diff options
Diffstat (limited to 'src/Generating/FinishGen.cpp')
-rw-r--r-- | src/Generating/FinishGen.cpp | 117 |
1 files changed, 115 insertions, 2 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 5839a4ccc..c988224e6 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -180,6 +180,118 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a //////////////////////////////////////////////////////////////////////////////// +// cFinishGenGlowStone: + +void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + + // Change the number of attempts to create a vein depending on the maximum height of the chunk. A standard Nether could have 5 veins at most. + int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23; + + for (int i = 1; i <= NumGlowStone; i++) + { + // The maximum size for a string of glowstone can get 3 - 5 blocks long + int Size = 3 + m_Noise.IntNoise3DInt(ChunkX, i, ChunkZ) % 3; + + // Generate X / Z coordinates. + int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2)); + int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2)); + + int Height = a_ChunkDesc.GetHeight(X, Z); + for (int y = Height; y > Size; y--) + { + if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(X, y, Z))) + { + // Current block isn't solid, bail out + continue; + } + + if (a_ChunkDesc.GetBlockType(X, y - 1, Z) != E_BLOCK_AIR) + { + // The block below isn't air, bail out + continue; + } + + if ((m_Noise.IntNoise3DInt(X, y, Z) % 100) < 95) + { + // Have a 5% chance of creating the glowstone + continue; + } + + TryPlaceGlowstone(a_ChunkDesc, X, y, Z, Size, 5 + m_Noise.IntNoise3DInt(X, y, Z) % 7); + break; + } + } +} + + + + + +void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings) +{ + // The starting point of every glowstone string + Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ); + + // Array with possible directions for a string of glowstone to go to. + const Vector3i AvailableDirections[] = + { + { -1, 0, 0 }, { 1, 0, 0 }, + { 0, -1, 0 }, // Don't let the glowstone go up + { 0, 0, -1 }, { 0, 0, 1 }, + + // Diagonal direction. Only X or Z with Y. + // If all were changed the glowstone string looks awkward + { 0, -1, 1 }, { 1, -1, 0 }, + { 0, -1, -1 }, { -1, -1, 0 }, + + }; + + for (int i = 1; i <= a_NumStrings; i++) + { + // The current position of the string that is being generated + Vector3i CurrentPos = Vector3i(StartPoint); + + // A vector where the previous direction of a glowstone string is stored. + // This is used to make the strings change direction when going one block further + Vector3i PreviousDirection = Vector3i(); + + for (int j = 0; j < a_Size; j++) + { + Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)]; + int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead + + while (Direction.Equals(PreviousDirection)) + { + // To make the glowstone branches look better we want to make the direction change every time. + Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)]; + Attempts++; + } + + // Update the previous direction variable + PreviousDirection = Direction; + + // Update the position of the glowstone string + CurrentPos += Direction; + if (cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z)) && (a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z) != E_BLOCK_GLOWSTONE)) + { + // The glowstone hit something solid, and it wasn't glowstone. Stop the string. + break; + } + + // Place a glowstone block. + a_ChunkDesc.SetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z, E_BLOCK_GLOWSTONE); + } + } +} + + + + + +//////////////////////////////////////////////////////////////////////////////// // cFinishGenTallGrass: void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) @@ -523,7 +635,7 @@ void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc) { // The current block is air. Let's bail ut. BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z); - if (Block == E_BLOCK_AIR) + if (Block != E_BLOCK_NETHERRACK) { continue; } @@ -1147,7 +1259,7 @@ bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX } if ( (BlockUnderFeet != E_BLOCK_GRASS) && - ((AnimalToSpawn == mtSheep) || (AnimalToSpawn == mtChicken) || (AnimalToSpawn == mtPig)) + ((AnimalToSpawn == mtWolf) || (AnimalToSpawn == mtRabbit) || (AnimalToSpawn == mtCow) || (AnimalToSpawn == mtSheep) || (AnimalToSpawn == mtChicken) || (AnimalToSpawn == mtPig)) ) { return false; @@ -1162,6 +1274,7 @@ bool cFinishGenPassiveMobs::TrySpawnAnimals(cChunkDesc & a_ChunkDesc, int a_RelX double AnimalZ = static_cast<double>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ + 0.5); cMonster * NewMob = cMonster::NewMonsterFromType(AnimalToSpawn); + NewMob->SetHealth(NewMob->GetMaxHealth()); NewMob->SetPosition(AnimalX, AnimalY, AnimalZ); a_ChunkDesc.GetEntities().push_back(NewMob); LOGD("Spawning %s #%i at {%.02f, %.02f, %.02f}", NewMob->GetClass(), NewMob->GetUniqueID(), AnimalX, AnimalY, AnimalZ); |