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Added GlowStone finisher

This commit is contained in:
STRWarrior 2015-04-19 19:45:18 +02:00
parent 13b96a40ea
commit e7542f676d
4 changed files with 140 additions and 2 deletions

View File

@ -347,6 +347,10 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1");
m_FinishGens.push_back(cFinishGenPtr(new cDungeonRoomsFinisher(m_ShapeGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib)));
}
else if (NoCaseCompare(*itr, "GlowStone") == 0)
{
m_FinishGens.push_back(cFinishGenPtr(new cFinishGenGlowStone(Seed)));
}
else if (NoCaseCompare(*itr, "Ice") == 0)
{
m_FinishGens.push_back(cFinishGenPtr(new cFinishGenIce));

View File

@ -179,6 +179,118 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
////////////////////////////////////////////////////////////////////////////////
// cFinishGenGlowStone:
void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
// Change the number of attempts to create a vein depending on the maximum height of the chunk. A standard Nether could have 5 veins at most.
int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23;
for (int i = 1; i <= NumGlowStone; i++)
{
// The maximum size for a string of glowstone can get 3 - 5 blocks long
int Size = 3 + m_Noise.IntNoise3DInt(ChunkX, i, ChunkZ) % 3;
// Generate X/Z coordinates.
int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2));
int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2));
int Height = a_ChunkDesc.GetHeight(X, Z);
for (int y = Height; y > Size; y--)
{
if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(X, y, Z)))
{
// Current block isn't solid, bail out
continue;
}
if (a_ChunkDesc.GetBlockType(X, y - 1, Z) != E_BLOCK_AIR)
{
// The block below isn't air, bail out
continue;
}
if ((m_Noise.IntNoise3DInt(X, y, Z) % 100) < 95)
{
// Have a 5% chance of creating the glowstone
continue;
}
TryPlaceGlowstone(a_ChunkDesc, X, y, Z, Size, 5 + m_Noise.IntNoise3DInt(X, y, Z) % 7);
break;
}
}
}
void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings)
{
// The starting point of every glowstone string
Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ);
// Array with possible directions for a string of glowstone to go to.
const Vector3i AvailableDirections[] =
{
{ -1, 0, 0 }, { 1, 0, 0 },
{ 0, -1, 0 }, // Don't let the glowstone go up
{ 0, 0, -1 }, { 0, 0, 1 },
// Diagonal direction. Only X or Z with Y.
// If all were changed the glowstone string looks awkward
{ 0, -1, 1 }, { 1, -1, 0 },
{ 0, -1, -1 }, { -1, -1, 0 },
};
for (int i = 1; i <= a_NumStrings; i++)
{
// The current position of the string that is being generated
Vector3i CurrentPos = Vector3i(StartPoint);
// A vector where the previous direction of a glowstone string is stored.
// This is used to make the strings change direction when going one block further
Vector3i PreviousDirection = Vector3i();
for (int j = 0; j < a_Size; j++)
{
Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead
while (Direction.Equals(PreviousDirection))
{
// To make the glowstone branches look better we want to make the direction change every time.
Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
Attempts++;
}
// Update the previous direction variable
PreviousDirection = Direction;
// Update the position of the glowstone string
CurrentPos += Direction;
if (cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z)) && (a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z) != E_BLOCK_GLOWSTONE))
{
// The glowstone hit something solid, and it wasn't glowstone. Stop the string.
break;
}
// Place a glowstone block.
a_ChunkDesc.SetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z, E_BLOCK_GLOWSTONE);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cFinishGenTallGrass:
@ -523,7 +635,7 @@ void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc)
{
// The current block is air. Let's bail ut.
BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z);
if (Block == E_BLOCK_AIR)
if (Block != E_BLOCK_NETHERRACK)
{
continue;
}

View File

@ -70,6 +70,28 @@ protected:
class cFinishGenGlowStone :
public cFinishGen
{
public:
cFinishGenGlowStone(int a_Seed) :
m_Seed(a_Seed),
m_Noise(a_Seed)
{
}
protected:
cNoise m_Noise;
int m_Seed;
void TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings);
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;
class cFinishGenTallGrass :
public cFinishGen
{

View File

@ -812,7 +812,7 @@ void cWorld::InitialiseGeneratorDefaults(cIniFile & a_IniFile)
a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
a_IniFile.GetValueSet("Generator", "Finishers", "SoulsandRims, WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherOreNests, NetherForts, PreSimulator");
a_IniFile.GetValueSet("Generator", "Finishers", "SoulsandRims, WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherOreNests, NetherForts, GlowStone, PreSimulator");
a_IniFile.GetValueSet("Generator", "BottomLavaHeight", "30");
break;
}