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cuberite-2a/source/Generating/BioGen.h

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5.4 KiB
C++

// BioGen.h
/*
Interfaces to the various biome generators:
- cBioGenConstant
- cBioGenCheckerboard
- cBioGenDistortedVoronoi
*/
#pragma once
#include "ComposableGenerator.h"
#include "../Noise.h"
class cBioGenConstant :
public cBiomeGen
{
public:
cBioGenConstant(EMCSBiome a_Biome) : m_Biome(a_Biome) {}
protected:
EMCSBiome m_Biome;
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
} ;
/// A simple cache that stores N most recently generated chunks' biomes; N being settable upon creation
class cBioGenCache :
public cBiomeGen
{
public:
cBioGenCache(cBiomeGen * a_BioGenToCache, int a_CacheSize); // Takes ownership of a_BioGenToCache
~cBioGenCache();
protected:
cBiomeGen * m_BioGenToCache;
struct sCacheData
{
int m_ChunkX;
int m_ChunkZ;
cChunkDef::BiomeMap m_BiomeMap;
} ;
// To avoid moving large amounts of data for the MRU behavior, we MRU-ize indices to an array of the actual data
int m_CacheSize;
int * m_CacheOrder; // MRU-ized order, indices into m_CacheData array
sCacheData * m_CacheData; // m_CacheData[m_CacheOrder[0]] is the most recently used
// Cache statistics
int m_NumHits;
int m_NumMisses;
int m_TotalChain; // Number of cache items walked to get to a hit (only added for hits)
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
} ;
/// Base class for generators that use a list of available biomes. This class takes care of the list.
class cBiomeGenList :
public cBiomeGen
{
protected:
cBiomeGenList(const AString & a_Biomes)
{
InitializeBiomes(a_Biomes);
}
// List of biomes that the generator is allowed to generate:
typedef std::vector<EMCSBiome> EMCSBiomes;
EMCSBiomes m_Biomes;
int m_BiomesCount; // Pulled out of m_Biomes for faster access
/// Parses the INI file setting string into m_Biomes.
void InitializeBiomes(const AString & a_Biomes);
} ;
class cBioGenCheckerboard :
public cBiomeGenList
{
public:
cBioGenCheckerboard(int a_BiomeSize, const AString & a_Biomes) :
cBiomeGenList(a_Biomes),
m_BiomeSize((a_BiomeSize < 8) ? 8 : a_BiomeSize)
{
}
protected:
int m_BiomeSize;
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
} ;
class cBioGenVoronoi :
public cBiomeGenList
{
public:
cBioGenVoronoi(int a_Seed, int a_CellSize, const AString & a_Biomes) :
cBiomeGenList(a_Biomes),
m_CellSize((a_CellSize > 4) ? a_CellSize : 4),
m_Noise(a_Seed)
{
}
protected:
int m_CellSize;
cNoise m_Noise;
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
EMCSBiome VoronoiBiome(int a_BlockX, int a_BlockZ);
} ;
class cBioGenDistortedVoronoi :
public cBioGenVoronoi
{
public:
cBioGenDistortedVoronoi(int a_Seed, int a_CellSize, const AString & a_Biomes) :
cBioGenVoronoi(a_Seed, a_CellSize, a_Biomes)
{
}
protected:
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
/// Distorts the coords using a Perlin-like noise
void Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ);
} ;
class cBioGenMultiStepMap :
public cBiomeGen
{
public:
cBioGenMultiStepMap(int a_Seed);
void Init(cIniFile & a_IniFile);
protected:
cNoise m_Noise;
int m_Seed;
int m_OceanCellSize;
int m_MushroomIslandSize;
int m_RiverCellSize;
float m_RiverWidthThreshold;
float m_LandBiomesSize;
typedef int IntMap[256]; // x + 16 * z, expected trimmed into [0..255] range
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
/** Step 1: Decides between ocean, land and mushroom, using a DistVoronoi with special conditions and post-processing for mushroom islands
Sets biomes to biOcean, -1 (i.e. land), biMushroomIsland or biMushroomShore
*/
void DecideOceanLandMushroom(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
/** Step 2: Add rivers to the land
Flips some "-1" biomes into biRiver
*/
void AddRivers(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
/** Step 3: Decide land biomes, using Distorted Voronoi and a temperature / humidity map and freezes ocean / river in low temperatures.
Flips all remaining "-1" biomes into land biomes. Also flips some biOcean and biRiver into biFrozenOcean, biFrozenRiver, based on temp map.
*/
void ApplyTemperatureHumidity(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
/// Distorts the coords using a Perlin-like noise, with a specified cell-size
void Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ, int a_CellSize);
/// Builds two Perlin-noise maps, one for temperature, the other for humidity. Trims both into [0..255] range
void BuildTemperatureHumidityMaps(int a_ChunkX, int a_ChunkZ, IntMap & a_TemperatureMap, IntMap & a_HumidityMap);
/// Flips all remaining "-1" biomes into land biomes using the two maps
void DecideLandBiomes(cChunkDef::BiomeMap & a_BiomeMap, const IntMap & a_TemperatureMap, const IntMap & a_HumidityMap);
/// Flips biOcean and biRiver into biFrozenOcean and biFrozenRiver if the temperature is too low
void FreezeWaterBiomes(cChunkDef::BiomeMap & a_BiomeMap, const IntMap & a_TemperatureMap);
} ;