// FinishGen.h /* Interfaces to the various finishing generators: - cFinishGenSnow - cFinishGenIce - cFinishGenSprinkleFoliage - cFinishGenLilypads - cFinishGenBottomLava - cFinishGenPreSimulator - cFinishGenDeadBushes */ #include "ComposableGenerator.h" #include "../Noise.h" #include "../ProbabDistrib.h" class cFinishGenSnow : public cFinishGen { protected: // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; class cFinishGenIce : public cFinishGen { protected: // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; class cFinishGenNetherClumpFoliage : public cFinishGen { public: cFinishGenNetherClumpFoliage(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) { } protected: cNoise m_Noise; int m_Seed; void TryPlaceClump(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block); virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; class cFinishGenTallGrass : public cFinishGen { public: cFinishGenTallGrass(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {} protected: cNoise m_Noise; int m_Seed; // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; float GetBiomeDensity(EMCSBiome a_Biome) { switch (a_Biome) { case biSavanna: case biSavannaM: case biSavannaPlateau: case biSavannaPlateauM: case biPlains: { return 0.4f; } default: { return -0.6f; } } } }; class cFinishGenSprinkleFoliage : public cFinishGen { public: cFinishGenSprinkleFoliage(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {} protected: cNoise m_Noise; int m_Seed; /// Tries to place sugarcane at the coords specified, returns true if successful bool TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ); // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; /** This class adds a single top block in random positions in the specified biome on top of specified allowed blocks. Used for: - Lilypads finisher - DeadBushes finisher */ class cFinishGenSingleBiomeSingleTopBlock : public cFinishGen { public: cFinishGenSingleBiomeSingleTopBlock( int a_Seed, BLOCKTYPE a_BlockType, EMCSBiome a_Biome, int a_Amount, BLOCKTYPE a_AllowedBelow1, BLOCKTYPE a_AllowedBelow2 ) : m_Noise(a_Seed), m_BlockType(a_BlockType), m_Biome(a_Biome), m_Amount(a_Amount), m_AllowedBelow1(a_AllowedBelow1), m_AllowedBelow2(a_AllowedBelow2) { } protected: cNoise m_Noise; BLOCKTYPE m_BlockType; EMCSBiome m_Biome; int m_Amount; ///< Relative amount of blocks to try adding. 1 = one block per 256 biome columns. BLOCKTYPE m_AllowedBelow1; ///< First of the two blocktypes that are allowed below m_BlockType BLOCKTYPE m_AllowedBelow2; ///< Second of the two blocktypes that are allowed below m_BlockType int GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap); // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; class cFinishGenBottomLava : public cFinishGen { public: cFinishGenBottomLava(int a_Level) : m_Level(a_Level) { } int GetLevel(void) const { return m_Level; } protected: int m_Level; // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; class cFinishGenPreSimulator : public cFinishGen { public: cFinishGenPreSimulator(void); protected: // Drops hanging sand and gravel down to the ground, recalculates heightmap void CollapseSandGravel( cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data ); /** For each fluid block: - if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top) - all fluid on the chunk's edge is made flowing */ void StationarizeFluid( cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change cChunkDef::HeightMap & a_HeightMap, // Height map to read BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid ); // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; class cFinishGenFluidSprings : public cFinishGen { public: cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension); protected: cNoise m_Noise; cProbabDistrib m_HeightDistribution; BLOCKTYPE m_Fluid; int m_Chance; ///< Chance, [0..100], that a spring will be generated in a chunk // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; /// Tries to place a spring at the specified coords, checks neighbors. Returns true if successful bool TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z); } ;