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-rw-r--r--src/Generating/SinglePieceStructuresGen.cpp205
1 files changed, 205 insertions, 0 deletions
diff --git a/src/Generating/SinglePieceStructuresGen.cpp b/src/Generating/SinglePieceStructuresGen.cpp
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+++ b/src/Generating/SinglePieceStructuresGen.cpp
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+
+#include "SinglePieceStructuresGen.h"
+
+#include "PrefabStructure.h"
+#include "../IniFile.h"
+#include "../Item.h"
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cSinglePieceStructuresGen::cGen
+
+class cSinglePieceStructuresGen::cGen :
+ public cGridStructGen
+{
+ using Super = cGridStructGen;
+public:
+ cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name):
+ Super(a_Seed),
+ m_BiomeGen(std::move(a_BiomeGen)),
+ m_HeightGen(std::move(a_HeightGen)),
+ m_SeaLevel(a_SeaLevel),
+ m_Name(a_Name)
+ {
+ }
+
+
+
+ /** Loads the piecepool from a file.
+ Returns true on success, logs warning and returns false on failure. */
+ bool LoadFromFile(const AString & a_FileName)
+ {
+ m_PiecePool.Clear();
+
+ // Load the piecepool from the file, log any warnings:
+ if (!m_PiecePool.LoadFromFile(a_FileName, true))
+ {
+ return false;
+ }
+ if (NoCaseCompare(m_PiecePool.GetIntendedUse(), "SinglePieceStructures") != 0)
+ {
+ LOGWARNING("SinglePieceStructures generator: File %s is intended for use in \"%s\", rather than single piece structures. Loading the file, but the generator may behave unexpectedly.",
+ a_FileName.c_str(), m_PiecePool.GetIntendedUse().c_str()
+ );
+ }
+ m_PiecePool.AssignGens(m_Seed, m_BiomeGen, m_HeightGen, m_SeaLevel);
+
+ // Apply generator params from the piecepool (in the metadata) into the generator:
+ auto & generatorParams = m_PiecePool.GetAllMetadata();
+ SetGeneratorParams(generatorParams);
+
+ return true;
+ }
+
+
+
+
+ // cGridStructGen override
+ virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override
+ {
+ // 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);
+
+ // Checks if the biome at the origin position is allowed
+ if (!m_PiecePool.IsBiomeAllowed(Biomes[ChunkX + cChunkDef::Width * ChunkZ]))
+ {
+ return cStructurePtr();
+ }
+ cPlacedPieces OutPiece;
+ OutPiece.push_back(GetPiece(a_OriginX, a_OriginZ));
+ return std::make_shared<cPrefabStructure>(a_GridX, a_GridZ, a_OriginX, a_OriginZ, std::move(OutPiece), m_HeightGen);
+ }
+
+
+
+
+ /** Determines which piece to place from the piece pool */
+ cPlacedPiecePtr GetPiece(int a_BlockX, int a_BlockZ)
+ {
+ int rnd = m_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) / 7;
+
+ // Choose a random one of the starting pieces:
+ cPieces StartingPieces = m_PiecePool.GetStartingPieces();
+ int Total = 0;
+ for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
+ {
+ Total += m_PiecePool.GetStartingPieceWeight(**itr);
+ }
+ cPiece * StartingPiece;
+ if (Total > 0)
+ {
+ int Chosen = rnd % Total;
+ StartingPiece = StartingPieces.front();
+ for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
+ {
+ Chosen -= m_PiecePool.GetStartingPieceWeight(**itr);
+ if (Chosen <= 0)
+ {
+ StartingPiece = *itr;
+ break;
+ }
+ }
+ }
+ else
+ {
+ // All pieces returned zero weight, but we need one to start. Choose with equal chance:
+ StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()];
+ }
+ rnd = rnd >> 16;
+
+ // Choose a random supported rotation:
+ int Rotations[4] = {0};
+ int NumRotations = 1;
+ for (size_t i = 1; i < ARRAYCOUNT(Rotations); i++)
+ {
+ if (StartingPiece->CanRotateCCW(static_cast<int>(i)))
+ {
+ Rotations[NumRotations] = static_cast<int>(i);
+ NumRotations += 1;
+ }
+ }
+ int Rotation = Rotations[rnd % NumRotations];
+ int BlockY = StartingPiece->GetStartingPieceHeight(a_BlockX, a_BlockZ);
+ ASSERT(BlockY >= 0); // The vertical strategy should have been provided and should give valid coords
+
+ cPlacedPiece * Piece = new cPlacedPiece(nullptr, *StartingPiece, Vector3i(a_BlockX, BlockY, a_BlockZ), Rotation);
+ return cPlacedPiecePtr(Piece);
+ }
+
+protected:
+ /** The underlying biome generator that defines whether the structure is created or not */
+ cBiomeGenPtr m_BiomeGen;
+
+ /** The underlying height generator, used to position the prefabs crossing chunk borders if they are set to FitGround. */
+ cTerrainHeightGenPtr m_HeightGen;
+
+ /** The world's sea level, if available. Used for some cVerticalStrategy descendants. */
+ int m_SeaLevel;
+
+ /** The name that is used for reporting. */
+ AString m_Name;
+
+ /** All available prefabs. */
+ cPrefabPiecePool m_PiecePool;
+};
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cSinglePieceStructuresGen
+
+cSinglePieceStructuresGen::cSinglePieceStructuresGen(int a_Seed) :
+ m_Seed(a_Seed)
+{
+}
+
+
+
+
+
+bool cSinglePieceStructuresGen::Initialize(const AString & a_Prefabs, int a_SeaLevel, const cBiomeGenPtr & a_BiomeGen, const cTerrainHeightGenPtr & a_HeightGen)
+{
+ // Load each piecepool:
+ auto Structures = StringSplitAndTrim(a_Prefabs, "|");
+ for (const auto & S: Structures)
+ {
+ auto FileName = Printf("Prefabs%cSinglePieceStructures%c%s.cubeset", cFile::PathSeparator(), cFile::PathSeparator(), S.c_str());
+ if (!cFile::IsFile(FileName))
+ {
+ FileName.append(".gz");
+ if (!cFile::IsFile(FileName))
+ {
+ LOGWARNING("Cannot load SinglePieceStructure cubeset file %s", FileName.c_str());
+ continue;
+ }
+ }
+
+ auto Gen = std::make_shared<cGen>(m_Seed, a_BiomeGen, a_HeightGen, a_SeaLevel, S);
+ if (Gen->LoadFromFile(FileName))
+ {
+ m_Gens.push_back(Gen);
+ }
+ }
+
+ // Report a warning if no generators available:
+ if (m_Gens.empty())
+ {
+ LOGWARNING("The PieceStructures generator was asked to generate \"%s\", but none of the prefabs are valid.", a_Prefabs.c_str());
+ return false;
+ }
+ return true;
+}
+
+
+
+
+
+void cSinglePieceStructuresGen::GenFinish(cChunkDesc & a_Chunk)
+{
+ for (auto & Gen: m_Gens)
+ {
+ Gen->GenFinish(a_Chunk);
+ }
+}