// ComposableGenerator.h // Declares the cComposableGenerator class representing the chunk generator that takes the composition approach to generating chunks /* Generating works by composing several algorithms: Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, based on user's preferences in the world.ini. See http://forum.mc-server.org/showthread.php?tid=409 for details. */ #pragma once #include "ChunkGenerator.h" /** The interface that a biome generator must implement A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. The output array is sequenced in the same way as the MapChunk packet's biome data. */ class cBiomeGen { public: virtual ~cBiomeGen() {} // Force a virtual destructor in descendants /// Generates biomes for the given chunk virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; } ; /** The interface that a terrain height generator must implement A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. The output array is sequenced in the same way as the BiomeGen's biome data. The generator may request biome information from the underlying BiomeGen, it may even request information for other chunks than the one it's currently generating (possibly neighbors - for averaging) */ class cTerrainHeightGen { public: virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants /// Generates heightmap for the given chunk virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; } ; /** The interface that a terrain composition generator must implement Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, but it may request information for other chunks than the one it's currently generating from them. */ class cTerrainCompositionGen { public: virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants virtual void ComposeTerrain( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air) cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized) const cChunkDef::HeightMap & a_HeightMap, // The height map to fit const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to cEntityList & a_Entities, // Entitites may be generated along with the terrain cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) ) = 0; } ; /** The interface that a structure generator must implement Structures are generated after the terrain composition took place. It should modify the blocktype data to account for whatever structures the generator is generating. Note that ores are considered structures too, at least from the interface point of view. Also note that a worldgenerator may contain multiple structure generators, one for each type of structure */ class cStructureGen { public: virtual ~cStructureGen() {} // Force a virtual destructor in descendants virtual void GenStructures( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data cEntityList & a_Entities, // Entities may be added or deleted cBlockEntityList & a_BlockEntities // Block entities may be added or deleted ) = 0; } ; typedef std::list cStructureGenList; /** The interface that a finisher must implement Finisher implements small additions after all structures have been generated. */ class cFinishGen { public: virtual ~cFinishGen() {} // Force a virtual destructor in descendants virtual void GenFinish( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to cEntityList & a_Entities, // Entities may be added or deleted cBlockEntityList & a_BlockEntities // Block entities may be added or deleted ) = 0; } ; typedef std::list cFinishGenList; class cComposableGenerator : public cChunkGenerator::cGenerator { typedef cChunkGenerator::cGenerator super; public: cComposableGenerator(cChunkGenerator & a_ChunkGenerator); virtual ~cComposableGenerator(); virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override; virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities) override; protected: // The generation composition: cBiomeGen * m_BiomeGen; cTerrainHeightGen * m_HeightGen; cTerrainCompositionGen * m_CompositionGen; cStructureGenList m_StructureGens; cFinishGenList m_FinishGens; /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly void InitBiomeGen(cIniFile & a_IniFile); /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly void InitHeightGen(cIniFile & a_IniFile); /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly void InitCompositionGen(cIniFile & a_IniFile); /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly void InitStructureGens(cIniFile & a_IniFile); /// Reads the finishers from the ini and initializes m_FinishGens accordingly void InitFinishGens(cIniFile & a_IniFile); } ;