Added GlowStone finisher
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@ -347,6 +347,10 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
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AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1");
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m_FinishGens.push_back(cFinishGenPtr(new cDungeonRoomsFinisher(m_ShapeGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib)));
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}
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else if (NoCaseCompare(*itr, "GlowStone") == 0)
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{
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m_FinishGens.push_back(cFinishGenPtr(new cFinishGenGlowStone(Seed)));
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}
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else if (NoCaseCompare(*itr, "Ice") == 0)
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{
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m_FinishGens.push_back(cFinishGenPtr(new cFinishGenIce));
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@ -179,6 +179,118 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenGlowStone:
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void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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// 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.
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int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23;
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for (int i = 1; i <= NumGlowStone; i++)
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{
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// The maximum size for a string of glowstone can get 3 - 5 blocks long
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int Size = 3 + m_Noise.IntNoise3DInt(ChunkX, i, ChunkZ) % 3;
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// Generate X/Z coordinates.
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int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2));
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int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2));
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int Height = a_ChunkDesc.GetHeight(X, Z);
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for (int y = Height; y > Size; y--)
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{
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if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(X, y, Z)))
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{
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// Current block isn't solid, bail out
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continue;
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}
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if (a_ChunkDesc.GetBlockType(X, y - 1, Z) != E_BLOCK_AIR)
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{
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// The block below isn't air, bail out
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continue;
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}
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if ((m_Noise.IntNoise3DInt(X, y, Z) % 100) < 95)
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{
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// Have a 5% chance of creating the glowstone
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continue;
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}
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TryPlaceGlowstone(a_ChunkDesc, X, y, Z, Size, 5 + m_Noise.IntNoise3DInt(X, y, Z) % 7);
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break;
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}
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}
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}
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void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings)
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{
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// The starting point of every glowstone string
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Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ);
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// Array with possible directions for a string of glowstone to go to.
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const Vector3i AvailableDirections[] =
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{
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{ -1, 0, 0 }, { 1, 0, 0 },
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{ 0, -1, 0 }, // Don't let the glowstone go up
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{ 0, 0, -1 }, { 0, 0, 1 },
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// Diagonal direction. Only X or Z with Y.
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// If all were changed the glowstone string looks awkward
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{ 0, -1, 1 }, { 1, -1, 0 },
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{ 0, -1, -1 }, { -1, -1, 0 },
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};
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for (int i = 1; i <= a_NumStrings; i++)
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{
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// The current position of the string that is being generated
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Vector3i CurrentPos = Vector3i(StartPoint);
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// A vector where the previous direction of a glowstone string is stored.
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// This is used to make the strings change direction when going one block further
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Vector3i PreviousDirection = Vector3i();
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for (int j = 0; j < a_Size; j++)
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{
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Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
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int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead
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while (Direction.Equals(PreviousDirection))
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{
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// To make the glowstone branches look better we want to make the direction change every time.
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Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
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Attempts++;
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}
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// Update the previous direction variable
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PreviousDirection = Direction;
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// Update the position of the glowstone string
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CurrentPos += Direction;
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if (cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z)) && (a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z) != E_BLOCK_GLOWSTONE))
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{
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// The glowstone hit something solid, and it wasn't glowstone. Stop the string.
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break;
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}
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// Place a glowstone block.
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a_ChunkDesc.SetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z, E_BLOCK_GLOWSTONE);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenTallGrass:
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@ -523,7 +635,7 @@ void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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// The current block is air. Let's bail ut.
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BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z);
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if (Block == E_BLOCK_AIR)
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if (Block != E_BLOCK_NETHERRACK)
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{
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continue;
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}
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@ -70,6 +70,28 @@ protected:
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class cFinishGenGlowStone :
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public cFinishGen
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{
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public:
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cFinishGenGlowStone(int a_Seed) :
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m_Seed(a_Seed),
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m_Noise(a_Seed)
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{
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}
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protected:
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cNoise m_Noise;
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int m_Seed;
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void TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings);
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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} ;
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class cFinishGenTallGrass :
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public cFinishGen
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{
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@ -812,7 +812,7 @@ void cWorld::InitialiseGeneratorDefaults(cIniFile & a_IniFile)
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a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
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a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
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a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
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a_IniFile.GetValueSet("Generator", "Finishers", "SoulsandRims, WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherOreNests, NetherForts, PreSimulator");
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a_IniFile.GetValueSet("Generator", "Finishers", "SoulsandRims, WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherOreNests, NetherForts, GlowStone, PreSimulator");
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a_IniFile.GetValueSet("Generator", "BottomLavaHeight", "30");
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break;
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}
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