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-rw-r--r--src/Generating/FinishGen.cpp212
-rw-r--r--src/Generating/FinishGen.h29
2 files changed, 241 insertions, 0 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index b9d702429..b8575f4f8 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -26,6 +26,8 @@
#define DEF_OVERWORLD_LAVA_SPRINGS "0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0"
#define DEF_END_WATER_SPRINGS "0, 1; 255, 1"
#define DEF_END_LAVA_SPRINGS "0, 1; 255, 1"
+#define DEF_ANIMAL_SPAWN_PERCENT 10
+#define DEF_NO_ANIMALS 0
@@ -943,3 +945,213 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int
+
+////////////////////////////////////////////////////////////////////////////////
+// cFinishGenPassiveMobs:
+
+cFinishGenPassiveMobs::cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, eDimension a_Dimension) :
+ m_Noise(a_Seed)
+{
+ AString SectionName = "Animals";
+ int DefaultAnimalSpawnChunkPercentage = DEF_ANIMAL_SPAWN_PERCENT;
+ switch (a_Dimension)
+ {
+ case dimOverworld:
+ {
+ DefaultAnimalSpawnChunkPercentage = DEF_ANIMAL_SPAWN_PERCENT;
+ break;
+ }
+ case dimNether:
+ case dimEnd: // No nether or end animals (currently)
+ {
+ DefaultAnimalSpawnChunkPercentage = DEF_NO_ANIMALS;
+ break;
+ }
+ default:
+ {
+ ASSERT(!"Unhandled world dimension");
+ break;
+ }
+ } // switch (dimension)
+ m_AnimalProbability = a_IniFile.GetValueSetI(SectionName, "AnimalSpawnChunkPercentage", DefaultAnimalSpawnChunkPercentage);
+ if (m_AnimalProbability < 0 || m_AnimalProbability > 100)
+ {
+ LOGWARNING("[Animals]: AnimalSpawnChunkPercentage is invalid, using the default of \"%d\".", DefaultAnimalSpawnChunkPercentage);
+ }
+}
+
+
+
+
+
+void cFinishGenPassiveMobs::GenFinish(cChunkDesc & a_ChunkDesc)
+{
+ int ChanceRnd = m_Random.NextInt(100);
+ if (ChanceRnd > m_AnimalProbability)
+ {
+ return;
+ }
+
+ eMonsterType RandomMob = GetRandomMob(a_ChunkDesc);
+ if (RandomMob == mtInvalidType)
+ {
+ LOGWARNING("Attempted to spawn invalid mob type.");
+ return;
+ }
+
+ // Try spawning a pack center 10 times, should get roughly the same probability
+ for (int Tries = 0; Tries < 10; Tries++)
+ {
+ int PackCenterX = m_Random.NextInt(cChunkDef::Width - 1);
+ int PackCenterZ = m_Random.NextInt(cChunkDef::Width - 1);
+ if (TrySpawnAnimals(a_ChunkDesc, PackCenterX, a_ChunkDesc.GetHeight(PackCenterX, PackCenterZ), PackCenterZ, RandomMob))
+ {
+ for (int i = 0; i < 5; i++)
+ {
+ int OffsetX = m_Random.NextInt(cChunkDef::Width - 1);
+ int OffsetZ = m_Random.NextInt(cChunkDef::Width - 1);
+ TrySpawnAnimals(a_ChunkDesc, OffsetX, a_ChunkDesc.GetHeight(OffsetX, OffsetZ), OffsetZ, RandomMob);
+ }
+
+ return;
+
+ } // if pack center spawn successful
+ } // for tries
+}
+
+
+
+
+
+bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, eMonsterType AnimalToSpawn)
+{
+ BLOCKTYPE BlockAtHead = a_ChunkDesc.GetBlockType(a_RelX, a_RelY + 1, a_RelZ);
+ BLOCKTYPE BlockAtFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY , a_RelZ);
+ BLOCKTYPE BlockUnderFeet = a_ChunkDesc.GetBlockType(a_RelX, a_RelY - 1, a_RelZ);
+
+ // Check block below (opaque, grass, water), and above (air)
+ if (AnimalToSpawn == mtSquid && BlockAtFeet != E_BLOCK_WATER)
+ {
+ return false;
+ }
+ if (
+ (AnimalToSpawn != mtSquid) &&
+ (BlockAtHead != E_BLOCK_AIR) &&
+ (BlockAtFeet != E_BLOCK_AIR) &&
+ (!cBlockInfo::IsTransparent(BlockUnderFeet))
+ )
+ {
+ return false;
+ }
+ if (
+ (BlockUnderFeet != E_BLOCK_GRASS) &&
+ (
+ (AnimalToSpawn == mtSheep) ||
+ (AnimalToSpawn == mtChicken) ||
+ (AnimalToSpawn == mtPig)
+ )
+ )
+ {
+ return false;
+ }
+
+ int AnimalX, AnimalY, AnimalZ;
+ AnimalX = (double)(a_ChunkDesc.GetChunkX()*cChunkDef::Width + a_RelX + 0.5);
+ AnimalY = a_RelY;
+ AnimalZ = (double)(a_ChunkDesc.GetChunkZ()*cChunkDef::Width + a_RelZ + 0.5);
+
+ cEntityList ChunkEntities = a_ChunkDesc.GetEntities();
+ cMonster * NewMob = cMonster::NewMonsterFromType(AnimalToSpawn);
+ NewMob->SetPosition(AnimalX, AnimalY, AnimalZ);
+ ChunkEntities.push_back(NewMob);
+ LOGD("Spawning %s #%i at {%d, %d, %d}", NewMob->GetClass(), NewMob->GetUniqueID(), AnimalX, AnimalY, AnimalZ);
+
+ return true;
+}
+
+
+
+
+
+eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
+{
+
+ std::set<eMonsterType> ListOfSpawnables;
+ std::set<eMonsterType>::iterator MobIter = ListOfSpawnables.begin();
+ int x = m_Random.NextInt(cChunkDef::Width - 1);
+ int z = m_Random.NextInt(cChunkDef::Width - 1);
+
+ // Check biomes first to get a list of animals
+ switch (a_ChunkDesc.GetBiome(x, z))
+ {
+ // No animals
+ case biNether:
+ case biEnd:
+ return mtInvalidType;
+
+ // Squid only
+ case biOcean:
+ case biFrozenOcean:
+ case biFrozenRiver:
+ case biRiver:
+ case biDeepOcean:
+ ListOfSpawnables.insert(MobIter, mtSquid);
+ break;
+
+ // Mooshroom only
+ case biMushroomIsland:
+ case biMushroomShore:
+ ListOfSpawnables.insert(MobIter, mtMooshroom);
+ break;
+
+ case biJungle:
+ case biJungleHills:
+ case biJungleEdge:
+ case biJungleM:
+ case biJungleEdgeM:
+ ListOfSpawnables.insert(MobIter, mtOcelot);
+
+ case biPlains:
+ case biSunflowerPlains:
+ case biSavanna:
+ case biSavannaPlateau:
+ case biSavannaM:
+ case biSavannaPlateauM:
+ ListOfSpawnables.insert(MobIter, mtHorse);
+ // ListOfSpawnables.insert(mtDonkey);
+
+ // Wolves only
+ case biForest:
+ case biTaiga:
+ case biMegaTaiga:
+ case biColdTaiga:
+ case biColdTaigaM:
+ ListOfSpawnables.insert(MobIter, mtWolf);
+
+ // All other mobs
+ default:
+ ListOfSpawnables.insert(MobIter, mtChicken);
+ ListOfSpawnables.insert(MobIter, mtCow);
+ ListOfSpawnables.insert(MobIter, mtPig);
+ ListOfSpawnables.insert(MobIter, mtSheep);
+ }
+
+ if (ListOfSpawnables.size() == 0)
+ {
+ LOGD("Tried to spawn an animal from an empty list.");
+ return mtInvalidType;
+ }
+
+ int RandMob = m_Random.NextInt(ListOfSpawnables.size());
+ MobIter=ListOfSpawnables.begin();
+ for (int i = 0; i < RandMob; i++)
+ {
+ ++MobIter;
+ }
+
+ return *MobIter;
+}
+
+
+
+
diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h
index d45365683..38bb93d2a 100644
--- a/src/Generating/FinishGen.h
+++ b/src/Generating/FinishGen.h
@@ -18,6 +18,8 @@
#include "ComposableGenerator.h"
#include "../Noise/Noise.h"
#include "../ProbabDistrib.h"
+#include "../Mobs/Monster.h"
+#include "FastRandom.h"
@@ -315,3 +317,30 @@ protected:
+
+class cFinishGenPassiveMobs :
+ public cFinishGen
+{
+public:
+
+ cFinishGenPassiveMobs(int a_Seed, cIniFile & a_IniFile, eDimension a_Dimension);
+
+protected:
+
+ cNoise m_Noise;
+ int m_AnimalProbability; // Chance, [0..100], that an animal pack will be generated in a chunk
+ cFastRandom m_Random;
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+
+ // Tries to spawn a mob in the center of the pack. If successful, spawns 0-5 more.
+ bool TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int x, int y, int z, eMonsterType AnimalToSpawn);
+
+ // Gets a random mob from biome-dependant list
+ eMonsterType GetRandomMob(cChunkDesc & a_ChunkDesc);
+} ;
+
+
+
+