9dd0486faf
Also made the dimension in world.ini specifiable by a string. Exported StringToDimension() and StringToBiome() to Lua API. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1621 0a769ca7-a7f5-676a-18bf-c427514a06d6
665 lines
17 KiB
C++
665 lines
17 KiB
C++
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// FinishGen.cpp
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/* Implements the various finishing generators:
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- cFinishGenSnow
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- cFinishGenIce
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- cFinishGenSprinkleFoliage
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*/
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#include "Globals.h"
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#include "FinishGen.h"
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#include "../Noise.h"
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#include "../BlockID.h"
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#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
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#include "../World.h"
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#define DEF_NETHER_WATER_SPRINGS "0, 1; 255, 1"
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#define DEF_NETHER_LAVA_SPRINGS "0, 0; 30, 0; 31, 50; 120, 50; 127, 0"
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#define DEF_OVERWORLD_WATER_SPRINGS "0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0"
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#define DEF_OVERWORLD_LAVA_SPRINGS "0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0"
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#define DEF_END_WATER_SPRINGS "0, 1; 255, 1"
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#define DEF_END_LAVA_SPRINGS "0, 1; 255, 1"
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static inline bool IsWater(BLOCKTYPE a_BlockType)
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{
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return (a_BlockType == E_BLOCK_STATIONARY_WATER) || (a_BlockType == E_BLOCK_WATER);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ)
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{
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// We'll be doing comparison to neighbors, so require the coords to be 1 block away from the chunk edges:
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if (
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(a_RelX < 1) || (a_RelX >= cChunkDef::Width - 1) ||
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(a_RelY < 1) || (a_RelY >= cChunkDef::Height - 2) ||
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(a_RelZ < 1) || (a_RelZ >= cChunkDef::Width - 1)
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)
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{
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return false;
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}
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// Only allow dirt, grass or sand below sugarcane:
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switch (a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ))
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{
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case E_BLOCK_DIRT:
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case E_BLOCK_GRASS:
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case E_BLOCK_SAND:
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{
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break;
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}
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default:
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{
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return false;
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}
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}
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// Water is required next to the block below the sugarcane:
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if (
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!IsWater(a_ChunkDesc.GetBlockType(a_RelX - 1, a_RelY, a_RelZ)) &&
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!IsWater(a_ChunkDesc.GetBlockType(a_RelX + 1, a_RelY, a_RelZ)) &&
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!IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ - 1)) &&
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!IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ + 1))
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)
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{
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return false;
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}
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// All conditions met, place a sugarcane here:
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a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE);
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return true;
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}
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void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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// Generate small foliage (1-block):
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// TODO: Update heightmap with 1-block-tall foliage
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
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const float zz = (float)BlockZ;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
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if (((m_Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
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{
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continue;
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}
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int Top = a_ChunkDesc.GetHeight(x, z);
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if (Top > 250)
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{
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// Nothing grows above Y=250
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continue;
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}
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if (a_ChunkDesc.GetBlockType(x, Top + 1, z) != E_BLOCK_AIR)
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{
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// Space already taken by something else, don't grow here
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// WEIRD, since we're using heightmap, so there should NOT be anything above it
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continue;
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}
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const float xx = (float)BlockX;
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float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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switch (a_ChunkDesc.GetBlockType(x, Top, z))
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{
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case E_BLOCK_GRASS:
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{
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float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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if (val1 + val2 > 0.2f)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
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}
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else if (val2 + val3 > 0.2f)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_ROSE);
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}
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else if (val3 + val4 > 0.2f)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_MUSHROOM);
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}
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else if (val1 + val4 > 0.2f)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (val1 + val2 + val3 + val4 < -0.1)
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{
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a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_TALL_GRASS, E_META_TALL_GRASS_GRASS);
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}
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else if (TryAddSugarcane(a_ChunkDesc, x, Top, z))
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{
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++Top;
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}
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else if ((val1 > 0.5) && (val2 < -0.5))
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{
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a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_PUMPKIN, (int)(val3 * 8) % 4);
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}
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break;
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} // case E_BLOCK_GRASS
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case E_BLOCK_SAND:
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{
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int y = Top + 1;
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if (
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(x > 0) && (x < cChunkDef::Width - 1) &&
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(z > 0) && (z < cChunkDef::Width - 1) &&
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(val1 + val2 > 0.5f) &&
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(a_ChunkDesc.GetBlockType(x + 1, y, z) == E_BLOCK_AIR) &&
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(a_ChunkDesc.GetBlockType(x - 1, y, z) == E_BLOCK_AIR) &&
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(a_ChunkDesc.GetBlockType(x, y, z + 1) == E_BLOCK_AIR) &&
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(a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR)
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)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_CACTUS);
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}
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else if (TryAddSugarcane(a_ChunkDesc, x, Top, z))
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{
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++Top;
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}
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break;
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}
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} // switch (TopBlock)
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a_ChunkDesc.SetHeight(x, z, Top);
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} // for y
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} // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSnow:
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void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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// Add a snow block in snowy biomes onto blocks that can be snowed over
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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case biIcePlains:
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case biIceMountains:
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case biTaiga:
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case biTaigaHills:
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case biFrozenRiver:
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case biFrozenOcean:
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{
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int Height = a_ChunkDesc.GetHeight(x, z);
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if (g_BlockIsSnowable[a_ChunkDesc.GetBlockType(x, Height, z)])
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{
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a_ChunkDesc.SetBlockType(x, Height + 1, z, E_BLOCK_SNOW);
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a_ChunkDesc.SetHeight(x, z, Height + 1);
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}
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break;
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}
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}
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}
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} // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenIce:
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void cFinishGenIce::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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// Turn surface water into ice in icy biomes
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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case biIcePlains:
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case biIceMountains:
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case biTaiga:
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case biTaigaHills:
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case biFrozenRiver:
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case biFrozenOcean:
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{
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int Height = a_ChunkDesc.GetHeight(x, z);
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switch (a_ChunkDesc.GetBlockType(x, Height, z))
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{
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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{
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a_ChunkDesc.SetBlockType(x, Height, z, E_BLOCK_ICE);
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break;
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}
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}
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break;
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}
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}
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}
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} // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenLilypads:
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int cFinishGenSingleBiomeSingleTopBlock::GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap)
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{
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int res = 0;
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for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
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{
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if (a_BiomeMap[i] == m_Biome)
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{
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res++;
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}
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} // for i - a_BiomeMap[]
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return m_Amount * res / 256;
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}
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void cFinishGenSingleBiomeSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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// Add Lilypads on top of water surface in Swampland
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int NumToGen = GetNumToGen(a_ChunkDesc.GetBiomeMap());
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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for (int i = 0; i < NumToGen; i++)
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{
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int x = (m_Noise.IntNoise3DInt(ChunkX + ChunkZ, ChunkZ, i) / 13) % cChunkDef::Width;
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int z = (m_Noise.IntNoise3DInt(ChunkX - ChunkZ, i, ChunkZ) / 11) % cChunkDef::Width;
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// Place the block at {x, z} if possible:
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if (a_ChunkDesc.GetBiome(x, z) != m_Biome)
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{
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// Incorrect biome
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continue;
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}
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int Height = a_ChunkDesc.GetHeight(x, z);
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if (Height >= cChunkDef::Height)
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{
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// Too high up
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continue;
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}
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if (a_ChunkDesc.GetBlockType(x, Height + 1, z) != E_BLOCK_AIR)
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{
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// Not an empty block
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continue;
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}
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BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, Height, z);
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if ((BlockBelow == m_AllowedBelow1) || (BlockBelow == m_AllowedBelow2))
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{
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a_ChunkDesc.SetBlockType(x, Height + 1, z, m_BlockType);
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a_ChunkDesc.SetHeight(x, z, Height + 1);
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}
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} // for i
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenBottomLava:
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void cFinishGenBottomLava::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
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for (int y = m_Level; y > 0; y--)
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{
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for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
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{
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int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
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if (BlockTypes[Index] == E_BLOCK_AIR)
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{
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BlockTypes[Index] = E_BLOCK_STATIONARY_LAVA;
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}
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} // for x, for z
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} // for y
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenPreSimulator:
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cFinishGenPreSimulator::cFinishGenPreSimulator(void)
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{
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// Nothing needed yet
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}
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void cFinishGenPreSimulator::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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CollapseSandGravel(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap());
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StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
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StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
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// TODO: other operations
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}
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void cFinishGenPreSimulator::CollapseSandGravel(
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
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)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int LastY = -1;
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int HeightY = 0;
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
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switch (Block)
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{
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default:
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{
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// Set the last block onto which stuff can fall to this height:
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LastY = y;
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HeightY = y;
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break;
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}
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case E_BLOCK_AIR:
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{
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// Do nothing
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break;
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}
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case E_BLOCK_FIRE:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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// Do nothing, only remember this height as potentially highest
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HeightY = y;
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break;
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}
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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{
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if (LastY < y - 1)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, LastY + 1, z, Block);
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cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
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}
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LastY++;
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if (LastY > HeightY)
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{
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HeightY = LastY;
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}
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break;
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}
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} // switch (GetBlock)
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} // for y
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cChunkDef::SetHeight(a_HeightMap, x, z, HeightY);
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} // for x
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} // for z
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}
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void cFinishGenPreSimulator::StationarizeFluid(
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read
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BLOCKTYPE a_Fluid,
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BLOCKTYPE a_StationaryFluid
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)
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{
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// Turn fluid in the middle to stationary, unless it has air or washable block next to it:
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for (int z = 1; z < cChunkDef::Width - 1; z++)
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{
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for (int x = 1; x < cChunkDef::Width - 1; x++)
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{
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for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
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{
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BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
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if ((Block != a_Fluid) && (Block != a_StationaryFluid))
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{
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continue;
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}
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static const struct
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{
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int x, y, z;
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} Coords[] =
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{
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{1, 0, 0},
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{-1, 0, 0},
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{0, 0, 1},
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{0, 0, -1},
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{0, -1, 0}
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} ;
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BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
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for (int i = 0; i < ARRAYCOUNT(Coords); i++)
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{
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if ((y == 0) && (Coords[i].y < 0))
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{
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continue;
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}
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BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
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if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
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{
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// There is an air / washable neighbor, simulate this block
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BlockToSet = a_Fluid;
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break;
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}
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} // for i - Coords[]
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cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
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} // for y
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} // for x
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} // for z
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// Turn fluid at the chunk edges into non-stationary fluid:
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int i = 0; i < cChunkDef::Width; i++) // i stands for both x and z here
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{
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if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
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}
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if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
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}
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if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
|
|
}
|
|
if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cFinishGenFluidSprings:
|
|
|
|
cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) :
|
|
m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
|
|
m_HeightDistribution(255),
|
|
m_Fluid(a_Fluid)
|
|
{
|
|
bool IsWater = (a_Fluid == E_BLOCK_WATER);
|
|
AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
|
|
AString DefaultHeightDistribution;
|
|
int DefaultChance;
|
|
switch (a_World.GetDimension())
|
|
{
|
|
case dimNether:
|
|
{
|
|
DefaultHeightDistribution = IsWater ? DEF_NETHER_WATER_SPRINGS : DEF_NETHER_LAVA_SPRINGS;
|
|
DefaultChance = IsWater ? 0 : 15;
|
|
break;
|
|
}
|
|
case dimOverworld:
|
|
{
|
|
DefaultHeightDistribution = IsWater ? DEF_OVERWORLD_WATER_SPRINGS : DEF_OVERWORLD_LAVA_SPRINGS;
|
|
DefaultChance = IsWater ? 24 : 9;
|
|
break;
|
|
}
|
|
case dimEnd:
|
|
{
|
|
DefaultHeightDistribution = IsWater ? DEF_END_WATER_SPRINGS : DEF_END_LAVA_SPRINGS;
|
|
DefaultChance = 0;
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
ASSERT(!"Unhandled world dimension");
|
|
break;
|
|
}
|
|
} // switch (dimension)
|
|
AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution);
|
|
if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0))
|
|
{
|
|
LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".",
|
|
(a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava",
|
|
DefaultHeightDistribution.c_str()
|
|
);
|
|
m_HeightDistribution.SetDefString(DefaultHeightDistribution);
|
|
}
|
|
m_Chance = a_IniFile.GetValueSetI(SectionName, "Chance", DefaultChance);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
int ChanceRnd = (m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 512, 256 * a_ChunkDesc.GetChunkZ()) / 13) % 100;
|
|
if (ChanceRnd > m_Chance)
|
|
{
|
|
// Not in this chunk
|
|
return;
|
|
}
|
|
|
|
// Get the height at which to try:
|
|
int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11;
|
|
Height %= m_HeightDistribution.GetSum();
|
|
Height = m_HeightDistribution.MapValue(Height);
|
|
|
|
// Try adding the spring at the height, if unsuccessful, move lower:
|
|
for (int y = Height; y > 1; y--)
|
|
{
|
|
// TODO: randomize the order in which the coords are being checked
|
|
for (int z = 1; z < cChunkDef::Width - 1; z++)
|
|
{
|
|
for (int x = 1; x < cChunkDef::Width - 1; x++)
|
|
{
|
|
switch (a_ChunkDesc.GetBlockType(x, y, z))
|
|
{
|
|
case E_BLOCK_NETHERRACK:
|
|
case E_BLOCK_STONE:
|
|
{
|
|
if (TryPlaceSpring(a_ChunkDesc, x, y, z))
|
|
{
|
|
// Succeeded, bail out
|
|
return;
|
|
}
|
|
}
|
|
} // switch (BlockType)
|
|
} // for x
|
|
} // for y
|
|
} // for y
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z)
|
|
{
|
|
// In order to place a spring, it needs exactly one of the XZ neighbors or a below neighbor to be air
|
|
// Also, its neighbor on top of it must be non-air
|
|
if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
static const struct
|
|
{
|
|
int x, y, z;
|
|
} Coords[] =
|
|
{
|
|
{-1, 0, 0},
|
|
{ 1, 0, 0},
|
|
{ 0, -1, 0},
|
|
{ 0, 0, -1},
|
|
{ 0, 0, 1},
|
|
} ;
|
|
int NumAirNeighbors = 0;
|
|
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
|
|
{
|
|
switch (a_ChunkDesc.GetBlockType(x + Coords[i].x, y + Coords[i].y, z + Coords[i].z))
|
|
{
|
|
case E_BLOCK_AIR:
|
|
{
|
|
NumAirNeighbors += 1;
|
|
if (NumAirNeighbors > 1)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (NumAirNeighbors == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Has exactly one air neighbor, place a spring:
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|