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cuberite-2a/source/Generating/FinishGen.cpp

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// FinishGen.cpp
/* Implements the various finishing generators:
- cFinishGenSnow
- cFinishGenIce
- cFinishGenSprinkleFoliage
*/
#include "Globals.h"
#include "FinishGen.h"
#include "../Noise.h"
#include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
static inline bool IsWater(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_STATIONARY_WATER) || (a_BlockType == E_BLOCK_WATER);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenSprinkleFoliage:
bool cFinishGenSprinkleFoliage::TryAddSugarcane(
int a_ChunkX, int a_ChunkZ,
int a_RelX, int a_RelY, int a_RelZ,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::BlockNibbles & a_BlockMeta
)
{
// We'll be doing comparison to neighbors, so require the coords to be 1 block away from the chunk edges:
if (
(a_RelX < 1) || (a_RelX >= cChunkDef::Width - 1) ||
(a_RelY < 1) || (a_RelY >= cChunkDef::Height - 2) ||
(a_RelZ < 1) || (a_RelZ >= cChunkDef::Width - 1)
)
{
return false;
}
// Only allow dirt, grass or sand below sugarcane:
switch (cChunkDef::GetBlock(a_BlockTypes, a_RelX, a_RelY, a_RelZ))
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
case E_BLOCK_SAND:
{
break;
}
default:
{
return false;
}
}
// Water is required next to the block below the sugarcane:
if (
!IsWater(cChunkDef::GetBlock(a_BlockTypes, a_RelX - 1, a_RelY, a_RelZ)) &&
!IsWater(cChunkDef::GetBlock(a_BlockTypes, a_RelX + 1, a_RelY, a_RelZ)) &&
!IsWater(cChunkDef::GetBlock(a_BlockTypes, a_RelX , a_RelY, a_RelZ - 1)) &&
!IsWater(cChunkDef::GetBlock(a_BlockTypes, a_RelX , a_RelY, a_RelZ + 1))
)
{
return false;
}
// All conditions met, place a sugarcane here:
cChunkDef::SetBlock(a_BlockTypes, a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE);
return true;
}
void cFinishGenSprinkleFoliage::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
// Generate small foliage (1-block):
// TODO: Update heightmap with 1-block-tall foliage
cNoise Noise(m_Seed);
for (int z = 0; z < cChunkDef::Width; z++)
{
int BlockZ = a_ChunkZ * cChunkDef::Width + z;
const float zz = (float)BlockZ;
for (int x = 0; x < cChunkDef::Width; x++)
{
int BlockX = a_ChunkX * cChunkDef::Width + x;
if (((Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
{
continue;
}
int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
if (Top > 250)
{
// Nothing grows above Y=250
continue;
}
if (cChunkDef::GetBlock(a_BlockTypes, x, Top + 1, z) != E_BLOCK_AIR)
{
// Space already taken by something else, don't grow here
// WEIRD, since we're using heightmap, so there should NOT be anything above it
continue;
}
const float xx = (float)BlockX;
float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
switch (cChunkDef::GetBlock(a_BlockTypes, x, Top, z))
{
case E_BLOCK_GRASS:
{
float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
if (val1 + val2 > 0.2f)
{
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
}
else if (val2 + val3 > 0.2f)
{
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_ROSE);
}
else if (val3 + val4 > 0.2f)
{
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_MUSHROOM);
}
else if (val1 + val4 > 0.2f)
{
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
}
else if (val1 + val2 + val3 + val4 < -0.1)
{
cChunkDef::SetBlock (a_BlockTypes, x, ++Top, z, E_BLOCK_TALL_GRASS);
cChunkDef::SetNibble(a_BlockMeta, x, Top, z, E_META_TALL_GRASS_GRASS);
}
else if (TryAddSugarcane(a_ChunkX, a_ChunkZ, x, Top, z, a_BlockTypes, a_BlockMeta))
{
++Top;
}
else if ((val1 > 0.5) && (val2 < -0.5))
{
cChunkDef::SetBlock (a_BlockTypes, x, ++Top, z, E_BLOCK_PUMPKIN);
cChunkDef::SetNibble(a_BlockMeta, x, Top, z, (int)(val3 * 8) % 4);
}
break;
} // case E_BLOCK_GRASS
case E_BLOCK_SAND:
{
int y = Top + 1;
if (
(x > 0) && (x < cChunkDef::Width - 1) &&
(z > 0) && (z < cChunkDef::Width - 1) &&
(val1 + val2 > 0.5f) &&
(cChunkDef::GetBlock(a_BlockTypes, x + 1, y, z) == E_BLOCK_AIR) &&
(cChunkDef::GetBlock(a_BlockTypes, x - 1, y, z) == E_BLOCK_AIR) &&
(cChunkDef::GetBlock(a_BlockTypes, x, y, z + 1) == E_BLOCK_AIR) &&
(cChunkDef::GetBlock(a_BlockTypes, x, y, z - 1) == E_BLOCK_AIR)
)
{
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
}
else if (TryAddSugarcane(a_ChunkX, a_ChunkZ, x, Top, z, a_BlockTypes, a_BlockMeta))
{
++Top;
}
break;
}
} // switch (TopBlock)
cChunkDef::SetHeight(a_HeightMap, x, z, Top);
} // for y
} // for z
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenSnow:
void cFinishGenSnow::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
// Add a snow block in snowy biomes onto blocks that can be snowed over
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
{
case biIcePlains:
case biIceMountains:
case biTaiga:
case biTaigaHills:
case biFrozenRiver:
case biFrozenOcean:
{
int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
if (g_BlockIsSnowable[cChunkDef::GetBlock(a_BlockTypes, x, Height, z)])
{
cChunkDef::SetBlock(a_BlockTypes, x, Height + 1, z, E_BLOCK_SNOW);
cChunkDef::SetHeight(a_HeightMap, x, z, Height + 1);
}
break;
}
}
}
} // for z
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenIce:
void cFinishGenIce::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
// Turn surface water into ice in icy biomes
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
{
case biIcePlains:
case biIceMountains:
case biTaiga:
case biTaigaHills:
case biFrozenRiver:
case biFrozenOcean:
{
int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
switch (cChunkDef::GetBlock(a_BlockTypes, x, Height, z))
{
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
{
cChunkDef::SetBlock(a_BlockTypes, x, Height, z, E_BLOCK_ICE);
break;
}
}
break;
}
}
}
} // for z
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenLilypads:
int cFinishGenLilypads::GetNumLilypads(const cChunkDef::BiomeMap & a_BiomeMap)
{
int res = 0;
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
if (a_BiomeMap[i] == biSwampland)
{
res++;
}
} // for i - a_BiomeMap[]
return res / 64;
}
void cFinishGenLilypads::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
// Add Lilypads on top of water surface in Swampland
int NumLilypads = GetNumLilypads(a_BiomeMap);
for (int i = 0; i < NumLilypads; i++)
{
int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, i) / 13) % cChunkDef::Width;
int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, i, a_ChunkZ) / 11) % cChunkDef::Width;
// Place a lily pad at {x, z} if possible (swampland, empty block, water below):
if (cChunkDef::GetBiome(a_BiomeMap, x, z) != biSwampland)
{
// not swampland
continue;
}
int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
if (Height >= cChunkDef::Height)
{
// Too high up
continue;
}
if (cChunkDef::GetBlock(a_BlockTypes, x, Height + 1, z) != E_BLOCK_AIR)
{
// not empty block
continue;
}
switch (cChunkDef::GetBlock(a_BlockTypes, x, Height, z))
{
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
{
cChunkDef::SetBlock(a_BlockTypes, x, Height + 1, z, E_BLOCK_LILY_PAD);
cChunkDef::SetHeight(a_HeightMap, x, z, Height + 1);
break;
}
} // switch (GetBlock)
} // for i
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenBottomLava:
void cFinishGenBottomLava::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
for (int y = m_Level; y > 0; y--)
{
for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{
int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
if (a_BlockTypes[Index] == E_BLOCK_AIR)
{
a_BlockTypes[Index] = E_BLOCK_STATIONARY_LAVA;
}
} // for x, for z
} // for y
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenPreSimulator:
cFinishGenPreSimulator::cFinishGenPreSimulator(void)
{
// Nothing needed yet
}
void cFinishGenPreSimulator::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
CollapseSandGravel(a_BlockTypes, a_HeightMap);
StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
// TODO: other operations
}
void cFinishGenPreSimulator::CollapseSandGravel(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int LastY = -1;
for (int y = 0; y < cChunkDef::Height; y++)
{
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
switch (Block)
{
default:
{
// Set the last block onto which stuff can fall to this height:
LastY = y;
break;
}
case E_BLOCK_AIR:
{
// Do nothing
break;
}
case E_BLOCK_SAND:
case E_BLOCK_GRAVEL:
{
if (LastY < y - 1)
{
cChunkDef::SetBlock(a_BlockTypes, x, LastY + 1, z, Block);
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
}
LastY++;
break;
}
} // switch (GetBlock)
} // for y
cChunkDef::SetHeight(a_HeightMap, x, z, LastY);
} // for x
} // for z
}
void cFinishGenPreSimulator::StationarizeFluid(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read
BLOCKTYPE a_Fluid,
BLOCKTYPE a_StationaryFluid
)
{
// Turn fluid in the middle to stationary, unless it has air or washable block next to it:
for (int z = 1; z < cChunkDef::Width - 1; z++)
{
for (int x = 1; x < cChunkDef::Width - 1; x++)
{
for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
{
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
if ((Block != a_Fluid) && (Block != a_StationaryFluid))
{
continue;
}
static const struct
{
int x, y, z;
} Coords[] =
{
{1, 0, 0},
{-1, 0, 0},
{0, 0, 1},
{0, 0, -1},
{0, -1, 0}
} ;
BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
if ((y == 0) && (Coords[i].y < 0))
{
continue;
}
BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
{
// There is an air / washable neighbor, simulate this block
BlockToSet = a_Fluid;
break;
}
} // for i - Coords[]
cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
} // for y
} // for x
} // for z
// Turn fluid at the chunk edges into non-stationary fluid:
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int i = 1; i < cChunkDef::Width; i++) // i stands for both x and z here
{
if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
}
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenDeadBushes:
int cFinishGenDeadBushes::GetNumDeadBushes(const cChunkDef::BiomeMap & a_BiomeMap)
{
int res = 0;
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
if (a_BiomeMap[i] == biDesert)
{
res++;
}
} // for i - a_BiomeMap[]
return res / 128;
}
void cFinishGenDeadBushes::GenFinish(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
// Add DeadBushes on top of sand surface in Desert
int NumDeadBushes = GetNumDeadBushes(a_BiomeMap);
for (int i = 0; i < NumDeadBushes; i++)
{
int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, i) / 13) % cChunkDef::Width;
int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, i, a_ChunkZ) / 11) % cChunkDef::Width;
// Place a dead bush at {x, z} if possible (desert, empty block, sand below):
if (cChunkDef::GetBiome(a_BiomeMap, x, z) != biDesert)
{
// not swampland
continue;
}
int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
if (Height >= cChunkDef::Height)
{
// Too high up
continue;
}
if (cChunkDef::GetBlock(a_BlockTypes, x, Height + 1, z) != E_BLOCK_AIR)
{
// not empty block
continue;
}
switch (cChunkDef::GetBlock(a_BlockTypes, x, Height, z))
{
case E_BLOCK_SAND:
{
cChunkDef::SetBlock(a_BlockTypes, x, Height + 1, z, E_BLOCK_DEAD_BUSH);
cChunkDef::SetHeight(a_HeightMap, x, z, Height + 1);
break;
}
} // switch (GetBlock)
} // for i
}