Rewritten ore generation from scratch, using a different (much faster) algorithm. Chunk generation now about 2x faster :)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@321 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -35,6 +35,36 @@ static struct
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// You can use GLASS for these instead for debugging ore generation ;)
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// Beware though, client has problems with this much glass!
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const char BLOCK_STONE = E_BLOCK_STONE;
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const char BLOCK_DIRT = E_BLOCK_DIRT;
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const char BLOCK_GRASS = E_BLOCK_GRASS;
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const int MAX_HEIGHT_COAL = 127;
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const int NUM_NESTS_COAL = 40;
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const int NEST_SIZE_COAL = 10;
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const int MAX_HEIGHT_IRON = 70;
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const int NUM_NESTS_IRON = 10;
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const int NEST_SIZE_IRON = 6;
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const int MAX_HEIGHT_REDSTONE = 40;
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const int NUM_NESTS_REDSTONE = 10;
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const int NEST_SIZE_REDSTONE = 6;
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const int MAX_HEIGHT_GOLD = 35;
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const int NUM_NESTS_GOLD = 6;
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const int NEST_SIZE_GOLD = 6;
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const int MAX_HEIGHT_DIAMOND = 16;
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const int NUM_NESTS_DIAMOND = 6;
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const int NEST_SIZE_DIAMOND = 5;
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cWorldGenerator::cWorldGenerator(cWorld * a_World) :
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m_World(a_World)
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{
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@ -223,41 +253,20 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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}
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else if (Top - y > ((WaveNoise + 1.5f) * 1.5f)) // rock and ores between 1.5 .. 4.5 deep
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{
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if ( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_COAL_ORE;
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}
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else if ( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_IRON_ORE;
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}
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else if (( yy < 20) && (GetOreNoise( xx * 1.5f, yy + 300.f, zz * 1.5f, Noise ) > 0.6f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_REDSTONE_ORE;
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}
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else if (( yy < 30) && (GetOreNoise( xx * 2, yy + 200.f, zz * 2, Noise ) > 0.75f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIAMOND_ORE;
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}
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else if (( yy < 40) && (GetOreNoise( xx * 2, yy + 100.f, zz * 2, Noise ) > 0.75f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_GOLD_ORE;
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}
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else
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STONE;
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a_BlockData[ MakeIndex(x, y, z) ] = BLOCK_STONE;
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}
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}
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else
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
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a_BlockData[ MakeIndex(x, y, z) ] = BLOCK_DIRT;
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}
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} // for y
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if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
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{
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// Replace top dirt with grass:
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a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
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a_BlockData[MakeIndex(x, Top - 1, z)] = BLOCK_GRASS;
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// Generate small foliage (1-block):
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int TopY = Top - 1;
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@ -309,6 +318,81 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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} // else (Top is under waterlevel)
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} // for x
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} // for z
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// Generate ores:
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GenerateOre(E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, a_BlockData);
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GenerateOre(E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, a_BlockData);
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GenerateOre(E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, a_BlockData);
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GenerateOre(E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, a_BlockData);
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GenerateOre(E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, a_BlockData);
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}
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void cWorldGenerator::GenerateOre(char a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, char * a_BlockData)
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{
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// This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
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// It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
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// Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
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for (int i = 0; i < a_NumNests; i++)
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{
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int BaseX = r1.randInt(16);
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int BaseY = r1.randInt(a_MaxHeight);
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int BaseZ = r1.randInt(16);
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sSetBlockList OreBlocks;
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size_t NestSize = (size_t)(a_NestSize + r1.randInt(a_NestSize / 4)); // The actual nest size may be up to 1/4 larger
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while (OreBlocks.size() < NestSize)
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{
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// Put a cuboid around [BaseX, BaseY, BaseZ]
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for (int x = r1.randInt(2); x >= 0; --x)
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{
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for (int y = r1.randInt(2); y >= 0; --y)
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{
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for (int z = r1.randInt(2); z >= 0; --z)
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{
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if (OreBlocks.size() < NestSize)
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{
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OreBlocks.push_back(sSetBlock(BaseX + x, BaseY + y, BaseZ + z, a_OreType, 0));
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}
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} // for z
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} // for y
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} // for x
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// Move the base to a neighbor voxel
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switch (r1.randInt(4))
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{
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case 0: BaseX--; break;
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case 1: BaseX++; break;
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}
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switch (r1.randInt(4))
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{
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case 0: BaseY--; break;
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case 1: BaseY++; break;
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}
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switch (r1.randInt(4))
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{
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case 0: BaseZ--; break;
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case 1: BaseZ++; break;
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}
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} // while (OreBlocks.size() < NumBlocks)
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// Replace stone with the queued ore blocks:
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for (sSetBlockList::iterator itr = OreBlocks.begin(); itr != OreBlocks.end(); ++itr)
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{
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if ((itr->x < 0) || (itr->y < 0) || (itr->z < 0) || (itr->x >= 16) || (itr->y >= 127) || (itr->z >= 16))
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{
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continue;
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}
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int Index = MakeIndex(itr->x, itr->y, itr->z);
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if (a_BlockData[Index] == BLOCK_STONE)
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{
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a_BlockData[Index] = a_OreType;
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}
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} // for itr - OreBlocks[]
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OreBlocks.clear();
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} // for i
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}
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@ -335,7 +419,7 @@ void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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int TopY = m_World->GetHeight(xx, zz);
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int index = MakeIndex(x, TopY - 1, z);
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if (BlockType[index] == E_BLOCK_GRASS )
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if (BlockType[index] == BLOCK_GRASS)
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{
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float val1 = Noise.CubicNoise2D( xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D( xx * 0.01f, zz * 0.01f );
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@ -29,6 +29,8 @@ protected:
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// Thread-unsafe:
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MTRand r1;
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void GenerateOre(char a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, char * a_BlockData);
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static unsigned int MakeIndex(int x, int y, int z );
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virtual void GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData);
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