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-rw-r--r-- | src/Generating/ProtIntGen.h | 1351 |
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diff --git a/src/Generating/ProtIntGen.h b/src/Generating/ProtIntGen.h new file mode 100644 index 000000000..73ed27096 --- /dev/null +++ b/src/Generating/ProtIntGen.h @@ -0,0 +1,1351 @@ + +// ProtIntGen.h + +// Declares the prototyping integer generators - cProtIntGen class and its descendants + +/* +These classes generate 2D arrays of integers that have various interpretations. The main purpose of these +classes is to provide fast prototyping for cIntGen classes - unlike cIntGen classes, these are not +template-based and so they take care of the underlying sizes automatically. This makes them easier to chain +and re-chain, since the size parameters don't need to be adjusted after each such case. Their performance is, +however, slightly worse, which is why we use cIntGen classes in the final generator. + +Because there is no SizeX / SizeZ template param, the generators would have to either alloc memory for each +underlying generator's values, or use a maximum-size buffer. We chose the latter, to avoid memory allocation +overhead; this however means that there's (an arbitrary) limit to the size of the generated data. +*/ + + + + + +#pragma once + +// We need the biome group constants defined there: +#include "IntGen.h" + + + + + +/** Interface that all the generator classes provide. */ +class cProtIntGen +{ +protected: + /** Maximum size of the generated area. + Adjust the constant if you need larger areas, these are just so that we can use fixed-size buffers. */ + static const int m_BufferSize = 900; + +public: + + /** Type of the generic interface used for storing links to the underlying generators. */ + typedef std::shared_ptr<cProtIntGen> Underlying; + + + /** Force a virtual destructor in all descendants. + Descendants contain virtual functions and are referred to via pointer-to-base, so they need a virtual destructor. */ + virtual ~cProtIntGen() {} + + /** Generates the array of specified size into a_Values, based on given min coords. */ + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) = 0; +}; + + + + + +/** Provides additional cNoise member and its helper functions. */ +class cProtIntGenWithNoise : + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenWithNoise(int a_Seed) : + m_Noise(a_Seed) + { + } + +protected: + cNoise m_Noise; + + /** Chooses one of a_Val1 or a_Val2, based on m_Noise and the coordinates for querying the noise. */ + int chooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + return ((rnd & 1) == 0) ? a_Val1 : a_Val2; + } + + /** Chooses one of a_ValN, based on m_Noise and the coordinates for querying the noise. */ + int chooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2, int a_Val3, int a_Val4) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + switch (rnd % 4) + { + case 0: return a_Val1; + case 1: return a_Val2; + case 2: return a_Val3; + default: return a_Val4; + } + } +}; + + + + + + +/** Generates a 2D array of random integers in the specified range [0 .. Range). */ +class cProtIntGenChoice : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenChoice(int a_Seed, int a_Range) : + super(a_Seed), + m_Range(a_Range) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + for (int z = 0; z < a_SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < a_SizeX; x++) + { + a_Values[x + a_SizeX * z] = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7) % m_Range; + } + } // for z + } + +protected: + int m_Range; +}; + + + + + + +/** Decides between the ocean and landmass biomes. +Has a threshold (in percent) of how much land, the larger the threshold, the more land. +Generates 0 for ocean, biome group ID for landmass. */ +class cProtIntGenLandOcean : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenLandOcean(int a_Seed, int a_Threshold) : + super(a_Seed), + m_Threshold(a_Threshold) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + for (int z = 0; z < a_SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < a_SizeX; x++) + { + int rnd = (super::m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7); + a_Values[x + a_SizeX * z] = ((rnd % 100) < m_Threshold) ? ((rnd / 101) % bgLandOceanMax + 1) : 0; + } + } + + // If the centerpoint of the world is within the area, set it to bgTemperate, always: + if ((a_MinX <= 0) && (a_MinZ <= 0) && (a_MinX + a_SizeX > 0) && (a_MinZ + a_SizeZ > 0)) + { + a_Values[-a_MinX - a_MinZ * a_SizeX] = bgTemperate; + } + } + +protected: + int m_Threshold; +}; + + + + + +/** Zooms the underlying value array to twice the size. Uses random-neighbor for the pixels in-between. +This means that the zoome out image is randomly distorted. Applying zoom several times provides all +the distortion that the generators need. */ +class cProtIntGenZoom : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenZoom(int a_Seed, Underlying a_UnderlyingGen) : + super(a_Seed), + m_UnderlyingGen(a_UnderlyingGen) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Get the coords for the lower generator: + int lowerMinX = a_MinX >> 1; + int lowerMinZ = a_MinZ >> 1; + int lowerSizeX = a_SizeX / 2 + 2; + int lowerSizeZ = a_SizeZ / 2 + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + ASSERT(lowerSizeX > 0); + ASSERT(lowerSizeZ > 0); + + // Generate the underlying data with half the resolution: + int lowerData[m_BufferSize]; + m_UnderlyingGen->GetInts(lowerMinX, lowerMinZ, lowerSizeX, lowerSizeZ, lowerData); + const int lowStepX = (lowerSizeX - 1) * 2; + int cache[m_BufferSize]; + + // Discreet-interpolate the values into twice the size: + for (int z = 0; z < lowerSizeZ - 1; ++z) + { + int idx = (z * 2) * lowStepX; + int PrevZ0 = lowerData[z * lowerSizeX]; + int PrevZ1 = lowerData[(z + 1) * lowerSizeX]; + + for (int x = 0; x < lowerSizeX - 1; ++x) + { + int ValX1Z0 = lowerData[x + 1 + z * lowerSizeX]; + int ValX1Z1 = lowerData[x + 1 + (z + 1) * lowerSizeX]; + int RndX = (x + lowerMinX) * 2; + int RndZ = (z + lowerMinZ) * 2; + cache[idx] = PrevZ0; + cache[idx + lowStepX] = super::chooseRandomOne(RndX, RndZ + 1, PrevZ0, PrevZ1); + cache[idx + 1] = super::chooseRandomOne(RndX, RndZ - 1, PrevZ0, ValX1Z0); + cache[idx + 1 + lowStepX] = super::chooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0, PrevZ1, ValX1Z1); + idx += 2; + PrevZ0 = ValX1Z0; + PrevZ1 = ValX1Z1; + } + } + + // Copy from Cache into a_Values; take into account the even/odd offsets in a_Min: + for (int z = 0; z < a_SizeZ; ++z) + { + memcpy(a_Values + z * a_SizeX, cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), a_SizeX * sizeof(int)); + } + } + +protected: + Underlying m_UnderlyingGen; +}; + + + + + +/** Smoothes out some artifacts generated by the zooming - mostly single-pixel values. +Compares each pixel to its neighbors and if the neighbors are equal, changes the pixel to their value. */ +class cProtIntGenSmooth : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenSmooth(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying values: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerData[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerData); + + // Smooth - for each square check if the surroundings are the same, if so, expand them diagonally. + // Also get rid of single-pixel irregularities (A-B-A): + for (int z = 0; z < a_SizeZ; z++) + { + int NoiseZ = a_MinZ + z; + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerData[x + 1 + (z + 1) * lowerSizeX]; + int above = lowerData[x + 1 + z * lowerSizeX]; + int below = lowerData[x + 1 + (z + 2) * lowerSizeX]; + int left = lowerData[x + (z + 1) * lowerSizeX]; + int right = lowerData[x + 2 + (z + 1) * lowerSizeX]; + + if ((left == right) && (above == below)) + { + if (((super::m_Noise.IntNoise2DInt(a_MinX + x, NoiseZ) / 7) % 2) == 0) + { + val = left; + } + else + { + val = above; + } + } + else + { + if (left == right) + { + val = left; + } + + if (above == below) + { + val = above; + } + } + + a_Values[x + z * a_SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Converts land biomes at the edge of an ocean into the respective beach biome. */ +class cProtIntGenBeaches : + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenBeaches(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Map for biome -> its beach: + static const int ToBeach[] = + { + /* biOcean */ biOcean, + /* biPlains */ biBeach, + /* biDesert */ biBeach, + /* biExtremeHills */ biStoneBeach, + /* biForest */ biBeach, + /* biTaiga */ biColdBeach, + /* biSwampland */ biSwampland, + /* biRiver */ biRiver, + /* biNether */ biNether, + /* biEnd */ biEnd, + /* biFrozenOcean */ biColdBeach, + /* biFrozenRiver */ biColdBeach, + /* biIcePlains */ biColdBeach, + /* biIceMountains */ biColdBeach, + /* biMushroomIsland */ biMushroomShore, + /* biMushroomShore */ biMushroomShore, + /* biBeach */ biBeach, + /* biDesertHills */ biBeach, + /* biForestHills */ biBeach, + /* biTaigaHills */ biColdBeach, + /* biExtremeHillsEdge */ biStoneBeach, + /* biJungle */ biBeach, + /* biJungleHills */ biBeach, + /* biJungleEdge */ biBeach, + /* biDeepOcean */ biOcean, + /* biStoneBeach */ biStoneBeach, + /* biColdBeach */ biColdBeach, + /* biBirchForest */ biBeach, + /* biBirchForestHills */ biBeach, + /* biRoofedForest */ biBeach, + /* biColdTaiga */ biColdBeach, + /* biColdTaigaHills */ biColdBeach, + /* biMegaTaiga */ biStoneBeach, + /* biMegaTaigaHills */ biStoneBeach, + /* biExtremeHillsPlus */ biStoneBeach, + /* biSavanna */ biBeach, + /* biSavannaPlateau */ biBeach, + /* biMesa */ biMesa, + /* biMesaPlateauF */ biMesa, + /* biMesaPlateau */ biMesa, + }; + + // Generate the underlying values: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Add beaches between ocean and biomes: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + int above = lowerValues[x + 1 + z * lowerSizeX]; + int below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int left = lowerValues[x + (z + 1) * lowerSizeX]; + int right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + if (!IsBiomeOcean(val)) + { + if (IsBiomeOcean(above) || IsBiomeOcean(below) || IsBiomeOcean(left) || IsBiomeOcean(right)) + { + // First convert the value to a regular biome (drop the M flag), then modulo by our biome count: + val = ToBeach[(val % 128) % ARRAYCOUNT(ToBeach)]; + } + } + a_Values[x + z * a_SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Generates the underlying numbers and then randomly changes some ocean group pixels into random land +biome group pixels, based on the predefined chance. */ +class cProtIntGenAddIslands : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + typedef std::shared_ptr<cProtIntGen> Underlying; + + + cProtIntGenAddIslands(int a_Seed, int a_Chance, Underlying a_Underlying) : + super(a_Seed), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + if (a_Values[x + z * a_SizeX] == bgOcean) + { + int rnd = super::m_Noise.IntNoise2DInt(a_MinX + x, a_MinZ + z) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[x + z * a_SizeX] = (rnd / 1003) % bgLandOceanMax; + } + } + } + } + } + +protected: + /** Chance of each ocean pixel being converted, in permille. */ + int m_Chance; + + Underlying m_Underlying; +}; + + + + + +/** A filter that adds an edge biome group between two biome groups that need an edge between them. */ +class cProtIntGenBiomeGroupEdges : + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenBiomeGroupEdges(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) + { + // Generate the underlying biome groups: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX, a_MinZ, lowerSizeX, lowerSizeZ, lowerValues); + + // Change the biomes on incompatible edges into an edge biome: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + int Above = lowerValues[x + 1 + z * lowerSizeX]; + int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int Left = lowerValues[x + (z + 1) * lowerSizeX]; + int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + switch (val) + { + // Desert should neighbor only oceans, desert and temperates; change to temperate when another: + case bgDesert: + { + if ( + !isDesertCompatible(Above) || + !isDesertCompatible(Below) || + !isDesertCompatible(Left) || + !isDesertCompatible(Right) + ) + { + val = bgTemperate; + } + break; + } // case bgDesert + + // Ice should not neighbor deserts; change to temperate: + case bgIce: + { + if ( + (Above == bgDesert) || + (Below == bgDesert) || + (Left == bgDesert) || + (Right == bgDesert) + ) + { + val = bgTemperate; + } + break; + } // case bgIce + } + a_Values[x + z * a_SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; + + + inline bool isDesertCompatible(int a_BiomeGroup) + { + switch (a_BiomeGroup) + { + case bgOcean: + case bgDesert: + case bgTemperate: + { + return true; + } + default: + { + return false; + } + } + } +}; + + + + + +/** Turns biome group indices into real biomes. +For each pixel, takes its biome group and chooses a random biome from that group; replaces the value with +that biome. */ +class cProtIntGenBiomes : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenBiomes(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Define the per-biome-group biomes: + static const int oceanBiomes[] = + { + biOcean, // biDeepOcean, + }; + + // Same as oceanBiomes, there are no rare oceanic biomes (mushroom islands are handled separately) + static const int rareOceanBiomes[] = + { + biOcean, + }; + + static const int desertBiomes[] = + { + biDesert, biDesert, biDesert, biDesert, biDesert, biDesert, biSavanna, biSavanna, biPlains, + }; + + static const int rareDesertBiomes[] = + { + biMesaPlateau, biMesaPlateauF, + }; + + static const int temperateBiomes[] = + { + biForest, biForest, biRoofedForest, biExtremeHills, biPlains, biBirchForest, biSwampland, + }; + + static const int rareTemperateBiomes[] = + { + biJungle, // Jungle is not strictly temperate, but let's piggyback it here + }; + + static const int mountainBiomes[] = + { + biExtremeHills, biForest, biTaiga, biPlains, + }; + + static const int rareMountainBiomes[] = + { + biMegaTaiga, + }; + + static const int iceBiomes[] = + { + biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga, + }; + + // Same as iceBiomes, there's no rare ice biome + static const int rareIceBiomes[] = + { + biIcePlains, biIcePlains, biIcePlains, biIcePlains, biColdTaiga, + }; + + static const cBiomesInGroups biomesInGroups[] = + { + /* bgOcean */ { static_cast<int>(ARRAYCOUNT(oceanBiomes)), oceanBiomes}, + /* bgDesert */ { static_cast<int>(ARRAYCOUNT(desertBiomes)), desertBiomes}, + /* bgTemperate */ { static_cast<int>(ARRAYCOUNT(temperateBiomes)), temperateBiomes}, + /* bgMountains */ { static_cast<int>(ARRAYCOUNT(mountainBiomes)), mountainBiomes}, + /* bgIce */ { static_cast<int>(ARRAYCOUNT(iceBiomes)), iceBiomes}, + }; + + static const cBiomesInGroups rareBiomesInGroups[] = + { + /* bgOcean */ { static_cast<int>(ARRAYCOUNT(rareOceanBiomes)), rareOceanBiomes}, + /* bgDesert */ { static_cast<int>(ARRAYCOUNT(rareDesertBiomes)), rareDesertBiomes}, + /* bgTemperate */ { static_cast<int>(ARRAYCOUNT(rareTemperateBiomes)), rareTemperateBiomes}, + /* bgMountains */ { static_cast<int>(ARRAYCOUNT(rareMountainBiomes)), rareMountainBiomes}, + /* bgIce */ { static_cast<int>(ARRAYCOUNT(rareIceBiomes)), rareIceBiomes}, + }; + + // Generate the underlying values, representing biome groups: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Overwrite each biome group with a random biome from that group: + // Take care of the bgfRare flag + for (int z = 0; z < a_SizeZ; z++) + { + int IdxZ = z * a_SizeX; + for (int x = 0; x < a_SizeX; x++) + { + int val = a_Values[x + IdxZ]; + const cBiomesInGroups & Biomes = (val > bgfRare) ? + rareBiomesInGroups[(val & (bgfRare - 1)) % ARRAYCOUNT(rareBiomesInGroups)] : + biomesInGroups[val % ARRAYCOUNT(biomesInGroups)]; + int rnd = (super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7); + a_Values[x + IdxZ] = Biomes.Biomes[rnd % Biomes.Count]; + } + } + } + +protected: + + struct cBiomesInGroups + { + const int Count; + const int * Biomes; + }; + + + /** The underlying int generator */ + Underlying m_Underlying; +}; + + + + + +/** Randomly replaces pixels of one value to another value, using the given chance. */ +class cProtIntGenReplaceRandomly : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + typedef std::shared_ptr<cProtIntGen> Underlying; + + + cProtIntGenReplaceRandomly(int a_Seed, int a_From, int a_To, int a_Chance, Underlying a_Underlying) : + super(a_Seed), + m_From(a_From), + m_To(a_To), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying values: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Replace some of the values: + for (int z = 0; z < a_SizeZ; z++) + { + int idxZ = z * a_SizeX; + for (int x = 0; x < a_SizeX; x++) + { + int idx = x + idxZ; + if (a_Values[idx] == m_From) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[idx] = m_To; + } + } + } + } // for z + } + + +protected: + /** The original value to be replaced. */ + int m_From; + + /** The destination value to which to replace. */ + int m_To; + + /** Chance, in permille, of replacing the value. */ + int m_Chance; + + Underlying m_Underlying; +}; + + + + + +/** Mixer that joins together finalized biomes and rivers. +It first checks for oceans, if there is an ocean in the Biomes, it keeps the ocean. +If there's no ocean, it checks Rivers for a river, if there is a river, it uses the Biomes to select either +regular river or frozen river, based on the biome. */ +class cProtIntGenMixRivers: + public cProtIntGen +{ + typedef cProtIntGen super; + +public: + cProtIntGenMixRivers(Underlying a_Biomes, Underlying a_Rivers): + m_Biomes(a_Biomes), + m_Rivers(a_Rivers) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + ASSERT(a_SizeX * a_SizeZ <= m_BufferSize); + m_Biomes->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + int riverData[m_BufferSize]; + m_Rivers->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, riverData); + + // Mix the values: + for (int z = 0; z < a_SizeZ; z++) + { + int idxZ = z * a_SizeX; + for (int x = 0; x < a_SizeX; x++) + { + int idx = x + idxZ; + if (IsBiomeOcean(a_Values[idx])) + { + // Oceans are kept without any changes + continue; + } + if (riverData[idx] != biRiver) + { + // There's no river, keep the current value + continue; + } + + // There's a river, change the output to a river or a frozen river, based on the original biome: + if (IsBiomeVeryCold((EMCSBiome)a_Values[idx])) + { + a_Values[idx] = biFrozenRiver; + } + else + { + a_Values[idx] = biRiver; + } + } // for x + } // for z + } + +protected: + Underlying m_Biomes; + Underlying m_Rivers; +}; + + + + + +/** Generates a river based on the underlying data. +This is basically an edge detector over the underlying data. The rivers are the edges where the underlying +data changes from one pixel to its neighbor. */ +class cProtIntGenRiver: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenRiver(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Detect the edges: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int Above = lowerValues[x + 1 + z * lowerSizeX]; + int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int Left = lowerValues[x + (z + 1) * lowerSizeX]; + int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + + if ((val == Above) && (val == Below) && (val == Left) && (val == Right)) + { + val = 0; + } + else + { + val = biRiver; + } + a_Values[x + z * a_SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Turns some of the oceans into the specified biome. Used for mushroom and deep ocean. +The biome is only placed if at least 3 of its neighbors are ocean and only with the specified chance. */ +class cProtIntGenAddToOcean: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenAddToOcean(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Add the mushroom islands: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int val = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + if (!IsBiomeOcean(val)) + { + a_Values[x + z * a_SizeX] = val; + continue; + } + + // Count the ocean neighbors: + int Above = lowerValues[x + 1 + z * lowerSizeX]; + int Below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int Left = lowerValues[x + (z + 1) * lowerSizeX]; + int Right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + int NumOceanNeighbors = 0; + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Below)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Left)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Right)) + { + NumOceanNeighbors += 1; + } + + // If at least 3 ocean neighbors and the chance is right, change: + if ( + (NumOceanNeighbors >= 3) && + ((super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7) % 1000 < m_Chance) + ) + { + a_Values[x + z * a_SizeX] = m_ToValue; + } + else + { + a_Values[x + z * a_SizeX] = val; + } + } // for x + } // for z + } + +protected: + /** Chance, in permille, of changing the biome. */ + int m_Chance; + + /** The value to change the ocean into. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + + +/** Changes random pixels of the underlying data to the specified value. */ +class cProtIntGenSetRandomly : + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenSetRandomly(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying) : + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Change random pixels to bgOcean: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + a_Values[x + z * a_SizeX] = m_ToValue; + } + } + } + } + +protected: + /** Chance, in permille, of changing each pixel. */ + int m_Chance; + + /** The value to which to set the pixel. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + + + +/** Adds a "rare" flag to random biome groups, based on the given chance. */ +class cProtIntGenRareBiomeGroups: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenRareBiomeGroups(int a_Seed, int a_Chance, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying data: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + + // Change some of the biome groups into rare biome groups: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int rnd = super::m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 1000 < m_Chance) + { + int idx = x + a_SizeX * z; + a_Values[idx] = a_Values[idx] | bgfRare; + } + } + } + } + +protected: + /** Chance, in permille, of changing each pixel into the rare biome group. */ + int m_Chance; + + /** The underlying generator. */ + Underlying m_Underlying; +}; + + + + + +/** Changes biomes in the parent data into an alternate versions (usually "hill" variants), in such places +that have their alterations set. */ +class cProtIntGenAlternateBiomes: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenAlternateBiomes(int a_Seed, Underlying a_Alterations, Underlying a_BaseBiomes): + super(a_Seed), + m_Alterations(a_Alterations), + m_BaseBiomes(a_BaseBiomes) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the base biomes and the alterations: + m_BaseBiomes->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + int alterations[m_BufferSize]; + m_Alterations->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, alterations); + + // Change the biomes into their alternate versions: + int len = a_SizeX * a_SizeZ; + for (int idx = 0; idx < len; ++idx) + { + if (alterations[idx] == 0) + { + // No change + continue; + } + + // Change to alternate biomes: + int val = a_Values[idx]; + switch (val) + { + case biBirchForest: val = biBirchForestHills; break; + case biDesert: val = biDesertHills; break; + case biExtremeHills: val = biExtremeHillsPlus; break; + case biForest: val = biForestHills; break; + case biIcePlains: val = biIceMountains; break; + case biJungle: val = biJungleHills; break; + case biMegaTaiga: val = biMegaTaigaHills; break; + case biMesaPlateau: val = biMesa; break; + case biMesaPlateauF: val = biMesa; break; + case biMesaPlateauM: val = biMesa; break; + case biMesaPlateauFM: val = biMesa; break; + case biPlains: val = biForest; break; + case biRoofedForest: val = biPlains; break; + case biSavanna: val = biSavannaPlateau; break; + case biTaiga: val = biTaigaHills; break; + } + a_Values[idx] = val; + } // for idx - a_Values[] + } + +protected: + Underlying m_Alterations; + Underlying m_BaseBiomes; +}; + + + + + +/** Adds an edge between two specifically incompatible biomes, such as mesa and forest. */ +class cProtIntGenBiomeEdges: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenBiomeEdges(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying biomes: + int lowerSizeX = a_SizeX + 2; + int lowerSizeZ = a_SizeZ + 2; + ASSERT(lowerSizeX * lowerSizeZ <= m_BufferSize); + int lowerValues[m_BufferSize]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, lowerSizeX, lowerSizeZ, lowerValues); + + // Convert incompatible edges into neutral biomes: + for (int z = 0; z < a_SizeZ; z++) + { + for (int x = 0; x < a_SizeX; x++) + { + int biome = lowerValues[x + 1 + (z + 1) * lowerSizeX]; + int above = lowerValues[x + 1 + z * lowerSizeX]; + int below = lowerValues[x + 1 + (z + 2) * lowerSizeX]; + int left = lowerValues[x + (z + 1) * lowerSizeX]; + int right = lowerValues[x + 2 + (z + 1) * lowerSizeX]; + + switch (biome) + { + case biDesert: + case biDesertM: + case biDesertHills: + { + if ( + IsBiomeVeryCold(static_cast<EMCSBiome>(above)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(below)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(left)) || + IsBiomeVeryCold(static_cast<EMCSBiome>(right)) + ) + { + biome = biPlains; + } + break; + } // case biDesert + + case biMesaPlateau: + case biMesaPlateauF: + case biMesaPlateauFM: + case biMesaPlateauM: + { + if ( + !isMesaCompatible(above) || + !isMesaCompatible(below) || + !isMesaCompatible(left) || + !isMesaCompatible(right) + ) + { + biome = biDesert; + } + break; + } // Mesa biomes + + case biJungle: + case biJungleM: + { + if ( + !isJungleCompatible(above) || + !isJungleCompatible(below) || + !isJungleCompatible(left) || + !isJungleCompatible(right) + ) + { + biome = (biome == biJungle) ? biJungleEdge : biJungleEdgeM; + } + break; + } // Jungle biomes + + case biSwampland: + case biSwamplandM: + { + if ( + IsBiomeNoDownfall(static_cast<EMCSBiome>(above)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(below)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(left)) || + IsBiomeNoDownfall(static_cast<EMCSBiome>(right)) + ) + { + biome = biPlains; + } + break; + } // Swampland biomes + } // switch (biome) + + a_Values[x + z * a_SizeX] = biome; + } // for x + } // for z + } + + +protected: + Underlying m_Underlying; + + + bool isMesaCompatible(int a_Biome) + { + switch (a_Biome) + { + case biDesert: + case biMesa: + case biMesaBryce: + case biMesaPlateau: + case biMesaPlateauF: + case biMesaPlateauFM: + case biMesaPlateauM: + case biOcean: + case biDeepOcean: + { + return true; + } + default: + { + return false; + } + } + } + + + bool isJungleCompatible(int a_Biome) + { + switch (a_Biome) + { + case biJungle: + case biJungleM: + case biJungleEdge: + case biJungleEdgeM: + case biJungleHills: + { + return true; + } + default: + { + return false; + } + } + } +}; + + + + + +/** Changes biomes in the parent data into their alternate versions ("M" variants), in such places that +have their alterations set. */ +class cProtIntGenMBiomes: + public cProtIntGenWithNoise +{ + typedef cProtIntGenWithNoise super; + +public: + cProtIntGenMBiomes(int a_Seed, Underlying a_Alteration, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying), + m_Alteration(a_Alteration) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, int a_SizeX, int a_SizeZ, int * a_Values) override + { + // Generate the underlying biomes and the alterations: + m_Underlying->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, a_Values); + int alterations[m_BufferSize]; + m_Alteration->GetInts(a_MinX, a_MinZ, a_SizeX, a_SizeZ, alterations); + + // Wherever alterations are nonzero, change into alternate biome, if available: + int len = a_SizeX * a_SizeZ; + for (int idx = 0; idx < len; ++idx) + { + if (alterations[idx] == 0) + { + continue; + } + + // Ice spikes biome was removed from here, because it was generated way too often + switch (a_Values[idx]) + { + case biPlains: a_Values[idx] = biSunflowerPlains; break; + case biDesert: a_Values[idx] = biDesertM; break; + case biExtremeHills: a_Values[idx] = biExtremeHillsM; break; + case biForest: a_Values[idx] = biFlowerForest; break; + case biTaiga: a_Values[idx] = biTaigaM; break; + case biSwampland: a_Values[idx] = biSwamplandM; break; + case biJungle: a_Values[idx] = biJungleM; break; + case biJungleEdge: a_Values[idx] = biJungleEdgeM; break; + case biBirchForest: a_Values[idx] = biBirchForestM; break; + case biBirchForestHills: a_Values[idx] = biBirchForestHillsM; break; + case biRoofedForest: a_Values[idx] = biRoofedForestM; break; + case biColdTaiga: a_Values[idx] = biColdTaigaM; break; + case biMegaSpruceTaiga: a_Values[idx] = biMegaSpruceTaiga; break; + case biMegaSpruceTaigaHills: a_Values[idx] = biMegaSpruceTaigaHills; break; + case biExtremeHillsPlus: a_Values[idx] = biExtremeHillsPlusM; break; + case biSavanna: a_Values[idx] = biSavannaM; break; + case biSavannaPlateau: a_Values[idx] = biSavannaPlateauM; break; + case biMesa: a_Values[idx] = biMesaBryce; break; + case biMesaPlateauF: a_Values[idx] = biMesaPlateauFM; break; + case biMesaPlateau: a_Values[idx] = biMesaBryce; break; + } + } // for idx - a_Values[] / alterations[] + } + +protected: + Underlying m_Underlying; + Underlying m_Alteration; +}; + + + + |