From f2a8d5c0472ee465edb1d2eed38f4e5454f037ab Mon Sep 17 00:00:00 2001 From: Mattes D Date: Wed, 25 Nov 2015 09:22:13 +0100 Subject: Added OrePockets and DirtPockets finish gens. --- src/Generating/FinishGen.cpp | 367 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 367 insertions(+) (limited to 'src/Generating/FinishGen.cpp') diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 513c2bd49..8066a497e 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -1395,3 +1395,370 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc) + +//////////////////////////////////////////////////////////////////////////////// +// cFinishGenOres: + +void cFinishGenOres::GenFinish(cChunkDesc & a_ChunkDesc) +{ + int seq = 1; + + // Generate the ores from the ore list. + for (const auto & ore: m_OreInfos) + { + GenerateOre( + a_ChunkDesc, + ore.m_BlockType, ore.m_BlockMeta, + ore.m_MaxHeight, ore.m_NumNests, ore.m_NestSize, + seq + ); + seq++; + } +} + + + + + +const cFinishGenOres::OreInfos & cFinishGenOres::DefaultOverworldOres(void) +{ + static OreInfos res + { + // OreType, OreMeta, MaxHeight, NumNests, NestSize + {E_BLOCK_COAL_ORE, 0, 127, 20, 16}, + {E_BLOCK_IRON_ORE, 0, 64, 20, 8}, + {E_BLOCK_GOLD_ORE, 0, 32, 2, 8}, + {E_BLOCK_REDSTONE_ORE, 0, 16, 8, 7}, + {E_BLOCK_DIAMOND_ORE, 0, 15, 1, 7}, + {E_BLOCK_LAPIS_ORE, 0, 30, 1, 6}, + }; + return res; +} + + + + + +const cFinishGenOres::OreInfos & cFinishGenOres::DefaultNetherOres(void) +{ + static OreInfos res; + if (res.empty()) + { + // Hasn't been initialized yet, emplace the defaults: + // OreType, OreMeta, MaxHeight, NumNests, NestSize + res.emplace_back(E_BLOCK_NETHER_QUARTZ_ORE, 0, 127, 20, 8); + } + return res; +} + + + + + +const cFinishGenOres::OreInfos & cFinishGenOres::DefaultNaturalPatches(void) +{ + static OreInfos res; + if (res.empty()) + { + // Hasn't been initialized yet, emplace the defaults: + // OreType, OreMeta, MaxHeight, NumNests, NestSize + res.emplace_back(E_BLOCK_DIRT, 0, 127, 20, 32); + res.emplace_back(E_BLOCK_GRAVEL, 0, 127, 10, 32); + res.emplace_back(E_BLOCK_STONE, E_META_STONE_GRANITE, 127, 20, 32); + res.emplace_back(E_BLOCK_STONE, E_META_STONE_DIORITE, 127, 20, 32); + res.emplace_back(E_BLOCK_STONE, E_META_STONE_ANDESITE, 127, 20, 32); + } + return res; +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cFinishGenOreNests: + +void cFinishGenOreNests::GenerateOre( + cChunkDesc & a_ChunkDesc, + BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta, + int a_MaxHeight, int a_NumNests, int a_NestSize, + int a_Seq +) +{ + // This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other. + // It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes + // Only "terraformable" blocks get replaced with ore, all other blocks stay (so the nest can actually be smaller than specified). + + auto chunkX = a_ChunkDesc.GetChunkX(); + auto chunkZ = a_ChunkDesc.GetChunkZ(); + auto & blockTypes = a_ChunkDesc.GetBlockTypes(); + auto & blockMetas = a_ChunkDesc.GetBlockMetasUncompressed(); + for (int i = 0; i < a_NumNests; i++) + { + int nestRnd = m_Noise.IntNoise3DInt(chunkX + i, a_Seq, chunkZ + 64 * i) / 8; + int BaseX = nestRnd % cChunkDef::Width; + nestRnd /= cChunkDef::Width; + int BaseZ = nestRnd % cChunkDef::Width; + nestRnd /= cChunkDef::Width; + int BaseY = nestRnd % a_MaxHeight; + nestRnd /= a_MaxHeight; + int NestSize = a_NestSize + (nestRnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger + int Num = 0; + while (Num < NestSize) + { + // Put a cuboid around [BaseX, BaseY, BaseZ] + int rnd = m_Noise.IntNoise3DInt(chunkX + 64 * i, 2 * a_Seq + Num, chunkZ + 32 * i) / 8; + int xsize = rnd % 2; + int ysize = (rnd / 4) % 2; + int zsize = (rnd / 16) % 2; + rnd >>= 8; + for (int x = xsize; x >= 0; --x) + { + int BlockX = BaseX + x; + if (cChunkDef::IsValidWidth(BlockX)) + { + Num++; // So that the cycle finishes even if the base coords wander away from the chunk + continue; + } + for (int y = ysize; y >= 0; --y) + { + int BlockY = BaseY + y; + if (!cChunkDef::IsValidHeight(BlockY)) + { + Num++; // So that the cycle finishes even if the base coords wander away from the chunk + continue; + } + for (int z = zsize; z >= 0; --z) + { + int BlockZ = BaseZ + z; + if (cChunkDef::IsValidWidth(BlockZ)) + { + Num++; // So that the cycle finishes even if the base coords wander away from the chunk + continue; + } + + int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ); + auto blockType = blockTypes[Index]; + if ((blockType == E_BLOCK_STONE) || (blockType == E_BLOCK_NETHERRACK)) + { + blockTypes[Index] = a_OreType; + blockMetas[Index] = a_OreMeta; + } + Num++; + } // for z + } // for y + } // for x + + // Move the base to a neighbor voxel + switch (rnd % 4) + { + case 0: BaseX--; break; + case 1: BaseX++; break; + } + switch ((rnd >> 3) % 4) + { + case 0: BaseY--; break; + case 1: BaseY++; break; + } + switch ((rnd >> 6) % 4) + { + case 0: BaseZ--; break; + case 1: BaseZ++; break; + } + } // while (Num < NumBlocks) + } // for i - NumNests +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cFinishGenOrePockets: + +bool cFinishGenOrePockets::Initialize(cIniFile & a_IniFile) +{ + // TODO + return true; +} + + + + + +void cFinishGenOrePockets::GenerateOre( + cChunkDesc & a_ChunkDesc, + BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta, + int a_MaxHeight, int a_NumNests, int a_NestSize, + int a_Seq +) +{ + // This function generates several "pockets" of the specified ore + // Each chunk can contain only pockets that are generated for that chunk, or for its XM / ZM neighbors. + + // Generate for the 3 neighbors in the XP / ZP direction as well, so that pockets crossing the boundaries are accounted for as well: + int chunkZ = a_ChunkDesc.GetChunkZ(); + int chunkX = a_ChunkDesc.GetChunkX(); + imprintChunkOrePockets(chunkX - 1, chunkZ - 1, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq); + imprintChunkOrePockets(chunkX - 1, chunkZ, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq); + imprintChunkOrePockets(chunkX, chunkZ - 1, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq); + imprintChunkOrePockets(chunkX, chunkZ, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq); +} + + + + + +void cFinishGenOrePockets::imprintChunkOrePockets( + int a_ChunkX, int a_ChunkZ, + cChunkDesc & a_ChunkDesc, + BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta, + int a_MaxHeight, int a_NumNests, int a_NestSize, + int a_Seq +) +{ + // Pick a starting coord for each nest: + int baseBlockX = a_ChunkX * cChunkDef::Width; + int baseBlockZ = a_ChunkZ * cChunkDef::Width; + for (int i = 0; i < a_NumNests; i++) + { + int nestRnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 7; + int baseX = (nestRnd % cChunkDef::Width) + baseBlockX; + nestRnd /= cChunkDef::Width; + int baseZ = (nestRnd % cChunkDef::Width) + baseBlockZ; + nestRnd /= cChunkDef::Width; + int baseY = nestRnd % a_MaxHeight; + nestRnd /= a_MaxHeight; + imprintPocket( + a_ChunkDesc, + baseX, baseY, baseZ, + a_NestSize, i + 200 * a_Seq, + a_OreType, a_OreMeta + ); + } // for i - NumNests +} + + + + + +void cFinishGenOrePockets::imprintPocket( + cChunkDesc & a_ChunkDesc, + int a_MinPocketX, int a_PocketY, int a_MinPocketZ, + int a_NestSize, int a_Seq, + BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta +) +{ + // A line segment in a random direction is chosen. Then, several spheres are formed along this line segment, + // with their diameters diminishing towards the line ends (one half of a sinusoid) + + double x1 = static_cast(a_MinPocketX) + 0.5; + double y1 = static_cast(a_PocketY) + 0.5; + double z1 = static_cast(a_MinPocketZ) + 0.5; + int rnd = m_Noise.IntNoise2DInt(a_MinPocketX + 7 * a_Seq, a_MinPocketZ + a_PocketY * 11) / 7; + double angle = static_cast(rnd % 256) / (256.0 * M_PI / 2.0); // range [0 .. pi / 2] + rnd /= 256; + double length = static_cast(a_NestSize) / 4.0; + double x2 = x1 + sin(angle) * length; // Always larger than x1 + double z2 = z1 + cos(angle) * length; // Always larger than z1 + double y2 = y1 + static_cast((rnd % 3) - 1); // Up to 1 block away from y1 + + // Iterate over the line segment in a total of a_NestSize steps: + double stepX = (x2 - x1) / static_cast(a_NestSize); + double stepY = (y2 - y1) / static_cast(a_NestSize); + double stepZ = (z2 - z1) / static_cast(a_NestSize); + double stepR = M_PI / static_cast(a_NestSize); + double size = static_cast(a_NestSize) / 16.0; + for (int i = 0; i < a_NestSize; ++i) + { + double iDbl = static_cast(i); + double sphereX = x1 + stepX * iDbl; + double sphereY = y1 + stepY * iDbl; + double sphereZ = z1 + stepZ * iDbl; + double radius = (sin(stepR * iDbl) + 1.0) * size + 1.0; + imprintSphere(a_ChunkDesc, sphereX, sphereY, sphereZ, radius, a_OreType, a_OreMeta); + } // for i +} + + + + + +void cFinishGenOrePockets::imprintSphere( + cChunkDesc & a_ChunkDesc, + double a_SphereX, double a_SphereY, double a_SphereZ, double a_Radius, + BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta +) +{ + // Get the sphere's bounding box, unioned with the chunk's bounding box (possibly empty): + int baseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int baseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + int minX = std::max(FloorC(a_SphereX - a_Radius), baseX); + int minY = std::max(FloorC(a_SphereY - a_Radius), 0); + int minZ = std::max(FloorC(a_SphereZ - a_Radius), baseZ); + int maxX = std::min(CeilC(a_SphereX + a_Radius), baseX + cChunkDef::Width - 1); + int maxY = std::min(CeilC(a_SphereY + a_Radius), cChunkDef::Height - 1); + int maxZ = std::min(CeilC(a_SphereZ + a_Radius), baseZ + cChunkDef::Width - 1); + + /* + // DEBUG: + int blockX = FloorC(a_SphereX); + int blockY = FloorC(a_SphereY); + int blockZ = FloorC(a_SphereZ); + if ( + (blockX >= baseX) && (blockX < baseX + cChunkDef::Width) && + (blockY >= 0) && (blockY < cChunkDef::Height) && + (blockZ >= baseZ) && (blockZ < baseZ + cChunkDef::Width) + ) + { + // LOGD("Imprinting a sphere center at {%d, %d, %d}", blockX, blockY, blockZ); + a_ChunkDesc.SetBlockTypeMeta(blockX - baseX, blockY, blockZ - baseZ, a_OreType, a_OreMeta); + } + return; + //*/ + + // Imprint the parts of the sphere intersecting the chunk: + double radiusSq = a_Radius * a_Radius / 4.0; + for (int y = minY; y <= maxY; y++) + { + double relY = static_cast(y) + 0.5 - a_SphereY; + double relYSq = relY * relY; + if (relYSq > radiusSq) + { + // outside the sphere, bail out + continue; + } + for (int z = minZ; z <= maxZ; z++) + { + double relZ = static_cast(z) + 0.5 - a_SphereZ; + double relZSq = relZ * relZ; + if (relZSq + relYSq > radiusSq) + { + // outside the sphere, bail out + continue; + } + for (int x = minX; x <= maxX; x++) + { + double relX = static_cast(x) + 0.5 - a_SphereX; + double relXSq = relX * relX; + if (relZSq + relYSq + relXSq > radiusSq) + { + // outside the sphere, bail out + continue; + } + int bX = x - baseX; + int bZ = z - baseZ; + auto blockType = a_ChunkDesc.GetBlockType(bX, y, bZ); + if ((blockType == E_BLOCK_STONE) || (blockType == E_BLOCK_NETHERRACK)) + { + a_ChunkDesc.SetBlockTypeMeta(bX, y, bZ, a_OreType, a_OreMeta); + } + } // for x + } // for z + } // for y +} + + + + + -- cgit v1.2.3