IdxZ] = Biomes.Biomes[rnd % Biomes.Count]; + } + } + } + +protected: + + struct cBiomesInGroups + { + const int Count; + const int * Biomes; + }; + + + /** The underlying int generator */ + Underlying m_Underlying; +}; + + + + + +/** Randomly replaces pixels of one value to another value, using the given chance. */ +class cProtIntGenReplaceRandomly : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + typedef std::shared_ptr<cProtIntGen> Underlying; + + + cProtIntGenReplaceRandomly(int a_Seed, int a_From, int a_To, int a_Chance, Underlying a_Underlying) : + super(a_Seed), + m_From(a_From), + m_To(a_To), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying values: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Replace some of the values: + for (int z = 0; z < a_SizeZ; z++) + { + int idxZ = z * a_SizeX; + for (int x = 0; x < a_SizeX; x++) + { + int idx = x + idxZ; + if (a_Values[idx] == m_From) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[idx] = m_To; + } + } + } + } // for z + } + + +protected: + /** The original value to be replaced. */ + int m_From; + + /** The destination value to which to replace. */ + int m_To; + + /** Chance, in permille, of replacing the value. */ + int m_Chance; + + Underlying m_Underlying; +}; + + + + + +/** Mixer that joins together finalized biomes and rivers. +It first checks for oceans, if there is an ocean in the Biomes, it keeps the ocean. +If there's no ocean, it checks Rivers for a river, if there is a river, it uses the Biomes to select either +regular river or frozen river, based on the biome. */ +class cProtIntGenMixRivers: + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenMixRivers(Underlying a_Biomes, Underlying a_Rivers): + m_Biomes(a_Biomes), + m_Rivers(a_Rivers) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + ASSERT(a_SizeX * a_SizeZ <= m_BufferSize); + m_Biomes->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + int riverData[m_BufferSize]; + m_Rivers->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, riverData); + + // Mix the values: + for (int z = 0; z < a_SizeZ; z++) + { + int idxZ = z * a_SizeX; + for (int x = 0; x < a_SizeX; x++) + { + int idx = x + idxZ; + if (IsBiomeOcean(a_Values[idx])) + { + // Oceans are kept without any changes + continue; + } + if (riverData[idx] != biRiver) + { + // There's no river, keep the current value + continue; + } + + // There's a river, change the output to a river or a frozen river, based on the original biome: + if (IsBiomeVeryCold((EMCSBiome)a_Values[idx])) + { + a_Values[idx] = biFrozenRiver; + } + else + { + a_Values[idx] = biRiver; + } + } // for x + } // for z + } + +protected: + Underlying m_Biomes; + Underlying m_Rivers; +}; + + + + + +/** Generates a river based on the underlying data. +This is basically an edge detector over the underlying data. The rivers are the edges where the underlying +data changes from one pixel to its neighbor. */ +class cProtIntGenRiver: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenRiver(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Detect the edges: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int Above = lowerValues[x + 1 + z * lowerSizeX]; + int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int Left = lowerValues[x + (z + 1) * lowerSizeX]; + int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + + if ((val == Above) && (val == Below) && (val == Left) && (val == Right)) + { + val = 0; + } + else + { + val = biRiver; + } + a_Values[x + z * a_SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Turns some of the oceans into the specified biome. Used for mushroom and deep ocean. +The biome is only placed if at least 3 of its neighbors are ocean and only with the specified chance. */ +class cProtIntGenAddToOcean: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenAddToOcean(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Add the mushroom islands: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + if (!IsBiomeOcean(val)) + { + a_Values[x + z * a_SizeX] = val; + continue; + } + + // Count the ocean neighbors: + int Above = lowerValues[x + 1 + z * lowerSizeX]; + int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int Left = lowerValues[x + (z + 1) * lowerSizeX]; + int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + int NumOceanNeighbors = 0; + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Below)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Left)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Right)) + { + NumOceanNeighbors += 1; + } + + // If at least 3 ocean neighbors and the chance is right, change: + if ( + (NumOceanNeighbors >= 3) && + ((super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7) % 1000 < m_Chance) + ) + { + a_Values[x + z * a_SizeX] = m_ToValue; + } + else + { + a_Values[x + z * a_SizeX] = val; + } + } // for x + } // for z + } + +protected: + /** Chance, in permille, of changing the biome. */ + int m_Chance; + + /** The value to change the ocean into. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + + +/** Changes random pixels of the underlying data to the specified value. */ +class cProtIntGenSetRandomly : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenSetRandomly(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying) : + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Change random pixels to bgOcean: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[x + z * a_SizeX] = m_ToValue; + } + } + } + } + +protected: + /** Chance, in permille, of changing each pixel. */ + int m_Chance; + + /** The value to which to set the pixel. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + + + +/** Adds a "rare" flag to random biome groups, based on the given chance. */ +class cProtIntGenRareBiomeGroups: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenRareBiomeGroups(int a_Seed, int a_Chance, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Change some of the biome groups into rare biome groups: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + int idx = x + a_SizeX * z; + a_Values[idx] = a_Values[idx] | bgfRare; + } + } + } + } + +protected: + /** Chance, in permille, of changing each pixel into the rare biome group. */ + int m_Chance; + + /** The underlying generator. */ + Underlying m_Underlying; +}; + + + + + +/** Changes biomes in the parent data into an alternate versions (usually "hill" variants), in such places +that have their alterations set. */ +class cProtIntGenAlternateBiomes: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenAlternateBiomes(int a_Seed, Underlying a_Alterations, Underlying a_BaseBiomes): + super(a_Seed), + m_Alterations(a_Alterations), + m_BaseBiomes(a_BaseBiomes) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the base biomes and the alterations: + m_BaseBiomes->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + int alterations[m_BufferSize]; + m_Alterations->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, alterations); + + // Change the biomes into their alternate versions: + int len = a_SizeX * a_SizeZ; + for (int idx = 0; idx < len; ++idx) + { + if (alterations[idx] == 0) + { + // No change + continue; + } + + // Change to alternate biomes: + int val = a_Values[idx]; + switch (val) + { + case biBirchForest: val = biBirchForestHills; break; + case biDesert: val = biDesertHills; break; + case biExtremeHills: val = biExtremeHillsPlus; break; + case biForest: val = biForestHills; break; + case biIcePlains: val = biIceMountains; break; + case biJungle: val = biJungleHills; break; + case biMegaTaiga: val = biMegaTaigaHills; break; + case biMesaPlateau: val = biMesa; break; + case biMesaPlateauF: val = biMesa; break; + case biMesaPlateauM: val = biMesa; break; + case biMesaPlateauFM: val = biMesa; break; + case biPlains: val = biForest; break; + case biRoofedForest: val = biPlains; break; + case biSavanna: val = biSavannaPlateau; break; + case biTaiga: val = biTaigaHills; break; + } + a_Values[idx] = val; + } // for idx - a_Values[] + } + +protected: + Underlying m_Alterations; + Underlying m_BaseBiomes; +}; + + + + + +/** Adds an edge between two specifically incompatible biomes, such as mesa and forest. */ +class cProtIntGenBiomeEdges: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenBiomeEdges(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying biomes: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Convert incompatible edges into neutral biomes: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int biome = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + int above = lowerValues[x + 1 + z * lowerSizeX]; + int below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int left = lowerValues[x + (z + 1) * lowerSizeX]; + int right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + + switch (biome) + { + case biDesert: + case biDesertM: + case biDesertHills: + { + if ( + IsBiomeVeryCold(static_cast<EMCSBiome>(above)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(below)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(left)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(right)) + ) + { + biome = biPlains; + } + break; + } // case biDesert + + case biMesaPlateau: + case biMesaPlateauF: + case biMesaPlateauFM: + case biMesaPlateauM: + { + if ( + !isMesaCompatible(above) || + !isMesaCompatible(below) || + !isMesaCompatible(left) || + !isMesaCompatible(right) + ) + { + biome = biDesert; + } + break; + } // Mesa biomes + + case biJungle: + case biJungleM: + { + if ( + !isJungleCompatible(above) || + !isJungleCompatible(below) || + !isJungleCompatible(left) || + !isJungleCompatible(right) + ) + { + biome = (biome == biJungle) ? biJungleEdge : biJungleEdgeM; + } + break; + } // Jungle biomes + + case biSwampland: + case biSwamplandM: + { + if ( + IsBiomeNoDownfall(static_cast<EMCSBiome>(above)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(below)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(left)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(right)) + ) + { + biome = biPlains; + } + break; + } // Swampland biomes + } // switch (biome) + + a_Values[x + z * a_SizeX] = biome; + } // for x + } // for z + } + + +protected: + Underlying m_Underlying; + + + bool isMesaCompatible(int a_Biome) + { + switch (a_Biome) + { + case biDesert: + case biMesa: + case biMesaBryce: + case biMesaPlateau: + case biMesaPlateauF: + case biMesaPlateauFM: + case biMesaPlateauM: + case biOcean: + case biDeepOcean: + { + return true; + } + default: + { + return false; + } + } + } + + + bool isJungleCompatible(int a_Biome) + { + switch (a_Biome) + { + case biJungle: + case biJungleM: + case biJungleEdge: + case biJungleEdgeM: + case biJungleHills: + { + return true; + } + default: + { + return false; + } + } + } +}; + + + + + +/** Changes biomes in the parent data into their alternate versions ("M" variants), in such places that +have their alterations set. */ +class cProtIntGenMBiomes: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenMBiomes(int a_Seed, Underlying a_Alteration, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying), + m_Alteration(a_Alteration) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying biomes and the alterations: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + int alterations[m_BufferSize]; + m_Alteration->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, alterations); + + // Wherever alterations are nonzero, change into alternate biome, if available: + int len = a_SizeX * a_SizeZ; + for (int idx = 0; idx < len; ++idx) + { + if (alterations[idx] == 0) + { + continue; + } + + // Ice spikes biome was removed from here, because it was generated way too often + switch (a_Values[idx]) + { + case biPlains: a_Values[idx] = biSunflowerPlains; break; + case biDesert: a_Values[idx] = biDesertM; break; + case biExtremeHills: a_Values[idx] = biExtremeHillsM; break; + case biForest: a_Values[idx] = biFlowerForest; break; + case biTaiga: a_Values[idx] = biTaigaM; break; + case biSwampland: a_Values[idx] = biSwamplandM; break; + case biJungle: a_Values[idx] = biJungleM; break; + case biJungleEdge: a_Values[idx] = biJungleEdgeM; break; + case biBirchForest: a_Values[idx] = biBirchForestM; break; + case biBirchForestHills: a_Values[idx] = biBirchForestHillsM; break; + case biRoofedForest: a_Values[idx] = biRoofedForestM; break; + case biColdTaiga: a_Values[idx] = biColdTaigaM; break; + case biMegaSpruceTaiga: a_Values[idx] = biMegaSpruceTaiga; break; + case biMegaSpruceTaigaHills: a_Values[idx] = biMegaSpruceTaigaHills; break; + case biExtremeHillsPlus: a_Values[idx] = biExtremeHillsPlusM; break; + case biSavanna: a_Values[idx] = biSavannaM; break; + case biSavannaPlateau: a_Values[idx] = biSavannaPlateauM; break; + case biMesa: a_Values[idx] = biMesaBryce; break; + case biMesaPlateauF: a_Values[idx] = biMesaPlateauFM; break; + case biMesaPlateau: a_Values[idx] = biMesaBryce; break; + } + } // for idx - a_Values[] / alterations[] + } + +protected: + Underlying m_Underlying; + Underlying m_Alteration; +}; + + + + diff --git a/src/Root.cpp b/src/Root.cpp index 24c1a4cc8..55e1c1156 100644 --- a/src/Root.cpp +++ b/src/Root.cpp @@ -633,6 +633,22 @@ bool cRoot::FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallbac +bool cRoot::DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback) +{ + for (WorldMap::iterator itr = m_WorldsByName.begin(); itr != m_WorldsByName.end();itr++) + { + if (itr->second->DoWithPlayerByUUID(a_PlayerUUID, a_Callback)) + { + return true; + } + } + return false; +} + + + + + AString cRoot::GetProtocolVersionTextFromInt(int a_ProtocolVersion) { return cProtocolRecognizer::GetVersionTextFromInt(a_ProtocolVersion); diff --git a/src/Root.h b/src/Root.h index 020a6cff0..ec6b83fcc 100644 --- a/src/Root.h +++ b/src/Root.h @@ -126,6 +126,9 @@ public: /// Finds a player from a partial or complete player name and calls the callback - case-insensitive bool FindAndDoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << + /** Finds the player over his uuid and calls the callback */ + bool DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << + // tolua_begin /// Sends a chat message to all connected clients (in all worlds) diff --git a/src/World.cpp b/src/World.cpp index 4e6ca264f..288cf0154 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -2732,6 +2732,23 @@ bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCa +bool cWorld::DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback) +{ + cCSLock Lock(m_CSPlayers); + for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + if ((*itr)->GetUUID() == a_PlayerUUID) + { + return a_Callback.Item(*itr); + } + } + return false; +} + + + + + // TODO: This interface is dangerous! cPlayer * cWorld::FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight) { diff --git a/src/World.h b/src/World.h index a782bb5ec..03d99c538 100644 --- a/src/World.h +++ b/src/World.h @@ -324,6 +324,9 @@ public: // TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action) cPlayer * FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true); + /** Finds the player over his uuid and calls the callback */ + bool DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS << + void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player /** Adds the entity into its appropriate chunk; takes ownership of the entity ptr. |