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// FinishGen.h

/* Interfaces to the various finishing generators:
	- cFinishGenSnow
	- cFinishGenIce
	- cFinishGenSprinkleFoliage
	- cFinishGenLilypads
	- cFinishGenBottomLava
	- cFinishGenPreSimulator
	- cFinishGenDeadBushes
*/





#include "ComposableGenerator.h"
#include "../Noise.h"
#include "../ProbabDistrib.h"





class cFinishGenSnow :
	public cFinishGen
{
protected:
	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





class cFinishGenIce :
	public cFinishGen
{
protected:
	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





class cFinishGenNetherSprinkleFoliage :
	public cFinishGen
{
public:
	cFinishGenNetherSprinkleFoliage(int a_Seed) : 
		m_Noise(a_Seed),
		m_Seed(a_Seed) 
	{
	}

protected:
	cNoise m_Noise;
	int    m_Seed;

	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





class cFinishGenSprinkleFoliage :
	public cFinishGen
{
public:
	cFinishGenSprinkleFoliage(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {}
	
protected:
	cNoise m_Noise;
	int    m_Seed;
	
	/// Tries to place sugarcane at the coords specified, returns true if successful
	bool TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ);
	
	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





/** This class adds a single top block in random positions in the specified biome on top of specified allowed blocks.
Used for:
- Lilypads finisher
- DeadBushes finisher
*/
class cFinishGenSingleBiomeSingleTopBlock :
	public cFinishGen
{
public:
	cFinishGenSingleBiomeSingleTopBlock(
		int a_Seed, BLOCKTYPE a_BlockType, EMCSBiome a_Biome, int a_Amount,
		BLOCKTYPE a_AllowedBelow1, BLOCKTYPE a_AllowedBelow2
	) :
		m_Noise(a_Seed),
		m_BlockType(a_BlockType),
		m_Biome(a_Biome),
		m_Amount(a_Amount),
		m_AllowedBelow1(a_AllowedBelow1),
		m_AllowedBelow2(a_AllowedBelow2)
	{
	}
	
protected:
	cNoise m_Noise;
	BLOCKTYPE m_BlockType;
	EMCSBiome m_Biome;
	int       m_Amount;         ///< Relative amount of blocks to try adding. 1 = one block per 256 biome columns.
	BLOCKTYPE m_AllowedBelow1;  ///< First  of the two blocktypes that are allowed below m_BlockType
	BLOCKTYPE m_AllowedBelow2;  ///< Second of the two blocktypes that are allowed below m_BlockType
	
	int GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap);
	
	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





class cFinishGenBottomLava :
	public cFinishGen
{
public:
	cFinishGenBottomLava(int a_Level) :
		m_Level(a_Level)
	{
	}
	
	int GetLevel(void) const { return m_Level; }
protected:
	int m_Level;
	
	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





class cFinishGenPreSimulator :
	public cFinishGen
{
public:
	cFinishGenPreSimulator(void);
	
protected:
	// Drops hanging sand and gravel down to the ground, recalculates heightmap
	void CollapseSandGravel(
		cChunkDef::BlockTypes & a_BlockTypes,    // Block types to read and change
		cChunkDef::HeightMap & a_HeightMap       // Height map to update by the current data
	);
	
	/** For each fluid block:
	- if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
	- all fluid on the chunk's edge is made flowing
	*/
	void StationarizeFluid(
		cChunkDef::BlockTypes & a_BlockTypes,    // Block types to read and change
		cChunkDef::HeightMap & a_HeightMap,      // Height map to read
		BLOCKTYPE a_Fluid,
		BLOCKTYPE a_StationaryFluid
	);

	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
} ;





class cFinishGenFluidSprings :
	public cFinishGen
{
public:
	cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World);
	
protected:

	cNoise         m_Noise;
	cProbabDistrib m_HeightDistribution;
	BLOCKTYPE      m_Fluid;
	int            m_Chance;  ///< Chance, [0..100], that a spring will be generated in a chunk

	// cFinishGen override:
	virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;

	/// Tries to place a spring at the specified coords, checks neighbors. Returns true	if successful
	bool TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z);
} ;