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authorMattes D <github@xoft.cz>2014-08-27 13:53:02 +0200
committerMattes D <github@xoft.cz>2014-08-27 13:53:02 +0200
commit4a907c9efa9cc2bb6da95686b56ed8d7709613f2 (patch)
tree40d7d6ef18bad61b9c258e9ad8c9f1f57964489c /src/Generating
parentMerge pull request #1346 from mc-server/AnvilStatsHeights (diff)
parentDungeonRooms: Added a height probability distribution function. (diff)
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Diffstat (limited to 'src/Generating')
-rw-r--r--src/Generating/CMakeLists.txt2
-rw-r--r--src/Generating/ComposableGenerator.cpp9
-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp279
-rw-r--r--src/Generating/DungeonRoomsFinisher.h52
4 files changed, 342 insertions, 0 deletions
diff --git a/src/Generating/CMakeLists.txt b/src/Generating/CMakeLists.txt
index 58df9d421..33d622b42 100644
--- a/src/Generating/CMakeLists.txt
+++ b/src/Generating/CMakeLists.txt
@@ -12,6 +12,7 @@ SET (SRCS
CompoGen.cpp
ComposableGenerator.cpp
DistortedHeightmap.cpp
+ DungeonRoomsFinisher.cpp
EndGen.cpp
FinishGen.cpp
GridStructGen.cpp
@@ -40,6 +41,7 @@ SET (HDRS
CompoGen.h
ComposableGenerator.h
DistortedHeightmap.h
+ DungeonRoomsFinisher.h
EndGen.h
FinishGen.h
GridStructGen.h
diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp
index 2f575fe27..6f4007d24 100644
--- a/src/Generating/ComposableGenerator.cpp
+++ b/src/Generating/ComposableGenerator.cpp
@@ -19,6 +19,7 @@
#include "Caves.h"
#include "DistortedHeightmap.h"
+#include "DungeonRoomsFinisher.h"
#include "EndGen.h"
#include "MineShafts.h"
#include "NetherFortGen.h"
@@ -343,6 +344,14 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
float Threshold = (float)a_IniFile.GetValueSetF("Generator", "DualRidgeCavesThreshold", 0.3);
m_FinishGens.push_back(new cStructGenDualRidgeCaves(Seed, Threshold));
}
+ else if (NoCaseCompare(*itr, "DungeonRooms") == 0)
+ {
+ int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48);
+ int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7);
+ int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5);
+ AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1");
+ m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib));
+ }
else if (NoCaseCompare(*itr, "Ice") == 0)
{
m_FinishGens.push_back(new cFinishGenIce);
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
new file mode 100644
index 000000000..9e039d737
--- /dev/null
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -0,0 +1,279 @@
+
+// DungeonRoomsFinisher.cpp
+
+// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms
+
+#include "Globals.h"
+#include "DungeonRoomsFinisher.h"
+#include "../FastRandom.h"
+
+
+
+
+
+/** Height, in blocks, of the internal dungeon room open space. This many air blocks Y-wise. */
+static const int ROOM_HEIGHT = 4;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDungeonRoom:
+
+class cDungeonRoom :
+ public cGridStructGen::cStructure
+{
+ typedef cGridStructGen::cStructure super;
+
+public:
+
+ cDungeonRoom(
+ int a_GridX, int a_GridZ,
+ int a_OriginX, int a_OriginZ,
+ int a_HalfSizeX, int a_HalfSizeZ,
+ int a_FloorHeight,
+ cNoise & a_Noise
+ ) :
+ super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
+ m_StartX(a_OriginX - a_HalfSizeX),
+ m_EndX(a_OriginX + a_HalfSizeX),
+ m_StartZ(a_OriginZ - a_HalfSizeZ),
+ m_EndZ(a_OriginZ + a_HalfSizeZ),
+ m_FloorHeight(a_FloorHeight)
+ {
+ /*
+ Pick coords next to the wall for the chests.
+ This is done by indexing the possible coords, picking any one for the first chest
+ and then picking another position for the second chest that is not adjacent to the first pos
+ */
+ int rnd = a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
+ int SizeX = m_EndX - m_StartX - 1;
+ int SizeZ = m_EndZ - m_StartZ - 1;
+ int NumPositions = 2 * SizeX + 2 * SizeZ;
+ int FirstChestPos = rnd % NumPositions; // The corner positions are a bit more likely, but we don't mind
+ rnd = rnd / 512;
+ int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions;
+ m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ);
+ m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ);
+ }
+
+protected:
+
+ // The X range of the room, start inclusive, end exclusive:
+ int m_StartX, m_EndX;
+
+ // The Z range of the room, start inclusive, end exclusive:
+ int m_StartZ, m_EndZ;
+
+ /** The Y coord of the floor of the room */
+ int m_FloorHeight;
+
+ /** The (absolute) coords of the first chest. The Y coord represents the chest's Meta value (facing). */
+ Vector3i m_Chest1;
+
+ /** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */
+ Vector3i m_Chest2;
+
+
+
+ /** Decodes the position index along the room walls into a proper 2D position for a chest. */
+ Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ)
+ {
+ if (a_PosIdx < a_SizeX)
+ {
+ // Return a coord on the ZM side of the room:
+ return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1);
+ }
+ a_PosIdx -= a_SizeX;
+ if (a_PosIdx < a_SizeZ)
+ {
+ // Return a coord on the XP side of the room:
+ return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + a_PosIdx + 1);
+ }
+ a_PosIdx -= a_SizeZ;
+ if (a_PosIdx < a_SizeX)
+ {
+ // Return a coord on the ZP side of the room:
+ return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1);
+ }
+ a_PosIdx -= a_SizeX;
+ // Return a coord on the XM side of the room:
+ return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + a_PosIdx + 1);
+ }
+
+
+
+ /** Fills the specified area of blocks in the chunk with the specified blocktype if they are one of the overwritten block types.
+ The coords are absolute, start coords are inclusive, end coords are exclusive. */
+ void ReplaceCuboid(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType)
+ {
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1);
+ int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1);
+ int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width);
+ int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width);
+ for (int y = a_StartY; y < a_EndY; y++)
+ {
+ for (int z = RelStartZ; z < RelEndZ; z++)
+ {
+ for (int x = RelStartX; x < RelEndX; x++)
+ {
+ if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z)))
+ {
+ a_ChunkDesc.SetBlockType(x, y, z, a_DstBlockType);
+ }
+ } // for x
+ } // for z
+ } // for z
+ }
+
+
+
+ /** Fills the specified area of blocks in the chunk with a random pattern of the specified blocktypes, if they are one of the overwritten block types.
+ The coords are absolute, start coords are inclusive, end coords are exclusive. The first blocktype uses 75% chance, the second 25% chance. */
+ void ReplaceCuboidRandom(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType1, BLOCKTYPE a_DstBlockType2)
+ {
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1);
+ int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1);
+ int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width);
+ int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width);
+ cFastRandom rnd;
+ for (int y = a_StartY; y < a_EndY; y++)
+ {
+ for (int z = RelStartZ; z < RelEndZ; z++)
+ {
+ for (int x = RelStartX; x < RelEndX; x++)
+ {
+ if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z)))
+ {
+ BLOCKTYPE BlockType = (rnd.NextInt(101) < 75) ? a_DstBlockType1 : a_DstBlockType2;
+ a_ChunkDesc.SetBlockType(x, y, z, BlockType);
+ }
+ } // for x
+ } // for z
+ } // for z
+ }
+
+
+
+ /** Tries to place a chest at the specified (absolute) coords.
+ Does nothing if the coords are outside the chunk. */
+ void TryPlaceChest(cChunkDesc & a_ChunkDesc, const Vector3i & a_Chest)
+ {
+ int RelX = a_Chest.x - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int RelZ = a_Chest.z - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ if (
+ (RelX < 0) || (RelX >= cChunkDef::Width) || // The X coord is not in this chunk
+ (RelZ < 0) || (RelZ >= cChunkDef::Width) // The Z coord is not in this chunk
+ )
+ {
+ return;
+ }
+ a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y);
+
+ // TODO: Fill the chest with random loot
+ }
+
+
+
+ // cGridStructGen::cStructure override:
+ virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
+ {
+ if (
+ (m_EndX <= a_ChunkDesc.GetChunkX() * cChunkDef::Width) ||
+ (m_StartX >= a_ChunkDesc.GetChunkX() * cChunkDef::Width + cChunkDef::Width) ||
+ (m_EndZ <= a_ChunkDesc.GetChunkZ() * cChunkDef::Width) ||
+ (m_StartZ >= a_ChunkDesc.GetChunkZ() * cChunkDef::Width + cChunkDef::Width)
+ )
+ {
+ // The chunk is not intersecting the room at all, bail out
+ return;
+ }
+ int b = m_FloorHeight + 1; // Bottom
+ int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top
+ ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor
+ ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides
+
+ // Walls:
+ ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall
+ ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall
+ ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall
+ ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_EndZ, m_EndX + 1, t, m_EndZ + 1, E_BLOCK_COBBLESTONE); // ZP wall
+
+ // Place chests:
+ TryPlaceChest(a_ChunkDesc, m_Chest1);
+ TryPlaceChest(a_ChunkDesc, m_Chest2);
+
+ // Place the spawner:
+ int CenterX = (m_StartX + m_EndX) / 2 - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int CenterZ = (m_StartZ + m_EndZ) / 2 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ if (
+ (CenterX >= 0) && (CenterX < cChunkDef::Width) &&
+ (CenterZ >= 0) && (CenterZ < cChunkDef::Width)
+ )
+ {
+ a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0);
+ // TODO: Set the spawned mob
+ }
+ }
+} ;
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDungeonRoomsFinisher:
+
+cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) :
+ super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024),
+ m_HeightGen(a_HeightGen),
+ m_MaxHalfSize((a_MaxSize + 1) / 2),
+ m_MinHalfSize((a_MinSize + 1) / 2),
+ m_HeightProbability(cChunkDef::Height)
+{
+ // Initialize the height probability distribution:
+ m_HeightProbability.SetDefString(a_HeightDistrib);
+
+ // Normalize the min and max size:
+ if (m_MinHalfSize > m_MaxHalfSize)
+ {
+ std::swap(m_MinHalfSize, m_MaxHalfSize);
+ }
+}
+
+
+
+
+
+
+cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
+{
+ // Select a random room size in each direction:
+ int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
+ int HalfSizeX = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1));
+ rnd = rnd / 32;
+ int HalfSizeZ = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1));
+ rnd = rnd / 32;
+
+ // Select a random floor height for the room, based on the height generator:
+ int ChunkX, ChunkZ;
+ int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ;
+ cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
+ cChunkDef::HeightMap HeightMap;
+ m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
+ int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ}
+ Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5);
+
+ // Create the dungeon room descriptor:
+ return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise));
+}
+
+
+
+
diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h
new file mode 100644
index 000000000..2b52c9de6
--- /dev/null
+++ b/src/Generating/DungeonRoomsFinisher.h
@@ -0,0 +1,52 @@
+
+// DungeonRoomsFinisher.h
+
+// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms
+
+
+
+
+
+#pragma once
+
+#include "GridStructGen.h"
+#include "../ProbabDistrib.h"
+
+
+
+
+
+class cDungeonRoomsFinisher :
+ public cGridStructGen
+{
+ typedef cGridStructGen super;
+
+public:
+ /** Creates a new dungeon room finisher.
+ a_HeightGen is the underlying height generator, so that the rooms can always be placed under the terrain.
+ a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across.
+ a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */
+ cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
+
+protected:
+
+ /** The height gen that is used for limiting the rooms' Y coords */
+ cTerrainHeightGen & m_HeightGen;
+
+ /** Maximum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 3 (vanilla). */
+ int m_MaxHalfSize;
+
+ /** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */
+ int m_MinHalfSize;
+
+ /** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this range. */
+ cProbabDistrib m_HeightProbability;
+
+
+ // cGridStructGen overrides:
+ virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
+} ;
+
+
+
+