From 2960f43782f0ec46e5ad494544a0f76c6a6741df Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Fri, 25 Jan 2013 10:12:29 +0000 Subject: Merged the usable portion of the "gens" branch. Splitting off the Composable generator and fiddling with LuaChunk / ChunkDesc is good, other generators not good yet. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1171 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Generating/ComposableGenerator.h | 178 ++++++++++++++++++++++++++++++++ 1 file changed, 178 insertions(+) create mode 100644 source/Generating/ComposableGenerator.h (limited to 'source/Generating/ComposableGenerator.h') diff --git a/source/Generating/ComposableGenerator.h b/source/Generating/ComposableGenerator.h new file mode 100644 index 000000000..e3a37d57c --- /dev/null +++ b/source/Generating/ComposableGenerator.h @@ -0,0 +1,178 @@ + +// ComposableGenerator.h + +// Declares the cComposableGenerator class representing the chunk generator that takes the composition approach to generating chunks + +/* +Generating works by composing several algorithms: +Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage +Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, +based on user's preferences in the world.ini. +See http://forum.mc-server.org/showthread.php?tid=409 for details. +*/ + + + + + +#pragma once + +#include "ChunkGenerator.h" + + + + + +/** The interface that a biome generator must implement +A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. +The output array is sequenced in the same way as the MapChunk packet's biome data. +*/ +class cBiomeGen +{ +public: + virtual ~cBiomeGen() {} // Force a virtual destructor in descendants + + /// Generates biomes for the given chunk + virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; +} ; + + + + + +/** The interface that a terrain height generator must implement +A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. +The output array is sequenced in the same way as the BiomeGen's biome data. +The generator may request biome information from the underlying BiomeGen, it may even request information for +other chunks than the one it's currently generating (possibly neighbors - for averaging) +*/ +class cTerrainHeightGen +{ +public: + virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants + + /// Generates heightmap for the given chunk + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; +} ; + + + + + +/** The interface that a terrain composition generator must implement +Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with +the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, +but it may request information for other chunks than the one it's currently generating from them. +*/ +class cTerrainCompositionGen +{ +public: + virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants + + virtual void ComposeTerrain( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air) + cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized) + const cChunkDef::HeightMap & a_HeightMap, // The height map to fit + const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to + cEntityList & a_Entities, // Entitites may be generated along with the terrain + cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) + ) = 0; +} ; + + + + + +/** The interface that a structure generator must implement +Structures are generated after the terrain composition took place. It should modify the blocktype data to account +for whatever structures the generator is generating. +Note that ores are considered structures too, at least from the interface point of view. +Also note that a worldgenerator may contain multiple structure generators, one for each type of structure +*/ +class cStructureGen +{ +public: + virtual ~cStructureGen() {} // Force a virtual destructor in descendants + + virtual void GenStructures( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change + cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change + cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data + cEntityList & a_Entities, // Entities may be added or deleted + cBlockEntityList & a_BlockEntities // Block entities may be added or deleted + ) = 0; +} ; + +typedef std::list cStructureGenList; + + + + + +/** The interface that a finisher must implement +Finisher implements small additions after all structures have been generated. +*/ +class cFinishGen +{ +public: + virtual ~cFinishGen() {} // Force a virtual destructor in descendants + + virtual void GenFinish( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change + cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change + cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data + const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to + cEntityList & a_Entities, // Entities may be added or deleted + cBlockEntityList & a_BlockEntities // Block entities may be added or deleted + ) = 0; +} ; + +typedef std::list cFinishGenList; + + + + + +class cComposableGenerator : + public cChunkGenerator::cGenerator +{ + typedef cChunkGenerator::cGenerator super; + +public: + cComposableGenerator(cChunkGenerator & a_ChunkGenerator); + virtual ~cComposableGenerator(); + + virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override; + virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; + virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities) override; + +protected: + // The generation composition: + cBiomeGen * m_BiomeGen; + cTerrainHeightGen * m_HeightGen; + cTerrainCompositionGen * m_CompositionGen; + cStructureGenList m_StructureGens; + cFinishGenList m_FinishGens; + + /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly + void InitBiomeGen(cIniFile & a_IniFile); + + /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly + void InitHeightGen(cIniFile & a_IniFile); + + /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly + void InitCompositionGen(cIniFile & a_IniFile); + + /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly + void InitStructureGens(cIniFile & a_IniFile); + + /// Reads the finishers from the ini and initializes m_FinishGens accordingly + void InitFinishGens(cIniFile & a_IniFile); +} ; + + + + -- cgit v1.2.3