13144a08e4
* Avoid inefficient AString -> c_str() -> AString round trip * Avoid redundant string init expressions * Avoid unnecessary return, continue, etc. * Add .clang-format to help with clang-tidy fix-its * Avoid unnecessary passing by value * Avoid unnecessary local copying * Avoid copying in range-for loops * Avoid over-complicated boolean expressions * Some violations missed by my local clang-tidy * Allow unnecessary continue statements * Add brackets * Another expression missed locally * Move BindingsProcessor call into clang-tidy.sh and add space * Fix pushd not found error * Different grouping of CheckBlockInteractionRate
150 lines
3.0 KiB
C++
150 lines
3.0 KiB
C++
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// StructGen.h
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/* Interfaces to the various structure generators:
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- cStructGenTrees
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- cStructGenMarbleCaves
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- cStructGenOres
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*/
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise/Noise.h"
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class cStructGenTrees :
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public cFinishGen
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{
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public:
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cStructGenTrees(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen) :
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m_Seed(a_Seed),
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m_Noise(a_Seed),
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m_BiomeGen(std::move(a_BiomeGen)),
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m_ShapeGen(std::move(a_ShapeGen)),
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m_CompositionGen(std::move(a_CompositionGen))
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{}
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protected:
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int m_Seed;
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cNoise m_Noise;
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cBiomeGenPtr m_BiomeGen;
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cTerrainShapeGenPtr m_ShapeGen;
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cTerrainCompositionGenPtr m_CompositionGen;
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/** Generates and applies an image of a single tree.
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Parts of the tree inside the chunk are applied to a_ChunkDesc.
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Parts of the tree outside the chunk are stored in a_OutsideXYZ
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*/
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void GenerateSingleTree(
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int a_ChunkX, int a_ChunkZ, int a_Seq,
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Vector3i a_Pos,
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cChunkDesc & a_ChunkDesc,
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sSetBlockVector & a_OutsideLogs,
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sSetBlockVector & a_OutsideOther
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) ;
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/** Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow. */
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void ApplyTreeImage(
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int a_ChunkX, int a_ChunkZ,
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cChunkDesc & a_ChunkDesc,
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const sSetBlockVector & a_Image,
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sSetBlockVector & a_Overflow
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);
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/** Get the the number of trees to generate in a_Chunk
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If the value is between 0 and 1, it should be interpreted as the probability that a tree should be generated.
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*/
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double GetNumTrees(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BiomeMap & a_Biomes
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);
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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} ;
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class cStructGenLakes :
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public cFinishGen
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{
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public:
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainShapeGenPtr a_ShapeGen, int a_Probability) :
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m_Noise(a_Seed),
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m_Seed(a_Seed),
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m_Fluid(a_Fluid),
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m_ShapeGen(std::move(a_ShapeGen)),
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m_Probability(a_Probability)
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{
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}
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protected:
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cNoise m_Noise;
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cTerrainShapeGenPtr m_ShapeGen;
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/** Chance, [0 .. 100], of a chunk having the lake. */
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int m_Probability;
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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/** Creates a lake image for the specified chunk into a_Lake. */
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void CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeHeight, cBlockArea & a_Lake);
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} ;
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class cStructGenDirectOverhangs :
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public cFinishGen
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{
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public:
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cStructGenDirectOverhangs(int a_Seed);
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protected:
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cNoise m_Noise1;
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cNoise m_Noise2;
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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bool HasWantedBiome(cChunkDesc & a_ChunkDesc) const;
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} ;
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class cStructGenDistortedMembraneOverhangs :
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public cFinishGen
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{
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public:
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cStructGenDistortedMembraneOverhangs(int a_Seed);
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protected:
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cNoise m_NoiseX;
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cNoise m_NoiseY;
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cNoise m_NoiseZ;
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cNoise m_NoiseH;
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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} ;
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