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Added an initial version of the underwater base generator.

This commit is contained in:
madmaxoft 2014-05-31 22:06:14 +02:00
parent 6de45037c7
commit 7672ca7eef
5 changed files with 2103 additions and 0 deletions

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@ -25,6 +25,7 @@
#include "Noise3DGenerator.h"
#include "POCPieceGenerator.h"
#include "Ravines.h"
#include "UnderwaterBaseGen.h"
#include "VillageGen.h"
@ -406,6 +407,13 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
{
m_FinishGens.push_back(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen));
}
else if (NoCaseCompare(*itr, "UnderwaterBases") == 0)
{
int GridSize = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseGridSize", 1024);
int MaxDepth = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxDepth", 7);
int MaxSize = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxSize", 128);
m_FinishGens.push_back(new cUnderwaterBaseGen(Seed, GridSize, MaxDepth, MaxSize, *m_BiomeGen));
}
else if (NoCaseCompare(*itr, "Villages") == 0)
{
int GridSize = a_IniFile.GetValueSetI("Generator", "VillageGridSize", 384);

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@ -0,0 +1,15 @@
// UnderwaterBasePrefabs.h
// Declares the prefabs in the group UnderwaterBase
#include "../Prefab.h"
extern const cPrefab::sDef g_UnderwaterBasePrefabs[];
extern const cPrefab::sDef g_UnderwaterBaseStartingPrefabs[];
extern const size_t g_UnderwaterBasePrefabsCount;
extern const size_t g_UnderwaterBaseStartingPrefabsCount;

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@ -0,0 +1,142 @@
// UnderwaterBaseGen.cpp
// Implements the cUnderwaterBaseGen class representing the underwater base generator
#include "Globals.h"
#include "UnderwaterBaseGen.h"
#include "Prefabs/UnderwaterBasePrefabs.h"
#include "PieceGenerator.h"
static cPrefabPiecePool g_UnderwaterBase(g_UnderwaterBasePrefabs, g_UnderwaterBasePrefabsCount, g_UnderwaterBaseStartingPrefabs, g_UnderwaterBaseStartingPrefabsCount);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cUnderwaterBaseGen::cUnderwaterBase:
class cUnderwaterBaseGen::cUnderwaterBase :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
cUnderwaterBase(
int a_Seed,
int a_OriginX, int a_OriginZ,
int a_MaxDepth,
int a_MaxSize
) :
super(a_OriginX, a_OriginZ),
m_Seed(a_Seed),
m_Noise(a_Seed),
m_MaxSize(a_MaxSize),
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize)
{
// Generate the pieces for this base:
cBFSPieceGenerator pg(g_UnderwaterBase, a_Seed);
pg.PlacePieces(a_OriginX, 50, a_OriginZ, a_MaxDepth, m_Pieces);
if (m_Pieces.empty())
{
return;
}
}
~cUnderwaterBase()
{
cPieceGenerator::FreePieces(m_Pieces);
}
protected:
/** Seed for the random functions */
int m_Seed;
/** The noise used as a pseudo-random generator */
cNoise m_Noise;
/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
int m_MaxSize;
/** Borders of the vilalge - no item may reach out of this cuboid. */
cCuboid m_Borders;
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
// cGridStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
{
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
Prefab.Draw(a_Chunk, *itr);
} // for itr - m_PlacedPieces[]
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cUnderwaterBaseGen:
cUnderwaterBaseGen::cUnderwaterBaseGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen) :
super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100),
m_Noise(a_Seed + 1000),
m_MaxDepth(a_MaxDepth),
m_MaxSize(a_MaxSize),
m_BiomeGen(a_BiomeGen)
{
}
cGridStructGen::cStructurePtr cUnderwaterBaseGen::CreateStructure(int a_OriginX, int a_OriginZ)
{
// Generate the biomes for the chunk surrounding the origin:
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes);
// Check if all the biomes are ocean:
// If just one is not, no base is created, because it's likely that an unfriendly biome is too close
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
{
case biOcean:
case biDeepOcean:
{
// These biomes allow underwater bases
break;
}
default:
{
// base-unfriendly biome, bail out with zero structure:
return cStructurePtr();
}
} // switch (Biomes[i])
} // for i - Biomes[]
// Create a base based on the chosen prefabs:
return cStructurePtr(new cUnderwaterBase(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize));
}

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// UnderwaterBaseGen.h
// Declares the cUnderwaterBaseGen class representing the underwater base generator
#pragma once
#include "GridStructGen.h"
#include "PrefabPiecePool.h"
class cUnderwaterBaseGen :
public cGridStructGen
{
typedef cGridStructGen super;
public:
cUnderwaterBaseGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen);
protected:
class cUnderwaterBase; // fwd: UnderwaterBaseGen.cpp
/** The noise used for generating random numbers */
cNoise m_Noise;
/** Maximum depth of the generator tree*/
int m_MaxDepth;
/** Maximum size, in X/Z blocks, of the base (radius from the origin) */
int m_MaxSize;
/** The underlying biome generator that defines whether the base is created or not */
cBiomeGen & m_BiomeGen;
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_OriginX, int a_OriginZ) override;
} ;