Added OrePockets and DirtPockets finish gens.
This commit is contained in:
@@ -1395,3 +1395,370 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenOres:
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void cFinishGenOres::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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int seq = 1;
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// Generate the ores from the ore list.
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for (const auto & ore: m_OreInfos)
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{
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GenerateOre(
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a_ChunkDesc,
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ore.m_BlockType, ore.m_BlockMeta,
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ore.m_MaxHeight, ore.m_NumNests, ore.m_NestSize,
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seq
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);
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seq++;
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}
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}
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const cFinishGenOres::OreInfos & cFinishGenOres::DefaultOverworldOres(void)
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{
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static OreInfos res
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{
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// OreType, OreMeta, MaxHeight, NumNests, NestSize
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{E_BLOCK_COAL_ORE, 0, 127, 20, 16},
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{E_BLOCK_IRON_ORE, 0, 64, 20, 8},
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{E_BLOCK_GOLD_ORE, 0, 32, 2, 8},
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{E_BLOCK_REDSTONE_ORE, 0, 16, 8, 7},
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{E_BLOCK_DIAMOND_ORE, 0, 15, 1, 7},
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{E_BLOCK_LAPIS_ORE, 0, 30, 1, 6},
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};
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return res;
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}
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const cFinishGenOres::OreInfos & cFinishGenOres::DefaultNetherOres(void)
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{
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static OreInfos res;
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if (res.empty())
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{
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// Hasn't been initialized yet, emplace the defaults:
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// OreType, OreMeta, MaxHeight, NumNests, NestSize
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res.emplace_back(E_BLOCK_NETHER_QUARTZ_ORE, 0, 127, 20, 8);
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}
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return res;
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}
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const cFinishGenOres::OreInfos & cFinishGenOres::DefaultNaturalPatches(void)
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{
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static OreInfos res;
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if (res.empty())
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{
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// Hasn't been initialized yet, emplace the defaults:
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// OreType, OreMeta, MaxHeight, NumNests, NestSize
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res.emplace_back(E_BLOCK_DIRT, 0, 127, 20, 32);
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res.emplace_back(E_BLOCK_GRAVEL, 0, 127, 10, 32);
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res.emplace_back(E_BLOCK_STONE, E_META_STONE_GRANITE, 127, 20, 32);
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res.emplace_back(E_BLOCK_STONE, E_META_STONE_DIORITE, 127, 20, 32);
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res.emplace_back(E_BLOCK_STONE, E_META_STONE_ANDESITE, 127, 20, 32);
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}
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return res;
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}
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenOreNests:
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void cFinishGenOreNests::GenerateOre(
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cChunkDesc & a_ChunkDesc,
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BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta,
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int a_MaxHeight, int a_NumNests, int a_NestSize,
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int a_Seq
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)
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{
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// This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
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// It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
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// Only "terraformable" blocks get replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
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auto chunkX = a_ChunkDesc.GetChunkX();
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auto chunkZ = a_ChunkDesc.GetChunkZ();
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auto & blockTypes = a_ChunkDesc.GetBlockTypes();
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auto & blockMetas = a_ChunkDesc.GetBlockMetasUncompressed();
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for (int i = 0; i < a_NumNests; i++)
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{
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int nestRnd = m_Noise.IntNoise3DInt(chunkX + i, a_Seq, chunkZ + 64 * i) / 8;
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int BaseX = nestRnd % cChunkDef::Width;
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nestRnd /= cChunkDef::Width;
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int BaseZ = nestRnd % cChunkDef::Width;
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nestRnd /= cChunkDef::Width;
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int BaseY = nestRnd % a_MaxHeight;
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nestRnd /= a_MaxHeight;
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int NestSize = a_NestSize + (nestRnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
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int Num = 0;
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while (Num < NestSize)
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{
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// Put a cuboid around [BaseX, BaseY, BaseZ]
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int rnd = m_Noise.IntNoise3DInt(chunkX + 64 * i, 2 * a_Seq + Num, chunkZ + 32 * i) / 8;
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int xsize = rnd % 2;
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int ysize = (rnd / 4) % 2;
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int zsize = (rnd / 16) % 2;
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rnd >>= 8;
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for (int x = xsize; x >= 0; --x)
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{
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int BlockX = BaseX + x;
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if (cChunkDef::IsValidWidth(BlockX))
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{
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Num++; // So that the cycle finishes even if the base coords wander away from the chunk
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continue;
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}
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for (int y = ysize; y >= 0; --y)
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{
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int BlockY = BaseY + y;
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if (!cChunkDef::IsValidHeight(BlockY))
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{
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Num++; // So that the cycle finishes even if the base coords wander away from the chunk
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continue;
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}
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for (int z = zsize; z >= 0; --z)
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{
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int BlockZ = BaseZ + z;
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if (cChunkDef::IsValidWidth(BlockZ))
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{
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Num++; // So that the cycle finishes even if the base coords wander away from the chunk
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continue;
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}
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int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
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auto blockType = blockTypes[Index];
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if ((blockType == E_BLOCK_STONE) || (blockType == E_BLOCK_NETHERRACK))
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{
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blockTypes[Index] = a_OreType;
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blockMetas[Index] = a_OreMeta;
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}
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Num++;
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} // for z
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} // for y
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} // for x
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// Move the base to a neighbor voxel
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switch (rnd % 4)
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{
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case 0: BaseX--; break;
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case 1: BaseX++; break;
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}
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switch ((rnd >> 3) % 4)
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{
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case 0: BaseY--; break;
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case 1: BaseY++; break;
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}
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switch ((rnd >> 6) % 4)
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{
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case 0: BaseZ--; break;
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case 1: BaseZ++; break;
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}
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} // while (Num < NumBlocks)
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} // for i - NumNests
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}
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenOrePockets:
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bool cFinishGenOrePockets::Initialize(cIniFile & a_IniFile)
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{
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// TODO
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return true;
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}
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void cFinishGenOrePockets::GenerateOre(
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cChunkDesc & a_ChunkDesc,
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BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta,
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int a_MaxHeight, int a_NumNests, int a_NestSize,
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int a_Seq
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)
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{
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// This function generates several "pockets" of the specified ore
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// Each chunk can contain only pockets that are generated for that chunk, or for its XM / ZM neighbors.
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// Generate for the 3 neighbors in the XP / ZP direction as well, so that pockets crossing the boundaries are accounted for as well:
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int chunkZ = a_ChunkDesc.GetChunkZ();
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int chunkX = a_ChunkDesc.GetChunkX();
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imprintChunkOrePockets(chunkX - 1, chunkZ - 1, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
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imprintChunkOrePockets(chunkX - 1, chunkZ, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
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imprintChunkOrePockets(chunkX, chunkZ - 1, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
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imprintChunkOrePockets(chunkX, chunkZ, a_ChunkDesc, a_OreType, a_OreMeta, a_MaxHeight, a_NumNests, a_NestSize, a_Seq);
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}
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void cFinishGenOrePockets::imprintChunkOrePockets(
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int a_ChunkX, int a_ChunkZ,
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cChunkDesc & a_ChunkDesc,
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BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta,
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int a_MaxHeight, int a_NumNests, int a_NestSize,
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int a_Seq
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)
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{
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// Pick a starting coord for each nest:
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int baseBlockX = a_ChunkX * cChunkDef::Width;
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int baseBlockZ = a_ChunkZ * cChunkDef::Width;
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for (int i = 0; i < a_NumNests; i++)
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{
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int nestRnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 7;
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int baseX = (nestRnd % cChunkDef::Width) + baseBlockX;
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nestRnd /= cChunkDef::Width;
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int baseZ = (nestRnd % cChunkDef::Width) + baseBlockZ;
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nestRnd /= cChunkDef::Width;
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int baseY = nestRnd % a_MaxHeight;
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nestRnd /= a_MaxHeight;
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imprintPocket(
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a_ChunkDesc,
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baseX, baseY, baseZ,
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a_NestSize, i + 200 * a_Seq,
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a_OreType, a_OreMeta
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);
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} // for i - NumNests
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}
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void cFinishGenOrePockets::imprintPocket(
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cChunkDesc & a_ChunkDesc,
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int a_MinPocketX, int a_PocketY, int a_MinPocketZ,
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int a_NestSize, int a_Seq,
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BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta
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)
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{
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// A line segment in a random direction is chosen. Then, several spheres are formed along this line segment,
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// with their diameters diminishing towards the line ends (one half of a sinusoid)
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double x1 = static_cast<double>(a_MinPocketX) + 0.5;
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double y1 = static_cast<double>(a_PocketY) + 0.5;
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double z1 = static_cast<double>(a_MinPocketZ) + 0.5;
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int rnd = m_Noise.IntNoise2DInt(a_MinPocketX + 7 * a_Seq, a_MinPocketZ + a_PocketY * 11) / 7;
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double angle = static_cast<double>(rnd % 256) / (256.0 * M_PI / 2.0); // range [0 .. pi / 2]
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rnd /= 256;
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double length = static_cast<double>(a_NestSize) / 4.0;
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double x2 = x1 + sin(angle) * length; // Always larger than x1
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double z2 = z1 + cos(angle) * length; // Always larger than z1
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double y2 = y1 + static_cast<double>((rnd % 3) - 1); // Up to 1 block away from y1
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// Iterate over the line segment in a total of a_NestSize steps:
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double stepX = (x2 - x1) / static_cast<double>(a_NestSize);
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double stepY = (y2 - y1) / static_cast<double>(a_NestSize);
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double stepZ = (z2 - z1) / static_cast<double>(a_NestSize);
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double stepR = M_PI / static_cast<double>(a_NestSize);
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double size = static_cast<double>(a_NestSize) / 16.0;
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for (int i = 0; i < a_NestSize; ++i)
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{
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double iDbl = static_cast<double>(i);
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double sphereX = x1 + stepX * iDbl;
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double sphereY = y1 + stepY * iDbl;
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double sphereZ = z1 + stepZ * iDbl;
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double radius = (sin(stepR * iDbl) + 1.0) * size + 1.0;
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imprintSphere(a_ChunkDesc, sphereX, sphereY, sphereZ, radius, a_OreType, a_OreMeta);
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} // for i
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}
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void cFinishGenOrePockets::imprintSphere(
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cChunkDesc & a_ChunkDesc,
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double a_SphereX, double a_SphereY, double a_SphereZ, double a_Radius,
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BLOCKTYPE a_OreType, NIBBLETYPE a_OreMeta
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)
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{
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// Get the sphere's bounding box, unioned with the chunk's bounding box (possibly empty):
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int baseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int baseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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int minX = std::max(FloorC(a_SphereX - a_Radius), baseX);
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int minY = std::max(FloorC(a_SphereY - a_Radius), 0);
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int minZ = std::max(FloorC(a_SphereZ - a_Radius), baseZ);
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int maxX = std::min(CeilC(a_SphereX + a_Radius), baseX + cChunkDef::Width - 1);
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int maxY = std::min(CeilC(a_SphereY + a_Radius), cChunkDef::Height - 1);
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int maxZ = std::min(CeilC(a_SphereZ + a_Radius), baseZ + cChunkDef::Width - 1);
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/*
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// DEBUG:
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int blockX = FloorC(a_SphereX);
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int blockY = FloorC(a_SphereY);
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int blockZ = FloorC(a_SphereZ);
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if (
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(blockX >= baseX) && (blockX < baseX + cChunkDef::Width) &&
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(blockY >= 0) && (blockY < cChunkDef::Height) &&
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(blockZ >= baseZ) && (blockZ < baseZ + cChunkDef::Width)
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)
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{
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// LOGD("Imprinting a sphere center at {%d, %d, %d}", blockX, blockY, blockZ);
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a_ChunkDesc.SetBlockTypeMeta(blockX - baseX, blockY, blockZ - baseZ, a_OreType, a_OreMeta);
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}
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return;
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//*/
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// Imprint the parts of the sphere intersecting the chunk:
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double radiusSq = a_Radius * a_Radius / 4.0;
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for (int y = minY; y <= maxY; y++)
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{
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double relY = static_cast<double>(y) + 0.5 - a_SphereY;
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double relYSq = relY * relY;
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if (relYSq > radiusSq)
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{
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// outside the sphere, bail out
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continue;
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}
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for (int z = minZ; z <= maxZ; z++)
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{
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double relZ = static_cast<double>(z) + 0.5 - a_SphereZ;
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double relZSq = relZ * relZ;
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if (relZSq + relYSq > radiusSq)
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{
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// outside the sphere, bail out
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continue;
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}
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for (int x = minX; x <= maxX; x++)
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{
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double relX = static_cast<double>(x) + 0.5 - a_SphereX;
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double relXSq = relX * relX;
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if (relZSq + relYSq + relXSq > radiusSq)
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{
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// outside the sphere, bail out
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continue;
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}
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int bX = x - baseX;
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int bZ = z - baseZ;
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auto blockType = a_ChunkDesc.GetBlockType(bX, y, bZ);
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if ((blockType == E_BLOCK_STONE) || (blockType == E_BLOCK_NETHERRACK))
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{
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a_ChunkDesc.SetBlockTypeMeta(bX, y, bZ, a_OreType, a_OreMeta);
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}
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} // for x
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} // for z
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} // for y
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}
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