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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;
void TryPlaceClumb(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block);
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);
} ;
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