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author | Tycho <work.tycho+git@gmail.com> | 2014-06-14 18:19:28 +0200 |
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committer | Tycho <work.tycho+git@gmail.com> | 2014-06-14 18:19:28 +0200 |
commit | 039c1a75f391b078f2b27a388e73bb203afed58e (patch) | |
tree | f4f213b794eb0c3a2713358c3d5bdd3f0b931486 /src/Generating/VillageGen.cpp | |
parent | Fixed bad merge (diff) | |
parent | Merge pull request #1093 from mc-server/BindingsFix (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/VillageGen.cpp | 443 |
1 files changed, 443 insertions, 0 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp new file mode 100644 index 000000000..9917141ed --- /dev/null +++ b/src/Generating/VillageGen.cpp @@ -0,0 +1,443 @@ + +// VillageGen.cpp + +// Implements the cVillageGen class representing the village generator + +#include "Globals.h" +#include "VillageGen.h" +#include "Prefabs/AlchemistVillagePrefabs.h" +#include "Prefabs/JapaneseVillagePrefabs.h" +#include "Prefabs/PlainsVillagePrefabs.h" +#include "Prefabs/SandVillagePrefabs.h" +#include "Prefabs/SandFlatRoofVillagePrefabs.h" +#include "PieceGenerator.h" + + + + + +/* +How village generating works: +By descending from a cGridStructGen, a semi-random grid is generated. A village may be generated for each of +the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all +biomes are village-friendly. If yes, the entire village structure is built for that cell. If not, the cell +is left village-less. + +A village is generated using the regular BFS piece generator. The well piece is used as the starting piece, +the roads and houses are then used as the following pieces. Only the houses are read from the prefabs, +though, the roads are generated by code and their content is ignored. A special subclass of the cPiecePool +class is used, so that the roads connect to each other and to the well only in predefined manners. + +The well has connectors of type "2". The houses have connectors of type "-1". The roads have connectors of +both types' opposites, type "-2" at the far ends and type "1" on the long edges. Additionally, there are +type "2" connectors along the long edges of the roads as well, so that the roads create T junctions. + +When the village is about to be drawn into a chunk, it queries the heights for each piece intersecting the +chunk. The pieces are shifted so that their pivot points lie on the surface, and the roads are drawn +directly by turning the surface blocks into gravel / sandstone. + +The village prefabs are stored in global piecepools (one pool per village type). In order to support +per-village density setting, the cVillage class itself implements the cPiecePool interface, relaying the +calls to the underlying cVillagePiecePool, after processing the density check. +*/ + +class cVillagePiecePool : + public cPrefabPiecePool +{ + typedef cPrefabPiecePool super; +public: + cVillagePiecePool( + const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs, + const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs + ) : + super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs) + { + // Add the road pieces: + for (int len = 27; len < 60; len += 12) + { + cBlockArea BA; + BA.Create(len, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas); + BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0); + cPrefab * RoadPiece = new cPrefab(BA, 1); + RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -2); + RoadPiece->AddConnector(len - 1, 0, 1, BLOCK_FACE_XP, -2); + RoadPiece->SetDefaultWeight(100); + + // Add the road connectors: + for (int x = 1; x < len; x += 12) + { + RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 2); + RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 2); + } + + // Add the buildings connectors: + for (int x = 7; x < len; x += 12) + { + RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 1); + RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 1); + } + m_AllPieces.push_back(RoadPiece); + m_PiecesByConnector[-2].push_back(RoadPiece); + m_PiecesByConnector[1].push_back(RoadPiece); + m_PiecesByConnector[2].push_back(RoadPiece); + } // for len - roads of varying length + } + + + // cPrefabPiecePool overrides: + virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override + { + // Roads cannot branch T-wise (appending -2 connector to a +2 connector on a 1-high piece): + if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0) && (a_PlacedPiece.GetPiece().GetSize().y == 1)) + { + return 0; + } + + return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector); + } +} ; + + + + + +class cVillageGen::cVillage : + public cGridStructGen::cStructure, + protected cPiecePool +{ + typedef cGridStructGen::cStructure super; + +public: + cVillage( + int a_Seed, + int a_OriginX, int a_OriginZ, + int a_MaxRoadDepth, + int a_MaxSize, + int a_Density, + cPiecePool & a_Prefabs, + cTerrainHeightGen & a_HeightGen, + BLOCKTYPE a_RoadBlock, + BLOCKTYPE a_WaterRoadBlock + ) : + super(a_OriginX, a_OriginZ), + m_Seed(a_Seed), + m_Noise(a_Seed), + m_MaxSize(a_MaxSize), + m_Density(a_Density), + m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize), + m_Prefabs(a_Prefabs), + m_HeightGen(a_HeightGen), + m_RoadBlock(a_RoadBlock), + m_WaterRoadBlock(a_WaterRoadBlock) + { + // Generate the pieces for this village; don't care about the Y coord: + cBFSPieceGenerator pg(*this, a_Seed); + pg.PlacePieces(a_OriginX, 0, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces); + if (m_Pieces.empty()) + { + return; + } + + // If the central piece should be moved to ground, move it, and + // check all of its dependents and move those that are strictly connector-driven based on its new Y coord: + if (((cPrefab &)m_Pieces[0]->GetPiece()).ShouldMoveToGround()) + { + int OrigPosY = m_Pieces[0]->GetCoords().y; + PlacePieceOnGround(*m_Pieces[0]); + int NewPosY = m_Pieces[0]->GetCoords().y; + MoveAllDescendants(m_Pieces, 0, NewPosY - OrigPosY); + } + } + + ~cVillage() + { + cPieceGenerator::FreePieces(m_Pieces); + } + +protected: + /** Seed for the random functions */ + int m_Seed; + + /** The noise used as a pseudo-random generator */ + cNoise m_Noise; + + /** Maximum size, in X/Z blocks, of the village (radius from the origin) */ + int m_MaxSize; + + /** The density for this village. Used to refrain from populating all house connectors. Range [0, 100] */ + int m_Density; + + /** Borders of the vilalge - no item may reach out of this cuboid. */ + cCuboid m_Borders; + + /** Prefabs to use for buildings */ + cPiecePool & m_Prefabs; + + /** The underlying height generator, used for placing the structures on top of the terrain. */ + cTerrainHeightGen & m_HeightGen; + + /** The village pieces, placed by the generator. */ + cPlacedPieces m_Pieces; + + /** The block to use for the roads. */ + BLOCKTYPE m_RoadBlock; + + /** The block used for the roads if the road is on water. */ + BLOCKTYPE m_WaterRoadBlock; + + + // cGridStructGen::cStructure overrides: + virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override + { + // Iterate over all items + // Each intersecting prefab is placed on ground, then drawn + // Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks + cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads + m_HeightGen.GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap); + for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) + { + cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece()); + if ((*itr)->GetPiece().GetSize().y == 1) + { + // It's a road, special handling (change top terrain blocks to m_RoadBlock) + DrawRoad(a_Chunk, **itr, HeightMap); + continue; + } + if (Prefab.ShouldMoveToGround() && !(*itr)->HasBeenMovedToGround()) + { + PlacePieceOnGround(**itr); + } + Prefab.Draw(a_Chunk, *itr); + } // for itr - m_PlacedPieces[] + } + + + /** Adjusts the Y coord of the given piece so that the piece is on the ground. + Ground level is assumed to be represented by the first connector in the piece. */ + void PlacePieceOnGround(cPlacedPiece & a_Piece) + { + cPiece::cConnector FirstConnector = a_Piece.GetRotatedConnector(0); + int ChunkX, ChunkZ; + int BlockX = FirstConnector.m_Pos.x; + int BlockZ = FirstConnector.m_Pos.z; + int BlockY; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cChunkDef::HeightMap HeightMap; + m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap); + int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ); + a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1); + } + + + /** Draws the road into the chunk. + The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just + once for all roads in a chunk. */ + void DrawRoad(cChunkDesc & a_Chunk, cPlacedPiece & a_Road, cChunkDef::HeightMap & a_HeightMap) + { + cCuboid RoadCoords = a_Road.GetHitBox(); + RoadCoords.Sort(); + int MinX = std::max(RoadCoords.p1.x - a_Chunk.GetChunkX() * cChunkDef::Width, 0); + int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1); + int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0); + int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1); + for (int z = MinZ; z <= MaxZ; z++) + { + for (int x = MinX; x <= MaxX; x++) + { + if (IsBlockWater(a_Chunk.GetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z))) + { + a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_WaterRoadBlock); + } + else + { + a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock); + } + } + } + } + + + // cPiecePool overrides: + virtual cPieces GetPiecesWithConnector(int a_ConnectorType) + { + return m_Prefabs.GetPiecesWithConnector(a_ConnectorType); + } + + + virtual cPieces GetStartingPieces(void) + { + return m_Prefabs.GetStartingPieces(); + } + + + virtual int GetPieceWeight( + const cPlacedPiece & a_PlacedPiece, + const cPiece::cConnector & a_ExistingConnector, + const cPiece & a_NewPiece + ) override + { + // Check against the density: + if (a_ExistingConnector.m_Type == 1) + { + const Vector3i & Coords = a_PlacedPiece.GetRotatedConnector(a_ExistingConnector).m_Pos; + int rnd = (m_Noise.IntNoise3DInt(Coords.x, Coords.y, Coords.z) / 7) % 100; + if (rnd > m_Density) + { + return 0; + } + } + + // Density check passed, relay to m_Prefabs: + return m_Prefabs.GetPieceWeight(a_PlacedPiece, a_ExistingConnector, a_NewPiece); + } + + + virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) override + { + return m_Prefabs.GetStartingPieceWeight(a_NewPiece); + } + + + virtual void PiecePlaced(const cPiece & a_Piece) override + { + m_Prefabs.PiecePlaced(a_Piece); + } + + + virtual void Reset(void) override + { + m_Prefabs.Reset(); + } + + + void MoveAllDescendants(cPlacedPieces & a_PlacedPieces, size_t a_Pivot, int a_HeightDifference) + { + size_t num = a_PlacedPieces.size(); + cPlacedPiece * Pivot = a_PlacedPieces[a_Pivot]; + for (size_t i = a_Pivot + 1; i < num; i++) + { + if ( + (a_PlacedPieces[i]->GetParent() == Pivot) && // It is a direct dependant of the pivot + !((const cPrefab &)a_PlacedPieces[i]->GetPiece()).ShouldMoveToGround() // It attaches strictly by connectors + ) + { + a_PlacedPieces[i]->MoveToGroundBy(a_HeightDifference); + MoveAllDescendants(a_PlacedPieces, i, a_HeightDifference); + } + } // for i - a_PlacedPieces[] + } +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cVillageGen: + +static cVillagePiecePool g_SandVillage(g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount); +static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_SandFlatRoofVillagePrefabsCount, g_SandFlatRoofVillageStartingPrefabs, g_SandFlatRoofVillageStartingPrefabsCount); +static cVillagePiecePool g_AlchemistVillage(g_AlchemistVillagePrefabs, g_AlchemistVillagePrefabsCount, g_AlchemistVillageStartingPrefabs, g_AlchemistVillageStartingPrefabsCount); +static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount); +static cVillagePiecePool g_JapaneseVillage(g_JapaneseVillagePrefabs, g_JapaneseVillagePrefabsCount, g_JapaneseVillageStartingPrefabs, g_JapaneseVillageStartingPrefabsCount); + +static cVillagePiecePool * g_DesertVillagePools[] = +{ + &g_SandVillage, + &g_SandFlatRoofVillage, + &g_AlchemistVillage, +} ; + +static cVillagePiecePool * g_PlainsVillagePools[] = +{ + &g_PlainsVillage, + &g_JapaneseVillage, +} ; + + + + + +cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) : + super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100), + m_Noise(a_Seed + 1000), + m_MaxDepth(a_MaxDepth), + m_MaxSize(a_MaxSize), + m_MinDensity(a_MinDensity), + m_MaxDensity(a_MaxDensity), + m_BiomeGen(a_BiomeGen), + m_HeightGen(a_HeightGen) +{ +} + + + + + +cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_OriginZ) +{ + // Generate the biomes for the chunk surrounding the origin: + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ); + cChunkDef::BiomeMap Biomes; + m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes); + + // Check if all the biomes are village-friendly: + // If just one is not, no village is created, because it's likely that an unfriendly biome is too close + cVillagePiecePool * VillagePrefabs = NULL; + BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL; + BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS; + int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11; + cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)]; + cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)]; + for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++) + { + switch (Biomes[i]) + { + case biDesert: + case biDesertM: + { + // These biomes allow sand villages + VillagePrefabs = DesertVillage; + // RoadBlock = E_BLOCK_SANDSTONE; + break; + } + case biPlains: + case biSavanna: + case biSavannaM: + case biSunflowerPlains: + { + // These biomes allow plains-style villages + VillagePrefabs = PlainsVillage; + break; + } + default: + { + // Village-unfriendly biome, bail out with zero structure: + return cStructurePtr(); + } + } // switch (Biomes[i]) + } // for i - Biomes[] + + // Choose density for the village, random between m_MinDensity and m_MaxDensity: + int Density; + if (m_MaxDensity > m_MinDensity) + { + Density = m_MinDensity + rnd % (m_MaxDensity - m_MinDensity); + } + else + { + Density = m_MinDensity; + } + + // Create a village based on the chosen prefabs: + if (VillagePrefabs == NULL) + { + return cStructurePtr(); + } + return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock)); +} + + + + |