1108 lines
27 KiB
C++
1108 lines
27 KiB
C++
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// ProtIntGen.h
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// Declares the prototyping integer generators - cProtIntGen class and its descendants
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/*
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These classes generate 2D arrays of integers that have various interpretations. The main purpose of these
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classes is to provide fast prototyping for cIntGen classes - unlike cIntGen classes, these are not
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template-based and so they take care of the underlying sizes automatically. This makes them easier to chain
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and re-chain, since the size parameters don't need to be adjusted after each such case. Their performance is,
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however, slightly worse, which is why we use cIntGen classes in the final generator.
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Because there is no SizeX / SizeZ template param, the generators would have to either alloc memory for each
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underlying generator's values, or use a maximum-size buffer. We chose the latter, to avoid memory allocation
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overhead; this however means that there's (an arbitrary) limit to the size of the generated data.
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*/
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#pragma once
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// We need the biome group constants defined there:
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#include "IntGen.h"
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/** Interface that all the generator classes provide. */
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class cProtIntGen
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{
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protected:
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/** Maximum size of the generated area.
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Adjust the constant if you need larger areas, these are just so that we can use fixed-size buffers. */
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static const int m_BufferSize = 900;
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public:
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/** Type of the generic interface used for storing links to the underlying generators. */
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typedef std::shared_ptr<cProtIntGen> Underlying;
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/** Force a virtual destructor in all descendants.
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Descendants contain virtual functions and are referred to via pointer-to-base, so they need a virtual destructor. */
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virtual ~cProtIntGen() {}
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/** Generates the array of specified size into a_Values, based on given min coords. */
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) = 0;
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};
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/** Provides additional cNoise member and its helper functions. */
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class cProtIntGenWithNoise :
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public cProtIntGen
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{
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typedef cProtIntGen super;
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public:
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cProtIntGenWithNoise(int 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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/** Chooses one of a_Val1 or a_Val2, based on m_Noise and the coordinates for querying the noise. */
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int ChooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2)
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{
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int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7;
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return ((rnd & 1) == 0) ? a_Val1 : a_Val2;
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}
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/** Chooses one of a_ValN, based on m_Noise and the coordinates for querying the noise. */
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int ChooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2, int a_Val3, int a_Val4)
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{
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int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7;
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switch (rnd % 4)
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{
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case 0: return a_Val1;
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case 1: return a_Val2;
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case 2: return a_Val3;
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default: return a_Val4;
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}
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}
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};
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/** Generates a 2D array of random integers in the specified range [0 .. Range). */
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class cProtIntGenChoice :
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public cProtIntGenWithNoise
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{
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typedef cProtIntGenWithNoise super;
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public:
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cProtIntGenChoice(int a_Seed, int a_Range) :
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super(a_Seed),
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m_Range(a_Range)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
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{
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for (int z = 0; z < a_SizeZ; z++)
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{
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int BaseZ = a_MinZ + z;
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for (int x = 0; x < a_SizeX; x++)
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{
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a_Values[x + a_SizeX * z] = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7) % m_Range;
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}
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} // for z
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}
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protected:
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int m_Range;
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};
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/** Decides between the ocean and landmass biomes.
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Has a threshold (in percent) of how much land, the larger the threshold, the more land.
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Generates 0 for ocean, biome group ID for landmass. */
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class cProtIntGenLandOcean :
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public cProtIntGenWithNoise
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{
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typedef cProtIntGenWithNoise super;
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public:
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cProtIntGenLandOcean(int a_Seed, int a_Threshold) :
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super(a_Seed),
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m_Threshold(a_Threshold)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
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{
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for (int z = 0; z < a_SizeZ; z++)
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{
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int BaseZ = a_MinZ + z;
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for (int x = 0; x < a_SizeX; x++)
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{
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int rnd = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7);
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a_Values[x + a_SizeX * z] = ((rnd % 100) < m_Threshold) ? ((rnd / 101) % bgLandOceanMax + 1) : 0;
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}
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}
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// If the centerpoint of the world is within the area, set it to bgTemperate, always:
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if ((a_MinX <= 0) && (a_MinZ <= 0) && (a_MinX + a_SizeX > 0) && (a_MinZ + a_SizeZ > 0))
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{
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a_Values[-a_MinX - a_MinZ * a_SizeX] = bgTemperate;
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}
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}
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protected:
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int m_Threshold;
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};
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class cProtIntGenZoom :
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public cProtIntGenWithNoise
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{
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typedef cProtIntGenWithNoise super;
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public:
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cProtIntGenZoom(int a_Seed, Underlying a_UnderlyingGen) :
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super(a_Seed),
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m_UnderlyingGen(a_UnderlyingGen)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
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{
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// Get the coords for the lower generator:
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int lowerMinX = a_MinX >> 1;
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int lowerMinZ = a_MinZ >> 1;
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int lowerSizeX = a_SizeX / 2 + 2;
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int lowerSizeZ = a_SizeZ / 2 + 2;
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ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize);
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ASSERT(lowerSizeX > 0);
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ASSERT(lowerSizeZ > 0);
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// Generate the underlying data with half the resolution:
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int lowerData[m_BufferSize];
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m_UnderlyingGen->GetInts(lowerMinX, lowerMinZ, lowerSizeX, lowerSizeZ, lowerData);
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const int lowStepX = (lowerSizeX - 1) * 2;
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int Cache[m_BufferSize];
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// Discreet-interpolate the values into twice the size:
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for (int z = 0; z < lowerSizeZ - 1; ++z)
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{
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int idx = (z * 2) * lowStepX;
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int PrevZ0 = lowerData[z * lowerSizeX];
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int PrevZ1 = lowerData[(z + 1) * lowerSizeX];
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for (int x = 0; x < lowerSizeX - 1; ++x)
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{
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int ValX1Z0 = lowerData[x + 1 + z * lowerSizeX];
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int ValX1Z1 = lowerData[x + 1 + (z + 1) * lowerSizeX];
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int RndX = (x + lowerMinX) * 2;
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int RndZ = (z + lowerMinZ) * 2;
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Cache[idx] = PrevZ0;
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Cache[idx + lowStepX] = super::ChooseRandomOne(RndX, RndZ, PrevZ0, PrevZ1);
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idx++;
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Cache[idx] = super::ChooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0);
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Cache[idx + lowStepX] = super::ChooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0, PrevZ1, ValX1Z1);
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idx++;
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PrevZ0 = ValX1Z0;
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PrevZ1 = ValX1Z1;
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}
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}
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// Copy from Cache into a_Values; take into account the even/odd offsets in a_Min:
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for (int z = 0; z < a_SizeZ; ++z)
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{
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memcpy(a_Values + z * a_SizeX, Cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), a_SizeX * sizeof(int));
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}
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}
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protected:
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Underlying m_UnderlyingGen;
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};
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class cProtIntGenSmooth :
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public cProtIntGenWithNoise
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{
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typedef cProtIntGenWithNoise super;
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public:
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cProtIntGenSmooth(int a_Seed, Underlying a_Underlying) :
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super(a_Seed),
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m_Underlying(a_Underlying)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
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{
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// Generate the underlying values:
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int lowerSizeX = a_SizeX + 2;
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int lowerSizeZ = a_SizeZ + 2;
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ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize);
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int lowerData[m_BufferSize];
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m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerData);
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// Smooth - for each square check if the surroundings are the same, if so, expand them diagonally.
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// Also get rid of single-pixel irregularities (A-B-A):
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for (int z = 0; z < a_SizeZ; z++)
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{
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int NoiseZ = a_MinZ + z;
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for (int x = 0; x < a_SizeX; x++)
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{
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int val = lowerData[x + 1 + (z + 1) * lowerSizeX];
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int Above = lowerData[x + 1 + z * lowerSizeX];
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int Below = lowerData[x + 1 + (z + 2) * lowerSizeX];
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int Left = lowerData[x + (z + 1) * lowerSizeX];
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int Right = lowerData[x + 2 + (z + 1) * lowerSizeX];
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if ((Left == Right) && (Above == Below))
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{
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if (((super::m_Noise.IntNoise2DInt(a_MinX + x, NoiseZ) / 7) % 2) == 0)
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{
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val = Left;
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}
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else
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{
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val = Above;
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}
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}
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else
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{
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if (Left == Right)
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{
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val = Left;
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}
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if (Above == Below)
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{
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val = Above;
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}
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}
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a_Values[x + z * a_SizeX] = val;
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}
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}
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}
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protected:
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Underlying m_Underlying;
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};
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class cProtIntGenBeaches :
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public cProtIntGen
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{
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typedef cProtIntGen super;
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public:
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cProtIntGenBeaches(Underlying a_Underlying) :
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m_Underlying(a_Underlying)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
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{
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// Map for biome -> its beach:
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static const int ToBeach[] =
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{
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/* biOcean */ biOcean,
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/* biPlains */ biBeach,
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/* biDesert */ biBeach,
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/* biExtremeHills */ biStoneBeach,
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/* biForest */ biBeach,
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/* biTaiga */ biColdBeach,
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/* biSwampland */ biSwampland,
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/* biRiver */ biRiver,
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/* biNether */ biNether,
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/* biEnd */ biEnd,
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/* biFrozenOcean */ biColdBeach,
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/* biFrozenRiver */ biColdBeach,
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/* biIcePlains */ biColdBeach,
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/* biIceMountains */ biColdBeach,
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/* biMushroomIsland */ biMushroomShore,
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/* biMushroomShore */ biMushroomShore,
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/* biBeach */ biBeach,
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/* biDesertHills */ biBeach,
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/* biForestHills */ biBeach,
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/* biTaigaHills */ biColdBeach,
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/* biExtremeHillsEdge */ biStoneBeach,
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/* biJungle */ biBeach,
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/* biJungleHills */ biBeach,
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/* biJungleEdge */ biBeach,
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/* biDeepOcean */ biOcean,
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/* biStoneBeach */ biStoneBeach,
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/* biColdBeach */ biColdBeach,
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/* biBirchForest */ biBeach,
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/* biBirchForestHills */ biBeach,
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/* biRoofedForest */ biBeach,
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/* biColdTaiga */ biColdBeach,
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/* biColdTaigaHills */ biColdBeach,
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/* biMegaTaiga */ biStoneBeach,
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/* biMegaTaigaHills */ biStoneBeach,
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/* biExtremeHillsPlus */ biStoneBeach,
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/* biSavanna */ biBeach,
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/* biSavannaPlateau */ biBeach,
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/* biMesa */ biMesa,
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/* biMesaPlateauF */ biMesa,
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/* biMesaPlateau */ biMesa,
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};
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// Generate the underlying values:
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int lowerSizeX = a_SizeX + 2;
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int lowerSizeZ = a_SizeZ + 2;
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ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize);
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int lowerValues[m_BufferSize];
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m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues);
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// Add beaches between ocean and biomes:
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for (int z = 0; z < a_SizeZ; z++)
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{
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for (int x = 0; x < a_SizeX; x++)
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{
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int val = lowerValues[x + 1 + (z + 1) * lowerSizeX];
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int Above = lowerValues[x + 1 + z * lowerSizeX];
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int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX];
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int Left = lowerValues[x + (z + 1) * lowerSizeX];
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int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX];
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if (!IsBiomeOcean(val))
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{
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if (IsBiomeOcean(Above) || IsBiomeOcean(Below) || IsBiomeOcean(Left) || IsBiomeOcean(Right))
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{
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val = ToBeach[(val % 128) % ARRAYCOUNT(ToBeach)];
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}
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}
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a_Values[x + z * a_SizeX] = val;
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}
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}
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}
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protected:
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Underlying m_Underlying;
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};
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/** Generates the underlying numbers and then randomly changes some ocean group pixels into random land
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group pixels, based on the predefined chance. */
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class cProtIntGenAddIslands :
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public cProtIntGenWithNoise
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{
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typedef cProtIntGenWithNoise super;
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public:
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typedef std::shared_ptr<cProtIntGen> Underlying;
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cProtIntGenAddIslands(int a_Seed, int a_Chance, Underlying a_Underlying) :
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super(a_Seed),
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m_Chance(a_Chance),
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m_Underlying(a_Underlying)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
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{
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m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
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for (int z = 0; z < a_SizeZ; z++)
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{
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for (int x = 0; x < a_SizeX; x++)
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{
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if (a_Values[x + z * a_SizeX] == bgOcean)
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{
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int rnd = super::m_Noise.IntNoise2DInt(a_MinX + x, a_MinZ + z) / 7;
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if (rnd % 1000 < m_Chance)
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{
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a_Values[x + z * a_SizeX] = (rnd / 101) % bgLandOceanMax;
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}
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}
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}
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}
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}
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protected:
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/** Chance of each ocean pixel being converted, in permille. */
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int m_Chance;
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Underlying m_Underlying;
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};
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/** A filter that adds an edge biome group between two biome groups that need an edge between them. */
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class cProtIntGenBiomeGroupEdges :
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public cProtIntGen
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{
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typedef cProtIntGen super;
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public:
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cProtIntGenBiomeGroupEdges(Underlying a_Underlying) :
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m_Underlying(a_Underlying)
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{
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}
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virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values)
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{
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// Generate the underlying biome groups:
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int lowerSizeX = a_SizeX + 2;
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int lowerSizeZ = a_SizeZ + 2;
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ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize);
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int lowerValues[m_BufferSize];
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m_Underlying->GetInts(a_MinX, a_MinZ, lowerSizeX, lowerSizeZ, lowerValues);
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// Change the biomes on incompatible edges into an edge biome:
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for (int z = 0; z < a_SizeZ; z++)
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{
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for (int x = 0; x < a_SizeX; x++)
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{
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int val = lowerValues[x + 1 + (z + 1) * lowerSizeX];
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int Above = lowerValues[x + 1 + z * lowerSizeX];
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int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX];
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int Left = lowerValues[x + (z + 1) * lowerSizeX];
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int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX];
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switch (val)
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{
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// Desert should neighbor only oceans, desert and temperates; change to temperate when another:
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case bgDesert:
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{
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if (
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!isDesertCompatible(Above) ||
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!isDesertCompatible(Below) ||
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!isDesertCompatible(Left) ||
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!isDesertCompatible(Right)
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)
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{
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val = bgTemperate;
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}
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break;
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} // case bgDesert
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// Ice should not neighbor deserts; change to temperate:
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case bgIce:
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{
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if (
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(Above == bgDesert) ||
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(Below == bgDesert) ||
|
|
(Left == bgDesert) ||
|
|
(Right == bgDesert)
|
|
)
|
|
{
|
|
val = bgTemperate;
|
|
}
|
|
break;
|
|
} // case bgIce
|
|
}
|
|
a_Values[x + z * a_SizeX] = val;
|
|
} // for x
|
|
} // for z
|
|
}
|
|
|
|
protected:
|
|
Underlying m_Underlying;
|
|
|
|
|
|
inline bool isDesertCompatible(int a_BiomeGroup)
|
|
{
|
|
switch (a_BiomeGroup)
|
|
{
|
|
case bgOcean:
|
|
case bgDesert:
|
|
case bgTemperate:
|
|
{
|
|
return true;
|
|
}
|
|
default:
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** Turns biome group indices into real biomes.
|
|
For each pixel, takes its biome group and chooses a random biome from that group; replaces the value with
|
|
that biome. */
|
|
class cProtIntGenBiomes :
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
cProtIntGenBiomes(int a_Seed, Underlying a_Underlying) :
|
|
super(a_Seed),
|
|
m_Underlying(a_Underlying)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Define the per-biome-group biomes:
|
|
static const int oceanBiomes[] =
|
|
{
|
|
biOcean, // biDeepOcean,
|
|
};
|
|
|
|
// Same as oceanBiomes, there are no rare oceanic biomes (mushroom islands are handled separately)
|
|
static const int rareOceanBiomes[] =
|
|
{
|
|
biOcean,
|
|
};
|
|
|
|
static const int desertBiomes[] =
|
|
{
|
|
biDesert, biDesert, biDesert, biDesert, biDesert, biDesert, biSavanna, biSavanna, biPlains,
|
|
};
|
|
|
|
static const int rareDesertBiomes[] =
|
|
{
|
|
biMesaPlateau, biMesaPlateauF,
|
|
};
|
|
|
|
static const int temperateBiomes[] =
|
|
{
|
|
biForest, biForest, biRoofedForest, biExtremeHills, biPlains, biBirchForest, biSwampland,
|
|
};
|
|
|
|
static const int rareTemperateBiomes[] =
|
|
{
|
|
biJungle, // Jungle is not strictly temperate, but let's piggyback it here
|
|
};
|
|
|
|
static const int mountainBiomes[] =
|
|
{
|
|
biExtremeHills, biForest, biTaiga, biPlains,
|
|
};
|
|
|
|
static const int rareMountainBiomes[] =
|
|
{
|
|
biMegaTaiga,
|
|
};
|
|
|
|
static const int iceBiomes[] =
|
|
{
|
|
biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga,
|
|
};
|
|
|
|
// Same as iceBiomes, there's no rare ice biome
|
|
static const int rareIceBiomes[] =
|
|
{
|
|
biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga,
|
|
};
|
|
|
|
static const cBiomesInGroups biomesInGroups[] =
|
|
{
|
|
/* bgOcean */ { static_cast<int>(ARRAYCOUNT(oceanBiomes)), oceanBiomes},
|
|
/* bgDesert */ { static_cast<int>(ARRAYCOUNT(desertBiomes)), desertBiomes},
|
|
/* bgTemperate */ { static_cast<int>(ARRAYCOUNT(temperateBiomes)), temperateBiomes},
|
|
/* bgMountains */ { static_cast<int>(ARRAYCOUNT(mountainBiomes)), mountainBiomes},
|
|
/* bgIce */ { static_cast<int>(ARRAYCOUNT(iceBiomes)), iceBiomes},
|
|
};
|
|
|
|
static const cBiomesInGroups rareBiomesInGroups[] =
|
|
{
|
|
/* bgOcean */ { static_cast<int>(ARRAYCOUNT(rareOceanBiomes)), rareOceanBiomes},
|
|
/* bgDesert */ { static_cast<int>(ARRAYCOUNT(rareDesertBiomes)), rareDesertBiomes},
|
|
/* bgTemperate */ { static_cast<int>(ARRAYCOUNT(rareTemperateBiomes)), rareTemperateBiomes},
|
|
/* bgMountains */ { static_cast<int>(ARRAYCOUNT(rareMountainBiomes)), rareMountainBiomes},
|
|
/* bgIce */ { static_cast<int>(ARRAYCOUNT(rareIceBiomes)), rareIceBiomes},
|
|
};
|
|
|
|
// Generate the underlying values, representing biome groups:
|
|
m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
|
|
|
|
// Overwrite each biome group with a random biome from that group:
|
|
// Take care of the bgfRare flag
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
int IdxZ = z * a_SizeX;
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int val = a_Values[x + IdxZ];
|
|
const cBiomesInGroups & Biomes = (val > bgfRare) ?
|
|
rareBiomesInGroups[(val & (bgfRare - 1)) % ARRAYCOUNT(rareBiomesInGroups)] :
|
|
biomesInGroups[val % ARRAYCOUNT(biomesInGroups)];
|
|
int rnd = (super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7);
|
|
a_Values[x + IdxZ] = Biomes.Biomes[rnd % Biomes.Count];
|
|
}
|
|
}
|
|
}
|
|
|
|
protected:
|
|
|
|
struct cBiomesInGroups
|
|
{
|
|
const int Count;
|
|
const int * Biomes;
|
|
};
|
|
|
|
|
|
/** The underlying int generator */
|
|
Underlying m_Underlying;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class cProtIntGenReplaceRandomly :
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
typedef std::shared_ptr<cProtIntGen> Underlying;
|
|
|
|
|
|
cProtIntGenReplaceRandomly(int a_Seed, int a_From, int a_To, int a_Chance, Underlying a_Underlying) :
|
|
super(a_Seed),
|
|
m_From(a_From),
|
|
m_To(a_To),
|
|
m_Chance(a_Chance),
|
|
m_Underlying(a_Underlying)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the underlying values:
|
|
m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
|
|
|
|
// Replace some of the values:
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
int idxZ = z * a_SizeX;
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int idx = x + idxZ;
|
|
if (a_Values[idx] == m_From)
|
|
{
|
|
int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7;
|
|
if (rnd % 1000 < m_Chance)
|
|
{
|
|
a_Values[idx] = m_To;
|
|
}
|
|
}
|
|
}
|
|
} // for z
|
|
}
|
|
|
|
|
|
protected:
|
|
int m_From;
|
|
int m_To;
|
|
int m_Chance;
|
|
Underlying m_Underlying;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** Mixer that joins together finalized biomes and rivers.
|
|
It first checks for oceans; if there's no ocean, it checks for a river. */
|
|
class cProtIntGenMixRivers:
|
|
public cProtIntGen
|
|
{
|
|
typedef cProtIntGen super;
|
|
|
|
public:
|
|
cProtIntGenMixRivers(Underlying a_Biomes, Underlying a_Rivers):
|
|
m_Biomes(a_Biomes),
|
|
m_Rivers(a_Rivers)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the underlying data:
|
|
ASSERT(a_SizeX * a_SizeZ <= m_BufferSize);
|
|
m_Biomes->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
|
|
int riverData[m_BufferSize];
|
|
m_Rivers->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, riverData);
|
|
|
|
// Mix the values:
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
int idxZ = z * a_SizeX;
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int idx = x + idxZ;
|
|
if (IsBiomeOcean(a_Values[idx]))
|
|
{
|
|
// Oceans are kept without any changes
|
|
continue;
|
|
}
|
|
if (riverData[idx] != biRiver)
|
|
{
|
|
// There's no river, keep the current value
|
|
continue;
|
|
}
|
|
|
|
// There's a river, change the output to a river or a frozen river, based on the original biome:
|
|
if (IsBiomeVeryCold((EMCSBiome)a_Values[idx]))
|
|
{
|
|
a_Values[idx] = biFrozenRiver;
|
|
}
|
|
else
|
|
{
|
|
a_Values[idx] = biRiver;
|
|
}
|
|
} // for x
|
|
} // for z
|
|
}
|
|
|
|
protected:
|
|
Underlying m_Biomes;
|
|
Underlying m_Rivers;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** Generates a river based on the underlying data.
|
|
This is basically an edge detector over the underlying data. The rivers are the edges where the underlying
|
|
data changes from one pixel to its neighbor. */
|
|
class cProtIntGenRiver:
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
cProtIntGenRiver(int a_Seed, Underlying a_Underlying):
|
|
super(a_Seed),
|
|
m_Underlying(a_Underlying)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the underlying data:
|
|
int lowerSizeX = a_SizeX + 2;
|
|
int lowerSizeZ = a_SizeZ + 2;
|
|
ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize);
|
|
int lowerValues[m_BufferSize];
|
|
m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues);
|
|
|
|
// Detect the edges:
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int Above = lowerValues[x + 1 + z * lowerSizeX];
|
|
int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX];
|
|
int Left = lowerValues[x + (z + 1) * lowerSizeX];
|
|
int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX];
|
|
int val = lowerValues[x + 1 + (z + 1) * lowerSizeX];
|
|
|
|
if ((val == Above) && (val == Below) && (val == Left) && (val == Right))
|
|
{
|
|
val = 0;
|
|
}
|
|
else
|
|
{
|
|
val = biRiver;
|
|
}
|
|
a_Values[x + z * a_SizeX] = val;
|
|
} // for x
|
|
} // for z
|
|
}
|
|
|
|
protected:
|
|
Underlying m_Underlying;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** Turns some of the oceans into the specified biome. Used for mushroom and deep ocean.
|
|
The biome is only placed if at least 3 of its neighbors are ocean and only with the specified chance. */
|
|
class cProtIntGenAddToOcean:
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
cProtIntGenAddToOcean(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying):
|
|
super(a_Seed),
|
|
m_Chance(a_Chance),
|
|
m_ToValue(a_ToValue),
|
|
m_Underlying(a_Underlying)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the underlying data:
|
|
int lowerSizeX = a_SizeX + 2;
|
|
int lowerSizeZ = a_SizeZ + 2;
|
|
ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize);
|
|
int lowerValues[m_BufferSize];
|
|
m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues);
|
|
|
|
// Add the mushroom islands:
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int val = lowerValues[x + 1 + (z + 1) * lowerSizeX];
|
|
if (!IsBiomeOcean(val))
|
|
{
|
|
a_Values[x + z * a_SizeX] = val;
|
|
continue;
|
|
}
|
|
|
|
// Count the ocean neighbors:
|
|
int Above = lowerValues[x + 1 + z * lowerSizeX];
|
|
int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX];
|
|
int Left = lowerValues[x + (z + 1) * lowerSizeX];
|
|
int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX];
|
|
int NumOceanNeighbors = 0;
|
|
if (IsBiomeOcean(Above))
|
|
{
|
|
NumOceanNeighbors += 1;
|
|
}
|
|
if (IsBiomeOcean(Below))
|
|
{
|
|
NumOceanNeighbors += 1;
|
|
}
|
|
if (IsBiomeOcean(Left))
|
|
{
|
|
NumOceanNeighbors += 1;
|
|
}
|
|
if (IsBiomeOcean(Right))
|
|
{
|
|
NumOceanNeighbors += 1;
|
|
}
|
|
|
|
// If at least 3 ocean neighbors and the chance is right, change:
|
|
if (
|
|
(NumOceanNeighbors >= 3) &&
|
|
((super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7) % 1000 < m_Chance)
|
|
)
|
|
{
|
|
a_Values[x + z * a_SizeX] = m_ToValue;
|
|
}
|
|
else
|
|
{
|
|
a_Values[x + z * a_SizeX] = val;
|
|
}
|
|
} // for x
|
|
} // for z
|
|
}
|
|
|
|
protected:
|
|
/** Chance, in permille, of changing the biome. */
|
|
int m_Chance;
|
|
|
|
/** The value to change the ocean into. */
|
|
int m_ToValue;
|
|
|
|
Underlying m_Underlying;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** Changes random pixels of the underlying data to the specified value. */
|
|
class cProtIntGenSetRandomly :
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
cProtIntGenSetRandomly(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying) :
|
|
super(a_Seed),
|
|
m_Chance(a_Chance),
|
|
m_ToValue(a_ToValue),
|
|
m_Underlying(a_Underlying)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the underlying data:
|
|
m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
|
|
|
|
// Change random pixels to bgOcean:
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7;
|
|
if (rnd % 1000 < m_Chance)
|
|
{
|
|
a_Values[x + z * a_SizeX] = m_ToValue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected:
|
|
/** Chance, in permille, of changing each pixel. */
|
|
int m_Chance;
|
|
|
|
/** The value to which to set the pixel. */
|
|
int m_ToValue;
|
|
|
|
Underlying m_Underlying;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** Adds a "rare" flag to random biome groups, based on the given chance. */
|
|
class cProtIntGenRareBiomeGroups:
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
cProtIntGenRareBiomeGroups(int a_Seed, int a_Chance, Underlying a_Underlying):
|
|
super(a_Seed),
|
|
m_Chance(a_Chance),
|
|
m_Underlying(a_Underlying)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the underlying data:
|
|
m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
|
|
|
|
// Change some of the biome groups into rare biome groups:
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
for (int x = 0; x < a_SizeX; x++)
|
|
{
|
|
int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7;
|
|
if (rnd % 1000 < m_Chance)
|
|
{
|
|
int idx = x + a_SizeX * z;
|
|
a_Values[idx] = a_Values[idx] | bgfRare;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected:
|
|
/** Chance, in permille, of changing each pixel into the rare biome group. */
|
|
int m_Chance;
|
|
|
|
/** The underlying generator. */
|
|
Underlying m_Underlying;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** Changes biomes in the parent data into their alternate verions ("M" variants), in such places that
|
|
have their alterations set. */
|
|
class cProtIntGenAlternateBiomes:
|
|
public cProtIntGenWithNoise
|
|
{
|
|
typedef cProtIntGenWithNoise super;
|
|
|
|
public:
|
|
cProtIntGenAlternateBiomes(int a_Seed, Underlying a_Alterations, Underlying a_BaseBiomes):
|
|
super(a_Seed),
|
|
m_Alterations(a_Alterations),
|
|
m_BaseBiomes(a_BaseBiomes)
|
|
{
|
|
}
|
|
|
|
|
|
virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override
|
|
{
|
|
// Generate the base biomes and the alterations:
|
|
m_BaseBiomes->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values);
|
|
int alterations[m_BufferSize];
|
|
m_Alterations->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, alterations);
|
|
|
|
// Change the biomes into their alternate versions:
|
|
int len = a_SizeX * a_SizeZ;
|
|
for (int idx = 0; idx < len; ++idx)
|
|
{
|
|
if (alterations[idx] == 0)
|
|
{
|
|
// No change
|
|
continue;
|
|
}
|
|
|
|
// Change to alternate biomes:
|
|
int val = a_Values[idx];
|
|
switch (val)
|
|
{
|
|
case biBirchForest: val = biBirchForest; break;
|
|
case biDesert: val = biDesertHills; break;
|
|
case biExtremeHills: val = biExtremeHillsPlus; break;
|
|
case biForest: val = biForestHills; break;
|
|
case biIcePlains: val = biIceMountains; break;
|
|
case biJungle: val = biJungleHills; break;
|
|
case biMegaTaiga: val = biMegaTaigaHills; break;
|
|
case biMesaPlateau: val = biMesa; break;
|
|
case biPlains: val = biForest; break;
|
|
case biRoofedForest: val = biPlains; break;
|
|
case biSavanna: val = biSavannaPlateau; break;
|
|
case biTaiga: val = biTaigaHills; break;
|
|
}
|
|
a_Values[idx] = val;
|
|
} // for idx - a_Values[]
|
|
}
|
|
|
|
protected:
|
|
Underlying m_Alterations;
|
|
Underlying m_BaseBiomes;
|
|
};
|
|
|
|
|
|
|
|
|