From 7e1d603080146047bade80ee70982dbe569cdf30 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Sun, 26 Oct 2014 19:58:16 +0100 Subject: Added new biomegen: Grown --- src/Generating/IntGen.h | 954 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 954 insertions(+) create mode 100644 src/Generating/IntGen.h (limited to 'src/Generating/IntGen.h') diff --git a/src/Generating/IntGen.h b/src/Generating/IntGen.h new file mode 100644 index 000000000..ae940232f --- /dev/null +++ b/src/Generating/IntGen.h @@ -0,0 +1,954 @@ + +// IntGen.h + +// Declares the cIntGen class and descendants for generating and filtering various 2D arrays of ints + +/* +The integers generated may be interpreted in several ways: +- land/see designators + - 0 = ocean + - >0 = land +- biome group designators + - 0 = ocean + - 1 = desert biomes + - 2 = temperate biomes + - 3 = mountains (hills and forests) + - 4 = jungle + - 5 = ice biomes +- biome IDs +The interpretation depends on the generator used and on the position in the chain. + +The generators can be chained together - one produces data that another one consumes. +Some of such chain connections require changing the data dimensions between the two, which is handled automatically +by using templates. +*/ + + + + + +#pragma once + +#include "../BiomeDef.h" + + + + + +/** Constants representing the biome group designators. */ +const int bgOcean = 0; +const int bgDesert = 1; +const int bgTemperate = 2; +const int bgMountains = 3; +const int bgJungle = 4; +const int bgIce = 5; +const int bgMax = 5; // Maximum biome group value + + + + + +/** Interface that all the generator classes provide. */ +template +class cIntGen +{ +public: + /** Holds the array of values generated by this class (descendant). */ + typedef int Values[SizeX * SizeZ]; + + /** Generates the array of templated size into a_Values, based on given min coords. */ + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) = 0; +}; + +template +using cIntGenPtr = std::shared_ptr>; + + + + + + +/** Provides additional cNoise member and its helper functions. */ +template +class cIntGenWithNoise : + public cIntGen +{ + typedef cIntGen super; + +public: + cIntGenWithNoise(int a_Seed) : + m_Noise(a_Seed) + { + } + +protected: + cNoise m_Noise; + + /** Chooses one of a_Val1 or a_Val2, based on m_Noise and the coordinates for querying the noise. */ + int ChooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + return ((rnd & 1) == 0) ? a_Val1 : a_Val2; + } + + /** Chooses one of a_ValN, based on m_Noise and the coordinates for querying the noise. */ + int ChooseRandomOne(int a_RndX, int a_RndZ, int a_Val1, int a_Val2, int a_Val3, int a_Val4) + { + int rnd = m_Noise.IntNoise2DInt(a_RndX, a_RndZ) / 7; + switch (rnd % 4) + { + case 0: return a_Val1; + case 1: return a_Val2; + case 2: return a_Val3; + default: return a_Val4; + } + } +}; + + + + + + +/** Generates a 2D array of random integers in the specified range [0 .. Range). */ +template +class cIntGenChoice : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + +public: + cIntGenChoice(int a_Seed) : + super(a_Seed) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + for (int z = 0; z < SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < SizeX; x++) + { + a_Values[x + SizeX * z] = (m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7) % Range; + } + } // for z + } +}; + + + + + + +/** Decides between the ocean and landmass biomes. +Has a threshold (in percent) of how much land, the larger the threshold, the more land. +Generates 0 for ocean, biome group ID for landmass. */ +template +class cIntLandOcean : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + +public: + cIntLandOcean(int a_Seed, int a_Threshold) : + super(a_Seed), + m_Threshold(a_Threshold) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + for (int z = 0; z < SizeZ; z++) + { + int BaseZ = a_MinZ + z; + for (int x = 0; x < SizeX; x++) + { + int rnd = (m_Noise.IntNoise2DInt(a_MinX + x, BaseZ) / 7); + a_Values[x + SizeX * z] = ((rnd % 100) < m_Threshold) ? ((rnd / 128) % bgMax + 1) : 0; + } + } + } + +protected: + int m_Threshold; +}; + + + + + +template +class cIntGenZoom : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + +protected: + static const int m_LowerSizeX = (SizeX / 2) + 2; + static const int m_LowerSizeZ = (SizeZ / 2) + 2; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenZoom(int a_Seed, Underlying a_UnderlyingGen) : + super(a_Seed), + m_UnderlyingGen(a_UnderlyingGen) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Generate the underlying data with half the resolution: + int lowerMinX = a_MinX >> 1; + int lowerMinZ = a_MinZ >> 1; + int Underlying[m_LowerSizeX * m_LowerSizeZ]; + m_UnderlyingGen->GetInts(lowerMinX, lowerMinZ, Underlying); + const int lowStepX = (m_LowerSizeX - 1) * 2; + const int lowStepZ = (m_LowerSizeZ - 1) * 2; + int Cache[lowStepX * lowStepZ]; + + // Discreet-interpolate the values into twice the size: + for (int z = 0; z < m_LowerSizeZ - 1; ++z) + { + int idx = (z * 2) * lowStepX; + int PrevZ0 = Underlying[z * m_LowerSizeX]; + int PrevZ1 = Underlying[(z + 1) * m_LowerSizeX]; + + for (int x = 0; x < m_LowerSizeX - 1; ++x) + { + int ValX1Z0 = Underlying[x + 1 + z * m_LowerSizeX]; + int ValX1Z1 = Underlying[x + 1 + (z + 1) * m_LowerSizeX]; + int RndX = (x + lowerMinX) * 2; + int RndZ = (z + lowerMinZ) * 2; + Cache[idx] = PrevZ0; + Cache[idx + lowStepX] = ChooseRandomOne(RndX, RndZ, PrevZ0, PrevZ1); + idx++; + Cache[idx] = ChooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0); + Cache[idx + lowStepX] = ChooseRandomOne(RndX, RndZ, PrevZ0, ValX1Z0, PrevZ1, ValX1Z1); + idx++; + PrevZ0 = ValX1Z0; + PrevZ1 = ValX1Z1; + } + } + + // Copy from Cache into a_Values; take into account the even/odd offsets in a_Min: + for (int z = 0; z < SizeZ; ++z) + { + memcpy(a_Values + z * SizeX, Cache + (z + (a_MinZ & 1)) * lowStepX + (a_MinX & 1), SizeX * sizeof(int)); + } + } + +protected: + Underlying m_UnderlyingGen; +}; + + + + + +template +class cIntGenSmooth : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + static const int m_UnderlyingSizeX = SizeX + 2; + static const int m_UnderlyingSizeZ = SizeZ + 2; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenSmooth(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Generate the underlying values: + int Cache[(SizeX + 2) * (SizeZ + 2)]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, Cache); + + // Smooth - for each square check if the surroundings are the same, if so, expand them diagonally. + // Also get rid of single-pixel irregularities (A-B-A): + for (int z = 0; z < SizeZ; z++) + { + int NoiseZ = a_MinZ + z; + for (int x = 0; x < SizeX; x++) + { + int val = Cache[x + 1 + (z + 1) * m_UnderlyingSizeX]; + int Above = Cache[x + 1 + z * m_UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * m_UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * m_UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * m_UnderlyingSizeX]; + + if ((Left == Right) && (Above == Below)) + { + if (((m_Noise.IntNoise2DInt(a_MinX + x, NoiseZ) / 7) % 2) == 0) + { + val = Left; + } + else + { + val = Above; + } + } + else + { + if (Left == Right) + { + val = Left; + } + + if (Above == Below) + { + val = Above; + } + } + + a_Values[x + z * SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +template +class cIntGenBeaches : + public cIntGen +{ + typedef cIntGen super; + static const int m_UnderlyingSizeX = SizeX + 2; + static const int m_UnderlyingSizeZ = SizeZ + 2; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenBeaches(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Map for biome -> its beach: + static const int ToBeach[] = + { + /* biOcean */ biOcean, + /* biPlains */ biBeach, + /* biDesert */ biBeach, + /* biExtremeHills */ biStoneBeach, + /* biForest */ biBeach, + /* biTaiga */ biColdBeach, + /* biSwampland */ biSwampland, + /* biRiver */ biRiver, + /* biNether */ biNether, + /* biEnd */ biEnd, + /* biFrozenOcean */ biColdBeach, + /* biFrozenRiver */ biColdBeach, + /* biIcePlains */ biColdBeach, + /* biIceMountains */ biColdBeach, + /* biMushroomIsland */ biMushroomShore, + /* biMushroomShore */ biMushroomShore, + /* biBeach */ biBeach, + /* biDesertHills */ biBeach, + /* biForestHills */ biBeach, + /* biTaigaHills */ biColdBeach, + /* biExtremeHillsEdge */ biStoneBeach, + /* biJungle */ biBeach, + /* biJungleHills */ biBeach, + /* biJungleEdge */ biBeach, + /* biDeepOcean */ biOcean, + /* biStoneBeach */ biStoneBeach, + /* biColdBeach */ biColdBeach, + /* biBirchForest */ biBeach, + /* biBirchForestHills */ biBeach, + /* biRoofedForest */ biBeach, + /* biColdTaiga */ biColdBeach, + /* biColdTaigaHills */ biColdBeach, + /* biMegaTaiga */ biStoneBeach, + /* biMegaTaigaHills */ biStoneBeach, + /* biExtremeHillsPlus */ biStoneBeach, + /* biSavanna */ biBeach, + /* biSavannaPlateau */ biBeach, + /* biMesa */ biMesa, + /* biMesaPlateauF */ biMesa, + /* biMesaPlateau */ biMesa, + }; + + // Generate the underlying values: + int Cache[m_UnderlyingSizeX * m_UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, Cache); + + // Add beaches between ocean and biomes: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int val = Cache[x + 1 + (z + 1) * m_UnderlyingSizeX]; + int Above = Cache[x + 1 + z * m_UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * m_UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * m_UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * m_UnderlyingSizeX]; + if (!IsBiomeOcean(val)) + { + if (IsBiomeOcean(Above) || IsBiomeOcean(Below) || IsBiomeOcean(Left) || IsBiomeOcean(Right)) + { + val = ToBeach[(val % 128) % ARRAYCOUNT(ToBeach)]; + } + } + a_Values[x + z * SizeX] = val; + } + } + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Generates the underlying numbers and then randomly changes some zeroes into nonzeroes. */ +template +class cIntGenAddIslands : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenAddIslands(int a_Seed, int a_Threshold, Underlying a_Underlying) : + super(a_Seed), + m_Threshold(a_Threshold), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + if (a_Values[x + z * SizeX] == 0) + { + int rnd = m_Noise.IntNoise2DInt(a_MinX + x, a_MinZ + z) / 7; + if (rnd % 100 < m_Threshold) + { + a_Values[x + z * SizeX] = (rnd / 100) % 4; + } + } + } + } + } + +protected: + int m_Threshold; + + Underlying m_Underlying; +}; + + + + + +/** A filter that adds an edge biome group between two biome groups that need an edge between them. */ +template +class cIntGenBiomeGroupEdges : + public cIntGen +{ + typedef cIntGen super; + + static const int m_UnderlyingSizeX = SizeX + 2; + static const int m_UnderlyingSizeZ = SizeZ + 2; + +public: + + typedef cIntGenPtr Underlying; + + cIntGenBiomeGroupEdges(Underlying a_Underlying) : + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) + { + // Generate the underlying biome groups: + int Cache[m_UnderlyingSizeX * m_UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX, a_MinZ, Cache); + + // Change the biomes on incompatible edges into an edge biome: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int v = Cache[x + 1 + (z + 1) * m_UnderlyingSizeX]; + int Above = Cache[x + 1 + z * m_UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * m_UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * m_UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * m_UnderlyingSizeX]; + switch (v) + { + // Oceans don't need any edges: + case bgOcean: + { + v = bgOcean; + break; + } + + // Desert should neighbor only oceans, desert and temperates; change to temperate when another: + case bgDesert: + { + if ( + !IsDesertCompatible(Above) || + !IsDesertCompatible(Below) || + !IsDesertCompatible(Left) || + !IsDesertCompatible(Right) + ) + { + v = bgTemperate; + } + break; + } + + // Ice should not neighbor deserts; change to temperate: + case bgIce: + { + if ( + (Above == bgDesert) || + (Below == bgDesert) || + (Left == bgDesert) || + (Right == bgDesert) + ) + { + v = bgTemperate; + } + break; + } + + // Jungle should not neighbor Desert or Ice; change to temperate: + case bgJungle: + { + if ( + !IsJungleCompatible(Above) || + !IsJungleCompatible(Below) || + !IsJungleCompatible(Left) || + !IsJungleCompatible(Right) + ) + { + v = bgTemperate; + } + } + } + a_Values[x + z * SizeX] = v; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; + + + inline bool IsDesertCompatible(int a_BiomeGroup) + { + return ((a_BiomeGroup == bgOcean) || (a_BiomeGroup == bgDesert) || (a_BiomeGroup == bgTemperate)); + } + + inline bool IsJungleCompatible(int a_BiomeGroup) + { + return ((a_BiomeGroup != bgDesert) && (a_BiomeGroup != bgIce)); + } +}; + + + + + +template +class cIntGenBiomes : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenBiomes(int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Define the per-biome-group biomes: + static const int OceanBiomes[] = + { + biOcean, // biDeepOcean, + }; + + static const int DesertBiomes[] = + { + biDesert, biDesert, biSavanna, biPlains, + }; + + static const int TemperateBiomes[] = + { + biForest, biRoofedForest, biExtremeHills, biPlains, biBirchForest, biSwampland, + }; + + static const int MountainBiomes[] = + { + biExtremeHills, biForest, biTaiga, biPlains, + }; + + static const int JungleBiomes[] = + { + biJungle, biJungle, biForest, + }; + + static const int IceBiomes[] = + { + biIcePlains, biIcePlains, biColdTaiga, + }; + + static const cBiomesInGroups BiomesInGroups[] = + { + { static_cast(ARRAYCOUNT(OceanBiomes)), OceanBiomes}, + { static_cast(ARRAYCOUNT(DesertBiomes)), DesertBiomes}, + { static_cast(ARRAYCOUNT(TemperateBiomes)), TemperateBiomes}, + { static_cast(ARRAYCOUNT(MountainBiomes)), MountainBiomes}, + { static_cast(ARRAYCOUNT(JungleBiomes)), JungleBiomes}, + { static_cast(ARRAYCOUNT(IceBiomes)), IceBiomes}, + }; + + // Generate the underlying values, representing biome groups: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + + // Overwrite each biome group with a random biome from that group: + for (int z = 0; z < SizeZ; z++) + { + int IdxZ = z * SizeX; + for (int x = 0; x < SizeX; x++) + { + int val = a_Values[x + IdxZ]; + const cBiomesInGroups & Biomes = BiomesInGroups[val % ARRAYCOUNT(BiomesInGroups)]; + int rnd = (m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7); + a_Values[x + IdxZ] = Biomes.Biomes[rnd % Biomes.Count]; + } + } + } + +protected: + + struct cBiomesInGroups + { + const int Count; + const int * Biomes; + }; + + + /** The underlying int generator */ + Underlying m_Underlying; +}; + + + + + +template +class cIntGenReplaceRandomly : + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenReplaceRandomly(int a_From, int a_To, int a_Chance, int a_Seed, Underlying a_Underlying) : + super(a_Seed), + m_From(a_From), + m_To(a_To), + m_Chance(a_Chance), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Generate the underlying values: + m_Underlying->GetInts(a_MinX, a_MinZ, a_Values); + + // Replace some of the values: + for (int z = 0; z < SizeZ; z++) + { + int idxZ = z * SizeX; + for (int x = 0; x < SizeX; x++) + { + int idx = x + idxZ; + if (a_Values[idx] == m_From) + { + int rnd = m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7; + if (rnd % 100 < m_Chance) + { + a_Values[idx] = m_To; + } + } + } + } // for z + } + + +protected: + int m_From; + int m_To; + int m_Chance; + Underlying m_Underlying; +}; + + + + + +/** Mixer that joins together finalized biomes and rivers. +It first checks for oceans; if there's no ocean, it checks for a river. */ +template +class cIntGenMixRivers: + public cIntGen +{ + typedef cIntGen super; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenMixRivers(Underlying a_Biomes, Underlying a_Rivers): + m_Biomes(a_Biomes), + m_Rivers(a_Rivers) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Generate the underlying data: + m_Biomes->GetInts(a_MinX, a_MinZ, a_Values); + Values Rivers; + m_Rivers->GetInts(a_MinX, a_MinZ, Rivers); + + // Mix the values: + for (int z = 0; z < SizeZ; z++) + { + int idxZ = z * SizeX; + for (int x = 0; x < SizeX; x++) + { + int idx = x + idxZ; + if (IsBiomeOcean(a_Values[idx])) + { + // Oceans are kept without any changes + continue; + } + if (Rivers[idx] != biRiver) + { + // There's no river, keep the current value + continue; + } + + // There's a river, change the output to a river or a frozen river, based on the original biome: + if (IsBiomeVeryCold((EMCSBiome)a_Values[idx])) + { + a_Values[idx] = biFrozenRiver; + } + else + { + a_Values[idx] = biRiver; + } + } // for x + } // for z + } + +protected: + Underlying m_Biomes; + Underlying m_Rivers; +}; + + + + + +/** Generates a river based on the underlying data. +This is basically an edge detector over the underlying data. The rivers are the edges where the underlying data +changes from one pixel to its neighbor. */ +template +class cIntGenRiver: + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + static const int UnderlyingSizeX = SizeX + 2; + static const int UnderlyingSizeZ = SizeZ + 2; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenRiver(int a_Seed, Underlying a_Underlying): + super(a_Seed), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Generate the underlying data: + int Cache[UnderlyingSizeX * UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, Cache); + + // Detect the edges: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int Above = Cache[x + 1 + z * UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * UnderlyingSizeX]; + int val = Cache[x + 1 + (z + 1) * UnderlyingSizeX]; + + if ((val == Above) && (val == Below) && (val == Left) && (val == Right)) + { + val = 0; + } + else + { + val = biRiver; + } + a_Values[x + z * SizeX] = val; + } // for x + } // for z + } + +protected: + Underlying m_Underlying; +}; + + + + + +/** Turns some of the oceans into the specified biome. Used for mushroom and deep ocean. +The biome is only placed if at least 3 of its neighbors are ocean and only with the specified chance. */ +template +class cIntGenAddToOcean: + public cIntGenWithNoise +{ + typedef cIntGenWithNoise super; + static const int UnderlyingSizeX = SizeX + 2; + static const int UnderlyingSizeZ = SizeZ + 2; + +public: + typedef cIntGenPtr Underlying; + + + cIntGenAddToOcean(int a_Seed, int a_Chance, int a_ToValue, Underlying a_Underlying): + super(a_Seed), + m_Chance(a_Chance), + m_ToValue(a_ToValue), + m_Underlying(a_Underlying) + { + } + + + virtual void GetInts(int a_MinX, int a_MinZ, Values & a_Values) override + { + // Generate the underlying data: + int Cache[UnderlyingSizeX * UnderlyingSizeZ]; + m_Underlying->GetInts(a_MinX - 1, a_MinZ - 1, Cache); + + // Add the mushroom islands: + for (int z = 0; z < SizeZ; z++) + { + for (int x = 0; x < SizeX; x++) + { + int val = Cache[x + 1 + (z + 1) * UnderlyingSizeX]; + if (!IsBiomeOcean(val)) + { + a_Values[x + z * SizeX] = val; + continue; + } + + // Count the ocean neighbors: + int Above = Cache[x + 1 + z * UnderlyingSizeX]; + int Below = Cache[x + 1 + (z + 2) * UnderlyingSizeX]; + int Left = Cache[x + (z + 1) * UnderlyingSizeX]; + int Right = Cache[x + 2 + (z + 1) * UnderlyingSizeX]; + int NumOceanNeighbors = 0; + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + if (IsBiomeOcean(Above)) + { + NumOceanNeighbors += 1; + } + + // If at least 3 ocean neighbors and the chance is right, change: + if ((NumOceanNeighbors >= 3) && ((m_Noise.IntNoise2DInt(x + a_MinX, z + a_MinZ) / 7) % 1000 < m_Chance)) + { + a_Values[x + z * SizeX] = m_ToValue; + } + else + { + a_Values[x + z * SizeX] = val; + } + } // for x + } // for z + } + +protected: + /** Chance, in permille, of changing the biome. */ + int m_Chance; + + /** The value to change the ocean into. */ + int m_ToValue; + + Underlying m_Underlying; +}; + + + + -- cgit v1.2.3