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cuberite-2a/src/Generating/EnderDragonFightStructuresG...

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C++

#include "Globals.h"
#include "EnderDragonFightStructuresGen.h"
#include "../Chunk.h"
#include "../Entities/EnderCrystal.h"
#include "../WorldStorage/SchematicFileSerializer.h"
const std::array<Vector3i, 48> cEnderDragonFightStructuresGen::m_CagePos =
{
{
// First layer
{-2, -1, -2}, {-2, -1, -1}, {-2, -1, 0}, {-2, -1, 1}, {-2, -1, 2},
{2, -1, -2}, {2, -1, -1}, {2, -1, 0}, {2, -1, 1}, {2, -1, 2},
{-1, -1, -2}, {0, -1, -2}, {1, -1, -2},
{-1, -1, 2}, {0, -1, 2}, {1, -1, 2},
// Second layer
{-2, 0, -2}, {-2, 0, -1}, {-2, 0, 0}, {-2, 0, 1}, {-2, 0, 2},
{2, 0, -2}, {2, 0, -1}, {2, 0, 0}, {2, 0, 1}, {2, 0, 2},
{-1, 0, -2}, {0, 0, -2}, {1, 0, -2},
{-1, 0, 2}, {0, 0, 2}, {1, 0, 2},
// Third layer
{-2, 1, -2}, {-2, 1, -1}, {-2, 1, 0}, {-2, 1, 1}, {-2, 1, 2},
{2, 1, -2}, {2, 1, -1}, {2, 1, 0}, {2, 1, 1}, {2, 1, 2},
{-1, 1, -2}, {0, 1, -2}, {1, 1, -2},
{-1, 1, 2}, {0, 1, 2}, {1, 1, 2},
}
};
const std::array<Vector3i, 26> cEnderDragonFightStructuresGen::m_CageAir =
{
{
// First layer
{-1, -1, -1}, {0, -1, -1}, {1, -1, -1},
{-1, -1, 1}, {0, -1, 1}, {1, -1, 1},
{-1, -1, 0}, {1, -1, 0},
// Second layer
{-1, 0, -1}, {0, 0, -1}, {1, 0, -1},
{-1, 0, 1}, {0, 0, 1}, {1, 0, 1},
{-1, 0, 0}, {1, 0, 0}, {0, 0, 0},
// Third layer
{-1, 1, -1}, {0, 1, -1}, {1, 1, -1},
{-1, 1, 1}, {0, 1, 1}, {1, 1, 1},
{-1, 1, 0}, {1, 1, 0}, {0, 1, 0},
}
};
cEnderDragonFightStructuresGen::cEnderDragonFightStructuresGen(int a_Seed) :
m_Noise(a_Seed)
{
}
void cEnderDragonFightStructuresGen::Init(const AString & a_TowerProperties, int a_Radius)
{
const auto ChunkWidth = cChunkDef::Width;
// Loads the fountain schematic
if (!cFile::IsFile(AString("Prefabs") + cFile::GetPathSeparator() + "SinglePieceStructures" + cFile::GetPathSeparator() + "EndFountain.schematic"))
{
LOGWARNING("EnderDragonFightStructuresGen is missing its end fountain prefab, please update your Cuberite server files! There will be no end fountain!");
}
else
{
cSchematicFileSerializer::LoadFromSchematicFile(m_Fountain, AString("Prefabs") + cFile::GetPathSeparator() + "SinglePieceStructures" + cFile::GetPathSeparator() + "EndFountain.schematic");
}
// Reads the given tower properties
const auto TowerPropertiesVector = StringSplitAndTrim(a_TowerProperties, ";");
std::vector<sTowerProperties> TowerProperties;
for (const auto & TowerProperty : TowerPropertiesVector)
{
const auto TowerPropertyVector = StringSplitAndTrim(TowerProperty, "|");
if (TowerPropertyVector.size() != 3)
{
LOGWARNING("Got unknown parameters on generating obsidian pillars: %s, Please use \"Height|Radius|HasCage\"; ...", TowerProperty);
continue;
}
int Height = std::min(std::stoi(TowerPropertyVector[0]), cChunkDef::Height - 2); // The highest block placed is two blocks above the given height (the cage above some towers)
int Radius = std::stoi(TowerPropertyVector[1]);
bool HasCage;
if (NoCaseCompare(TowerPropertyVector[2], "true") == 0)
{
HasCage = true;
}
else if (NoCaseCompare(TowerPropertyVector[2], "false") == 0)
{
HasCage = false;
}
else
{
LOGWARNING("Got unknown value for boolean of the tower: %s should have a cage! %s. Tower will not be generated!", TowerProperty, TowerPropertyVector[2]);
continue;
}
TowerProperties.push_back({Vector3d(), Height, Radius, HasCage});
}
// A random angle in radian
double Angle = m_Noise.IntNoise1D(m_Noise.GetSeed()) * M_PI + M_PI;
// Shuffles the order of the towers
std::shuffle(TowerProperties.begin(), TowerProperties.end(), std::default_random_engine(static_cast<size_t>(m_Noise.GetSeed())));
// Generate Positions in a circle
for (size_t I = 0; I < TowerProperties.size(); I++)
{
auto TowerPos = Vector3i(FloorC(a_Radius * cos(Angle)), 0, FloorC(a_Radius * sin(Angle)));
TowerProperties[I].m_Pos = TowerPos;
// Check all crossed chunks
for (int X = -TowerProperties[I].m_Radius - ChunkWidth; X <= TowerProperties[I].m_Radius + ChunkWidth; X+=std::min(TowerProperties[I].m_Radius, ChunkWidth))
{
for (int Z = -TowerProperties[I].m_Radius - ChunkWidth; Z <= TowerProperties[I].m_Radius + ChunkWidth; Z+=std::min(TowerProperties[I].m_Radius, ChunkWidth))
{
auto Chunk = cChunkDef::BlockToChunk({TowerPos.x + X, 0, TowerPos.z + Z});
// Update limits
m_MinX = std::min(Chunk.m_ChunkX, m_MinX);
m_MinZ = std::min(Chunk.m_ChunkZ, m_MinZ);
m_MaxX = std::max(Chunk.m_ChunkX, m_MaxX);
m_MaxZ = std::max(Chunk.m_ChunkZ, m_MaxZ);
// If the tower is not in chunk put it in
bool ShouldPlace = true;
for (const auto & Property : m_TowerPos[Chunk])
{
ShouldPlace &= !(TowerPos == Property.m_Pos);
}
if (ShouldPlace)
{
m_TowerPos[Chunk].emplace_back(TowerProperties[I]);
}
}
}
// Generate angle of next tower
Angle = fmod(Angle + (2.0 * M_PI / static_cast<double>(TowerProperties.size())), 2.0 * M_PI);
}
}
void cEnderDragonFightStructuresGen::GenFinish(cChunkDesc &a_ChunkDesc)
{
auto Coords = a_ChunkDesc.GetChunkCoords();
// If not in the chunks to write
if ((Coords.m_ChunkX > m_MaxX) ||
(Coords.m_ChunkX < m_MinX) ||
(Coords.m_ChunkZ > m_MaxZ) ||
(Coords.m_ChunkZ < m_MinZ))
{
return;
}
// Places the exit portal
if (Coords == cChunkCoords({0, 0}))
{
/*
auto EnderDragon = std::make_unique<cEnderDragon>();
EnderDragon->SetPosition({0.0, static_cast<double>(a_ChunkDesc.GetHeight(0, 0) + 20), 0.0}); // Spawns the dragon 20 blocks above the terrain at (0, 0)
a_ChunkDesc.GetEntities().emplace_back(std::move(EnderDragon));
*/ // Todo: 25.10.20 - Add the ender dragon spawning when the dragon behaves properly - 12xx12
a_ChunkDesc.WriteBlockArea(m_Fountain,
static_cast<int>(FloorC(-m_Fountain.GetSizeX() / 2)),
62,
static_cast<int>(FloorC(-m_Fountain.GetSizeX() / 2)),
cBlockArea::msSpongePrint
);
}
else if (Coords == cChunkCoords({-1, 0}))
{
a_ChunkDesc.WriteBlockArea(m_Fountain,
cChunkDef::Width - static_cast<int>(FloorC(m_Fountain.GetSizeX() / 2)),
62,
static_cast<int>(FloorC(-m_Fountain.GetSizeZ() / 2)),
cBlockArea::msSpongePrint
);
}
else if (Coords == cChunkCoords({0, -1}))
{
a_ChunkDesc.WriteBlockArea(m_Fountain,
static_cast<int>(FloorC(-m_Fountain.GetSizeX() / 2)),
62,
cChunkDef::Width - static_cast<int>(FloorC(m_Fountain.GetSizeZ() / 2)),
cBlockArea::msSpongePrint);
}
else if (Coords == cChunkCoords({-1, -1}))
{
a_ChunkDesc.WriteBlockArea(m_Fountain,
cChunkDef::Width - static_cast<int>(FloorC(m_Fountain.GetSizeX() / 2)),
62,
cChunkDef::Width - static_cast<int>(FloorC(m_Fountain.GetSizeZ() / 2)),
cBlockArea::msSpongePrint);
}
auto It = m_TowerPos.find(Coords);
if (It == m_TowerPos.end())
{
return;
}
for (const auto & Property : It->second)
{
PlaceTower(a_ChunkDesc, Property);
}
}
void cEnderDragonFightStructuresGen::PlaceTower(cChunkDesc &a_ChunkDesc, const sTowerProperties & a_Properties)
{
auto Pos = cChunkDef::AbsoluteToRelative(a_Properties.m_Pos, a_ChunkDesc.GetChunkCoords());
// Place obsidian pillar
for (int X = -a_Properties.m_Radius; X < a_Properties.m_Radius; X++)
{
for (int Z = -a_Properties.m_Radius; Z < a_Properties.m_Radius; Z++)
{
Vector3i NewPos = {Pos.x + X, 1, Pos.z + Z};
if (cChunkDef::IsValidRelPos(NewPos))
{
// The 3 was achieved by trial and error till the shape matched the notchian implementation
if ((NewPos - Vector3i(Pos.x, 1, Pos.z)).SqrLength() < a_Properties.m_Radius * a_Properties.m_Radius - 3)
{
for (int Y = 0; Y <= a_Properties.m_Height - 2; Y++)
{
a_ChunkDesc.SetBlockType(NewPos.x, Y, NewPos.z, E_BLOCK_OBSIDIAN);
}
}
}
}
}
// Spawn the iron bars if there are some
if (a_Properties.m_HasCage)
{
// Place walls
for (const auto & Offset : m_CagePos)
{
if (cChunkDef::IsValidRelPos(Vector3d(Pos.x, a_Properties.m_Height, Pos.z) + Offset))
{
a_ChunkDesc.SetBlockType(Pos.x + Offset.x, a_Properties.m_Height + Offset.y, Pos.z + Offset.z, E_BLOCK_IRON_BARS);
}
}
// Remove any block that may generate inside the cage
for (const auto & Offset : m_CageAir)
{
if (cChunkDef::IsValidRelPos(Pos + Offset))
{
a_ChunkDesc.SetBlockType(Pos.x + Offset.x, a_Properties.m_Height + Offset.y, Pos.z + Offset.z, E_BLOCK_AIR);
}
}
// Place roof
for (int X = -2; X <= 2; ++X)
{
for (int Z = -2; Z <= 2; ++Z)
{
if (cChunkDef::IsValidRelPos({Pos.x + X, 1, Pos.z + Z}))
{
a_ChunkDesc.SetBlockType(Pos.x + X, a_Properties.m_Height + 2, Pos.z + Z, E_BLOCK_IRON_BARS);
}
}
}
}
// Place the top decoration if the origin is in this chunk
if (cChunkDef::IsValidRelPos(Pos))
{
// Spawn the bedrock
a_ChunkDesc.SetBlockType(Pos.x, a_Properties.m_Height - 1, Pos.z, E_BLOCK_BEDROCK);
// Spawn the fire
a_ChunkDesc.SetBlockType(Pos.x, a_Properties.m_Height, Pos.z, E_BLOCK_FIRE);
// Spawn the ender crystal of the origin position is in this chunk
auto EnderCrystal = std::make_unique<cEnderCrystal>(Vector3d(0.5, a_Properties.m_Height, 0.5) + a_Properties.m_Pos, true);
a_ChunkDesc.GetEntities().emplace_back(std::move(EnderCrystal));
}
}