Added the Biomal height generator, made it the default height generator.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@536 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -89,3 +89,124 @@ void cHeiGenClassic::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightM
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cHeiGenBiomal:
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const cHeiGenBiomal::sGenParam cHeiGenBiomal::m_GenParam[biNumBiomes] =
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{
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/* Fast-changing | Middle-changing | Slow-changing |*/
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/* Biome | Freq1 | Amp1 | Freq2 | Amp2 | Freq3 | Amp3 | BaseHeight */
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/* biOcean */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // done
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/* biPlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, // done
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/* biDesert */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, // done
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/* biExtremeHills */ { 0.2f, 4.0f, 0.05f, 20.0f, 0.01f, 16.0f, 100}, // done
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/* biForest */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 70}, // done
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/* biTaiga */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 70}, // done
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/* biSwampland */ { 0.1f, 1.1f, 0.05f, 1.5f, 0.02f, 2.5f, 61.5}, // done
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/* biRiver */ { 0.2f, 3.0f, 0.05f, 1.0f, 0.01f, 1.0f, 56}, // done
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/* biNether */ { 0.1f, 0.0f, 0.01f, 0.0f, 0.01f, 0.0f, 0}, // Unused, but must be here due to indexing
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/* biSky */ { 0.1f, 0.0f, 0.01f, 0.0f, 0.01f, 0.0f, 0}, // Unused, but must be here due to indexing
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/* biFrozenOcean */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // done
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/* biFrozenRiver */ { 0.2f, 3.0f, 0.05f, 1.0f, 0.01f, 1.0f, 56}, // done
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/* biIcePlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, // done
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/* biIceMountains */ { 0.2f, 2.0f, 0.05f, 10.0f, 0.01f, 8.0f, 80}, // done
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/* biMushroomIsland */ { 0.1f, 2.0f, 0.05f, 8.0f, 0.01f, 6.0f, 80}, // done
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/* biMushroomShore */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 64}, // done
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/* biBeach */ { 0.1f, 0.5f, 0.05f, 1.0f, 0.01f, 1.0f, 64}, // done
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/* biDesertHills */ { 0.2f, 2.0f, 0.05f, 5.0f, 0.01f, 4.0f, 75}, // done
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/* biForestHills */ { 0.2f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, // done
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/* biTaigaHills */ { 0.2f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, // done
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/* biExtremeHillsEdge */ { 0.2f, 3.0f, 0.05f, 16.0f, 0.01f, 12.0f, 80}, // done
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/* biJungle */ { 0.1f, 3.0f, 0.05f, 6.0f, 0.01f, 6.0f, 70}, // done
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/* biJungleHills */ { 0.2f, 3.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, // done
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} ;
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void cHeiGenBiomal::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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// Generate a 3x3 chunk area of biomes around this chunk:
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BiomeNeighbors Biomes;
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for (int z = -1; z <= 1; z++)
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{
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for (int x = -1; x <= 1; x++)
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{
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m_BiomeGen.GenBiomes(a_ChunkX + x, a_ChunkZ + z, Biomes[x + 1][z + 1]);
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} // for x
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} // for z
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// For each height, go through neighboring biomes and add up their idea of height:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, GetHeightAt(x, z, a_ChunkX, a_ChunkZ, Biomes));
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} // for x
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}
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}
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HEIGHTTYPE cHeiGenBiomal::GetHeightAt(int a_RelX, int a_RelZ, int a_ChunkX, int a_ChunkZ, const cHeiGenBiomal::BiomeNeighbors & a_BiomeNeighbors)
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{
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// Sum up how many biomes of each type there are in the neighborhood:
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int BiomeCounts[biNumBiomes];
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memset(BiomeCounts, 0, sizeof(BiomeCounts));
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int Sum = 0;
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for (int z = -8; z <= 8; z++)
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{
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int FinalZ = a_RelZ + z + cChunkDef::Width;
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int IdxZ = FinalZ / cChunkDef::Width;
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int ModZ = FinalZ % cChunkDef::Width;
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int WeightZ = 9 - abs(z);
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for (int x = -8; x <= 8; x++)
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{
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int FinalX = a_RelX + x + cChunkDef::Width;
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int IdxX = FinalX / cChunkDef::Width;
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int ModX = FinalX % cChunkDef::Width;
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EMCSBiome Biome = cChunkDef::GetBiome(a_BiomeNeighbors[IdxX][IdxZ], ModX, ModZ);
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if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
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{
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continue;
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}
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int WeightX = 9 - abs(x);
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BiomeCounts[Biome] += WeightX + WeightZ;
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Sum += WeightX + WeightZ;
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} // for x
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} // for z
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// For each biome type that has a nonzero count, calc its height and add it:
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if (Sum > 0)
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{
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int Height = 0;
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int BlockX = a_ChunkX * cChunkDef::Width + a_RelX;
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int BlockZ = a_ChunkZ * cChunkDef::Width + a_RelZ;
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for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
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{
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if (BiomeCounts[i] == 0)
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{
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continue;
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}
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float oct1 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq1, BlockZ * m_GenParam[i].m_HeightFreq1) * m_GenParam[i].m_HeightAmp1;
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float oct2 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq2, BlockZ * m_GenParam[i].m_HeightFreq2) * m_GenParam[i].m_HeightAmp2;
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float oct3 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq3, BlockZ * m_GenParam[i].m_HeightFreq3) * m_GenParam[i].m_HeightAmp3;
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Height += BiomeCounts[i] * (int)(m_GenParam[i].m_BaseHeight + oct1 + oct2 + oct3);
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}
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int res = (HEIGHTTYPE)(Height / Sum);
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return min(250, max(res, 5));
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}
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// No known biome around? Weird. Return a bogus value:
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ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
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return 5;
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}
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