1
0
Fork 0
cuberite-2a/src/Generating/UnderwaterBaseGen.cpp

144 lines
3.4 KiB
C++

// UnderwaterBaseGen.cpp
// Implements the cUnderwaterBaseGen class representing the underwater base generator
#include "Globals.h"
#include "UnderwaterBaseGen.h"
#include "Prefabs/UnderwaterBasePrefabs.h"
#include "PieceGenerator.h"
static cPrefabPiecePool g_UnderwaterBase(g_UnderwaterBasePrefabs, g_UnderwaterBasePrefabsCount, g_UnderwaterBaseStartingPrefabs, g_UnderwaterBaseStartingPrefabsCount);
////////////////////////////////////////////////////////////////////////////////
// cUnderwaterBaseGen::cUnderwaterBase:
class cUnderwaterBaseGen::cUnderwaterBase :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
cUnderwaterBase(
int a_Seed,
int a_GridX, int a_GridZ,
int a_OriginX, int a_OriginZ,
int a_MaxDepth,
int a_MaxSize
) :
super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
m_Seed(a_Seed),
m_Noise(a_Seed),
m_MaxSize(a_MaxSize),
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize)
{
// Generate the pieces for this base:
cBFSPieceGenerator pg(g_UnderwaterBase, a_Seed);
pg.PlacePieces(a_OriginX, 50, a_OriginZ, a_MaxDepth, m_Pieces);
if (m_Pieces.empty())
{
return;
}
}
~cUnderwaterBase()
{
cPieceGenerator::FreePieces(m_Pieces);
}
protected:
/** Seed for the random functions */
int m_Seed;
/** The noise used as a pseudo-random generator */
cNoise m_Noise;
/** Maximum size, in X / Z blocks, of the base (radius from the origin) */
int m_MaxSize;
/** Borders of the vilalge - no item may reach out of this cuboid. */
cCuboid m_Borders;
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
// cGridStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
{
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
const cPrefab & Prefab = static_cast<const cPrefab &>((*itr)->GetPiece());
Prefab.Draw(a_Chunk, *itr);
} // for itr - m_PlacedPieces[]
}
} ;
////////////////////////////////////////////////////////////////////////////////
// cUnderwaterBaseGen:
cUnderwaterBaseGen::cUnderwaterBaseGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, cBiomeGenPtr a_BiomeGen) :
super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 100),
m_Noise(a_Seed + 1000),
m_MaxDepth(a_MaxDepth),
m_MaxSize(a_MaxSize),
m_BiomeGen(a_BiomeGen)
{
}
cGridStructGen::cStructurePtr cUnderwaterBaseGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
{
// Generate the biomes for the chunk surrounding the origin:
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
m_BiomeGen->GenBiomes(ChunkX, ChunkZ, Biomes);
// Check if all the biomes are ocean:
// If just one is not, no base is created, because it's likely that an unfriendly biome is too close
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
{
case biOcean:
case biDeepOcean:
{
// These biomes allow underwater bases
break;
}
default:
{
// base-unfriendly biome, bail out with zero structure:
return cStructurePtr();
}
} // switch (Biomes[i])
} // for i - Biomes[]
// Create a base based on the chosen prefabs:
return cStructurePtr(new cUnderwaterBase(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize));
}