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MineShafts: Added branching crossings

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1331 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-03-30 21:04:33 +00:00
parent ad10b8718f
commit 2a5addbcd7

View File

@ -24,7 +24,7 @@ in a depth-first processing. Each of the descendants will branch randomly, if no
static const int NEIGHBORHOOD_SIZE = 1;
static const int NEIGHBORHOOD_SIZE = 3;
@ -51,9 +51,9 @@ public:
} ;
cStructGenMineShafts::cMineShaftSystem & m_ParentSystem;
eKind m_Kind;
cCuboid m_BoundingBox;
cStructGenMineShafts::cMineShaftSystem & m_ParentSystem;
cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind) :
@ -62,6 +62,13 @@ public:
{
}
cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind, const cCuboid & a_BoundingBox) :
m_ParentSystem(a_ParentSystem),
m_Kind(a_Kind),
m_BoundingBox(a_BoundingBox)
{
}
/// Returns true if this mineshaft intersects the specified cuboid
bool DoesIntersect(const cCuboid & a_Other)
{
@ -155,7 +162,7 @@ public:
);
protected:
// TODO
cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox);
// cMineShaft overrides:
virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
@ -451,11 +458,10 @@ cMineShaftCorridor::cMineShaftCorridor(
const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction,
cNoise & a_Noise
) :
super(a_ParentSystem, mskCorridor),
super(a_ParentSystem, mskCorridor, a_BoundingBox),
m_NumSegments(a_NumSegments),
m_Direction(a_Direction)
{
m_BoundingBox = a_BoundingBox;
int rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.x, a_BoundingBox.p1.y, a_BoundingBox.p1.z) / 7;
for (int i = 0; i < a_NumSegments; i++)
{
@ -661,15 +667,134 @@ void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMineShaftCrossing:
cMineShaftCrossing::cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox) :
super(a_ParentSystem, mskCrossing, a_BoundingBox)
{
}
cMineShaft * cMineShaftCrossing::CreateAndFit(
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
cNoise & a_Noise
)
{
// TODO
cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ);
int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7;
BoundingBox.p2.y += 3;
if ((rnd % 4) < 2)
{
// 2-level crossing:
BoundingBox.p2.y += 4;
rnd >>= 2;
if ((rnd % 4) < 2)
{
// This is the higher level:
BoundingBox.p1.y -= 4;
BoundingBox.p2.y -= 4;
}
}
rnd >>= 2;
switch (a_Direction)
{
case dirXP: BoundingBox.p2.x += 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break;
case dirXM: BoundingBox.p1.x -= 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break;
case dirZP: BoundingBox.p2.z += 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break;
case dirZM: BoundingBox.p1.z -= 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break;
}
if (a_ParentSystem.DoIntersect(BoundingBox))
{
return NULL;
}
return new cMineShaftCrossing(a_ParentSystem, BoundingBox);
}
void cMineShaftCrossing::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
{
struct
{
int x, y, z;
eDirection dir;
} Exits[] =
{
// Bottom level:
{-1, 1, 2, dirXM},
{ 2, 1, -1, dirZM},
{ 5, 1, 2, dirXP},
{ 2, 1, 5, dirZP},
// Top level:
{-1, 5, 2, dirXM},
{ 2, 5, -1, dirZM},
{ 5, 5, 2, dirXP},
{ 2, 5, 5, dirZP},
} ;
for (int i = 0; i < ARRAYCOUNT(Exits); i++)
{
if (m_BoundingBox.p1.y + Exits[i].y >= m_BoundingBox.p2.y)
{
// This exit is not available (two-level exit on a one-level crossing)
continue;
}
int Height = m_BoundingBox.p1.y + Exits[i].y;
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Exits[i].x, Height, m_BoundingBox.p1.z + Exits[i].z, Exits[i].dir, a_Noise, a_RecursionLevel);
} // for i
}
void cMineShaftCrossing::ProcessChunk(cChunkDesc & a_ChunkDesc)
{
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
cCuboid box(m_BoundingBox);
box.Move(-BlockX, 0, -BlockZ);
if ((box.p2.x < 0) || (box.p2.z < 0) || (box.p1.x >= cChunkDef::Width) || (box.p1.z > cChunkDef::Width))
{
// Does not intersect this chunk
return;
}
int Floor = box.p1.y + 1;
int Ceil = box.p2.y;
// The supports:
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0);
a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0);
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0);
a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0);
// The air in between:
a_ChunkDesc.FillRelCuboid(box.p1.x + 2, box.p1.x + 2, Floor, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 2, box.p1.z + 2, E_BLOCK_AIR, 0);
// The air on the edges:
int Mid = Floor + 2;
a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p1.z, box.p1.z, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p2.z, box.p2.z, E_BLOCK_AIR, 0);
Mid += 2;
if (Mid < Ceil)
{
a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p1.z, box.p1.z, E_BLOCK_AIR, 0);
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p2.z, box.p2.z, E_BLOCK_AIR, 0);
}
// The floor, if needed:
box.p2.y = box.p1.y;
a_ChunkDesc.ReplaceRelCuboid(box, E_BLOCK_AIR, 0, E_BLOCK_PLANKS, 0);
}