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animal terrain finisher

This commit is contained in:
p-mcgowan 2014-12-02 01:37:17 -08:00
parent 53a55e62b3
commit 9831220a1c
2 changed files with 241 additions and 0 deletions

View File

@ -26,6 +26,8 @@
#define DEF_OVERWORLD_LAVA_SPRINGS "0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0"
#define DEF_END_WATER_SPRINGS "0, 1; 255, 1"
#define DEF_END_LAVA_SPRINGS "0, 1; 255, 1"
#define DEF_ANIMAL_SPAWN_PERCENT 10
#define DEF_NO_ANIMALS 0
@ -943,3 +945,213 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int
////////////////////////////////////////////////////////////////////////////////
// cFinishGenPassiveMobs:
cFinishGenPassiveMobs::cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, eDimension a_Dimension) :
m_Noise(a_Seed)
{
AString SectionName = "Animals";
int DefaultAnimalSpawnChunkPercentage = DEF_ANIMAL_SPAWN_PERCENT;
switch (a_Dimension)
{
case dimOverworld:
{
DefaultAnimalSpawnChunkPercentage = DEF_ANIMAL_SPAWN_PERCENT;
break;
}
case dimNether:
case dimEnd: // No nether or end animals (currently)
{
DefaultAnimalSpawnChunkPercentage = DEF_NO_ANIMALS;
break;
}
default:
{
ASSERT(!"Unhandled world dimension");
break;
}
} // switch (dimension)
m_AnimalProbability = a_IniFile.GetValueSetI(SectionName, "AnimalSpawnChunkPercentage", DefaultAnimalSpawnChunkPercentage);
if (m_AnimalProbability < 0 || m_AnimalProbability > 100)
{
LOGWARNING("[Animals]: AnimalSpawnChunkPercentage is invalid, using the default of \"%d\".", DefaultAnimalSpawnChunkPercentage);
}
}
void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChanceRnd = m_Random.NextInt(100);
if (ChanceRnd > m_AnimalProbability)
{
return;
}
eMonsterType RandomMob = GetRandomMob(a_ChunkDesc);
if (RandomMob == mtInvalidType)
{
LOGWARNING("Attempted to spawn invalid mob type.");
return;
}
// Try spawning a pack center 10 times, should get roughly the same probability
for (int Tries = 0; Tries < 10; Tries++)
{
int PackCenterX = m_Random.NextInt(cChunkDef::Width - 1);
int PackCenterZ = m_Random.NextInt(cChunkDef::Width - 1);
if (TrySpawnAnimals(a_ChunkDesc, PackCenterX, a_ChunkDesc.GetHeight(PackCenterX, PackCenterZ), PackCenterZ, RandomMob))
{
for (int i = 0; i < 5; i++)
{
int OffsetX = m_Random.NextInt(cChunkDef::Width - 1);
int OffsetZ = m_Random.NextInt(cChunkDef::Width - 1);
TrySpawnAnimals(a_ChunkDesc, OffsetX, a_ChunkDesc.GetHeight(OffsetX, OffsetZ), OffsetZ, RandomMob);
}
return;
} // if pack center spawn successful
} // for tries
}
bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, eMonsterType AnimalToSpawn)
{
BLOCKTYPE BlockAtHead = a_ChunkDesc.GetBlockType(a_RelX, a_RelY + 1, a_RelZ);
BLOCKTYPE BlockAtFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY , a_RelZ);
BLOCKTYPE BlockUnderFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY - 1, a_RelZ);
// Check block below (opaque, grass, water), and above (air)
if (AnimalToSpawn == mtSquid && BlockAtFeet != E_BLOCK_WATER)
{
return false;
}
if (
(AnimalToSpawn != mtSquid) &&
(BlockAtHead != E_BLOCK_AIR) &&
(BlockAtFeet != E_BLOCK_AIR) &&
(!cBlockInfo::IsTransparent(BlockUnderFeet))
)
{
return false;
}
if (
(BlockUnderFeet != E_BLOCK_GRASS) &&
(
(AnimalToSpawn == mtSheep) ||
(AnimalToSpawn == mtChicken) ||
(AnimalToSpawn == mtPig)
)
)
{
return false;
}
int AnimalX, AnimalY, AnimalZ;
AnimalX = (double)(a_ChunkDesc.GetChunkX()*cChunkDef::Width + a_RelX + 0.5);
AnimalY = a_RelY;
AnimalZ = (double)(a_ChunkDesc.GetChunkZ()*cChunkDef::Width + a_RelZ + 0.5);
cEntityList ChunkEntities = a_ChunkDesc.GetEntities();
cMonster * NewMob = cMonster::NewMonsterFromType(AnimalToSpawn);
NewMob->SetPosition(AnimalX, AnimalY, AnimalZ);
ChunkEntities.push_back(NewMob);
LOGD("Spawning %s #%i at {%d, %d, %d}", NewMob->GetClass(), NewMob->GetUniqueID(), AnimalX, AnimalY, AnimalZ);
return true;
}
eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
{
std::set<eMonsterType> ListOfSpawnables;
std::set<eMonsterType>::iterator MobIter = ListOfSpawnables.begin();
int x = m_Random.NextInt(cChunkDef::Width - 1);
int z = m_Random.NextInt(cChunkDef::Width - 1);
// Check biomes first to get a list of animals
switch (a_ChunkDesc.GetBiome(x, z))
{
// No animals
case biNether:
case biEnd:
return mtInvalidType;
// Squid only
case biOcean:
case biFrozenOcean:
case biFrozenRiver:
case biRiver:
case biDeepOcean:
ListOfSpawnables.insert(MobIter, mtSquid);
break;
// Mooshroom only
case biMushroomIsland:
case biMushroomShore:
ListOfSpawnables.insert(MobIter, mtMooshroom);
break;
case biJungle:
case biJungleHills:
case biJungleEdge:
case biJungleM:
case biJungleEdgeM:
ListOfSpawnables.insert(MobIter, mtOcelot);
case biPlains:
case biSunflowerPlains:
case biSavanna:
case biSavannaPlateau:
case biSavannaM:
case biSavannaPlateauM:
ListOfSpawnables.insert(MobIter, mtHorse);
// ListOfSpawnables.insert(mtDonkey);
// Wolves only
case biForest:
case biTaiga:
case biMegaTaiga:
case biColdTaiga:
case biColdTaigaM:
ListOfSpawnables.insert(MobIter, mtWolf);
// All other mobs
default:
ListOfSpawnables.insert(MobIter, mtChicken);
ListOfSpawnables.insert(MobIter, mtCow);
ListOfSpawnables.insert(MobIter, mtPig);
ListOfSpawnables.insert(MobIter, mtSheep);
}
if (ListOfSpawnables.size() == 0)
{
LOGD("Tried to spawn an animal from an empty list.");
return mtInvalidType;
}
int RandMob = m_Random.NextInt(ListOfSpawnables.size());
MobIter=ListOfSpawnables.begin();
for (int i = 0; i < RandMob; i++)
{
++MobIter;
}
return *MobIter;
}

View File

@ -18,6 +18,8 @@
#include "ComposableGenerator.h"
#include "../Noise/Noise.h"
#include "../ProbabDistrib.h"
#include "../Mobs/Monster.h"
#include "FastRandom.h"
@ -315,3 +317,30 @@ protected:
class cFinishGenPassiveMobs :
public cFinishGen
{
public:
cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, eDimension a_Dimension);
protected:
cNoise m_Noise;
int m_AnimalProbability; // Chance, [0..100], that an animal pack will be generated in a chunk
cFastRandom m_Random;
// cFinishGen override:
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
// Tries to spawn a mob in the center of the pack. If successful, spawns 0-5 more.
bool TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int x, int y, int z, eMonsterType AnimalToSpawn);
// Gets a random mob from biome-dependant list
eMonsterType GetRandomMob(cChunkDesc & a_ChunkDesc);
} ;