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cuberite-2a/source/BioGen.cpp

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// BioGen.cpp
// Implements the various biome generators
#include "Globals.h"
#include "BioGen.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenConstant:
void cBioGenConstant::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = m_Biome;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenDistortedVoronoi:
void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
// TODO: Replace this placeholder
ASSERT(!"Not implemented yet");
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = (EMCSBiome)(a_ChunkX + a_ChunkZ);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBiomeGenList:
void cBiomeGenList::InitializeBiomes(const AString & a_Biomes)
{
AStringVector Split = StringSplit(a_Biomes, ",");
// Convert each string in the list into biome:
for (AStringVector::const_iterator itr = Split.begin(); itr != Split.end(); ++itr)
{
EMCSBiome Biome = StringToBiome(*itr);
if (Biome != -1)
{
m_Biomes.push_back(Biome);
}
} // for itr - Split[]
if (!m_Biomes.empty())
{
m_BiomesCount = (int)m_Biomes.size();
return;
}
// There were no biomes, add default biomes:
static EMCSBiome Biomes[] =
{
biOcean,
biPlains,
biDesert,
biExtremeHills,
biForest,
biTaiga,
biSwampland,
biRiver,
biFrozenOcean,
biFrozenRiver,
biIcePlains,
biIceMountains,
biMushroomIsland,
biMushroomShore,
biBeach,
biDesertHills,
biForestHills,
biTaigaHills,
biExtremeHillsEdge,
biJungle,
biJungleHills,
} ;
m_Biomes.reserve(ARRAYCOUNT(Biomes));
for (int i = 0; i < ARRAYCOUNT(Biomes); i++)
{
m_Biomes.push_back(Biomes[i]);
}
m_BiomesCount = (int)m_Biomes.size();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenCheckerboard:
void cBioGenCheckerboard::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
int Base = cChunkDef::Width * a_ChunkZ + z;
for (int x = 0; x < cChunkDef::Width; x++)
{
int Add = cChunkDef::Width * a_ChunkX + x;
a_BiomeMap[x + cChunkDef::Width * z] = m_Biomes[(Base / m_BiomeSize + Add / m_BiomeSize) % m_BiomesCount];
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenVoronoi :
void cBioGenVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
int BaseZ = cChunkDef::Width * a_ChunkZ;
int BaseX = cChunkDef::Width * a_ChunkX;
for (int z = 0; z < cChunkDef::Width; z++)
{
int AbsoluteZ = BaseZ + z;
for (int x = 0; x < cChunkDef::Width; x++)
{
cChunkDef::SetBiome(a_BiomeMap, x, z, VoronoiBiome(BaseX + x, AbsoluteZ));
} // for x
} // for z
}
EMCSBiome cBioGenVoronoi::VoronoiBiome(int a_BlockX, int a_BlockZ)
{
int CellX = a_BlockX / m_CellSize;
int CellZ = a_BlockZ / m_CellSize;
// Note that Noise values need to be divided by 8 to gain a uniform modulo-2^n distribution
// Get 5x5 neighboring cell seeds, compare distance to each. Return the biome in the minumim-distance cell
double MinDist = m_CellSize * m_CellSize; // There has to be a cell closer than this
EMCSBiome res = biPlains; // Will be overriden
for (int x = CellX - 2; x <= CellX + 2; x++)
{
int BaseX = x * m_CellSize;
for (int z = CellZ - 2; z < CellZ + 2; z++)
{
int OffsetX = (m_Noise.IntNoise3DInt(x, 16 * x + 32 * z, z) / 8) % m_CellSize;
int OffsetZ = (m_Noise.IntNoise3DInt(x, 32 * x - 16 * z, z) / 8) % m_CellSize;
int SeedX = BaseX + OffsetX;
int SeedZ = z * m_CellSize + OffsetZ;
double Dist = sqrt((double)((SeedX - a_BlockX) * (SeedX - a_BlockX) + (SeedZ - a_BlockZ) * (SeedZ - a_BlockZ)));
if (Dist < MinDist)
{
MinDist = Dist;
res = m_Biomes[(m_Noise.IntNoise3DInt(x, x - z + 1000, z) / 8) % m_BiomesCount];
}
} // for z
} // for x
return res;
}