diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/DistortedHeightmap.cpp | 120 |
1 files changed, 101 insertions, 19 deletions
diff --git a/src/Generating/DistortedHeightmap.cpp b/src/Generating/DistortedHeightmap.cpp index 404dd4334..d4a0eb6de 100644 --- a/src/Generating/DistortedHeightmap.cpp +++ b/src/Generating/DistortedHeightmap.cpp @@ -124,6 +124,14 @@ static cDistortedHeightmap::sBlockInfo tbOFClay[] = { E_BLOCK_SAND, 0}, } ; +static cDistortedHeightmap::sBlockInfo tbOFRedSand[] = +{ + { E_BLOCK_SAND, E_META_SAND_RED}, + { E_BLOCK_SAND, E_META_SAND_RED}, + { E_BLOCK_SAND, E_META_SAND_RED}, + { E_BLOCK_SANDSTONE, 0}, +} ; + @@ -141,6 +149,7 @@ static cPattern patMycelium (tbMycelium, ARRAYCOUNT(tbMycelium)); static cPattern patOFSand (tbOFSand, ARRAYCOUNT(tbOFSand)); static cPattern patOFClay (tbOFClay, ARRAYCOUNT(tbOFClay)); +static cPattern patOFRedSand(tbOFRedSand, ARRAYCOUNT(tbOFRedSand)); @@ -197,9 +206,9 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] = /* biExtremeHillsPlus */ {32.0f, 32.0f}, // 34 - anyone say extreme plus? Make it extreme plus, then :) /* biSavanna */ { 2.0f, 2.0f}, // 35 /* biSavannaPlateau */ { 3.0f, 3.0f}, // 36 - /* biMesa */ { 3.0f, 3.0f}, // 37 - /* biMesaPlateauF */ { 3.0f, 3.0f}, // 38 - /* biMesaPlateau */ { 3.0f, 3.0f}, // 39 + /* biMesa */ { 2.0f, 2.0f}, // 37 + /* biMesaPlateauF */ { 2.0f, 2.0f}, // 38 + /* biMesaPlateau */ { 2.0f, 2.0f}, // 39 // biomes 40 .. 128 are unused, 89 empty placeholders here: {}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 40 .. 49 @@ -243,8 +252,8 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] = /* biSavannaM */ { 2.0f, 2.0f}, // 163 /* biSavannaPlateauM */ { 3.0f, 3.0f}, // 164 /* biMesaBryce */ { 0.5f, 0.5f}, // 165 - /* biMesaPlateauFM */ { 3.0f, 3.0f}, // 166 - /* biMesaPlateauM */ { 3.0f, 3.0f}, // 167 + /* biMesaPlateauFM */ { 2.0f, 2.0f}, // 166 + /* biMesaPlateauM */ { 2.0f, 2.0f}, // 167 } ; @@ -269,17 +278,7 @@ cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) : m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); - // TODO: Initialize the mesa pattern with a random selection of clay layers: - for (int i = 0; i < cChunkDef::Height; i++) - { - m_MesaPattern[i].BlockMeta = i % 16; - m_MesaPattern[i].BlockType = E_BLOCK_STAINED_CLAY; - } - for (int i = cChunkDef::Height; i < 2 * cChunkDef::Height; i++) - { - m_MesaPattern[i].BlockMeta = 0; - m_MesaPattern[i].BlockType = E_BLOCK_STONE; - } + InitMesaPattern(a_Seed); } @@ -306,6 +305,89 @@ void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) +void cDistortedHeightmap::InitMesaPattern(int a_Seed) +{ + // Stone in the bottom half of the pattern: + for (int i = cChunkDef::Height; i < 2 * cChunkDef::Height; i++) + { + m_MesaPattern[i].BlockMeta = 0; + m_MesaPattern[i].BlockType = E_BLOCK_STONE; + } + + // Stained and hardened clay in the top half of the pattern + // In a loop, choose whether to use one or two layers of stained clay, then choose a color and width for each layer + // Separate each group with another layer of hardened clay + cNoise PatternNoise((unsigned)a_Seed); + static NIBBLETYPE AllowedColors[] = + { + E_META_STAINED_CLAY_YELLOW, + E_META_STAINED_CLAY_YELLOW, + E_META_STAINED_CLAY_RED, + E_META_STAINED_CLAY_RED, + E_META_STAINED_CLAY_WHITE, + E_META_STAINED_CLAY_BROWN, + E_META_STAINED_CLAY_BROWN, + E_META_STAINED_CLAY_BROWN, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_LIGHTGRAY, + } ; + static int LayerSizes[] = // Adjust the chance so that thinner layers occur more commonly + { + 1, 1, 1, 1, 1, 1, + 2, 2, 2, 2, + 3, 3, + } ; + int Idx = cChunkDef::Height - 1; + while (Idx >= 0) + { + // A layer group of 1 - 2 color stained clay: + int Random = PatternNoise.IntNoise1DInt(Idx) / 7; + int NumLayers = (Random % 2) + 1; + Random /= 2; + for (int Lay = 0; Lay < NumLayers; Lay++) + { + int NumBlocks = LayerSizes[(Random % ARRAYCOUNT(LayerSizes))]; + NIBBLETYPE Color = AllowedColors[(Random / 4) % ARRAYCOUNT(AllowedColors)]; + if ( + ((NumBlocks == 3) && (NumLayers == 2)) || // In two-layer mode disallow the 3-high layers: + (Color == E_META_STAINED_CLAY_WHITE)) // White stained clay can ever be only 1 block high + { + NumBlocks = 1; + } + NumBlocks = std::min(Idx + 1, NumBlocks); // Limit by Idx so that we don't have to check inside the loop + Random /= 32; + for (int Block = 0; Block < NumBlocks; Block++, Idx--) + { + m_MesaPattern[Idx].BlockMeta = Color; + m_MesaPattern[Idx].BlockType = E_BLOCK_STAINED_CLAY; + } // for Block + } // for Lay + + // A layer of hardened clay in between the layer group: + int NumBlocks = (Random % 4) + 1; // All heights the same probability + if ((NumLayers == 2) && (NumBlocks < 4)) + { + // For two layers of stained clay, add an extra block of hardened clay: + NumBlocks++; + } + NumBlocks = std::min(Idx + 1, NumBlocks); // Limit by Idx so that we don't have to check inside the loop + for (int Block = 0; Block < NumBlocks; Block++, Idx--) + { + m_MesaPattern[Idx].BlockMeta = 0; + m_MesaPattern[Idx].BlockType = E_BLOCK_HARDENED_CLAY; + } // for Block + } // while (Idx >= 0) +} + + + + + void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ) { if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ)) @@ -708,8 +790,8 @@ void cDistortedHeightmap::FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, i int Top = a_ChunkDesc.GetHeight(a_RelX, a_RelZ); if (Top < m_SeaLevel) { - // The terrain is below sealevel, handle as regular dirt terrain: - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patDirt.Get()); + // The terrain is below sealevel, handle as regular ocean: + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patOFRedSand.Get()); return; } @@ -721,7 +803,7 @@ void cDistortedHeightmap::FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, i ClayFloor = Top - 1; } - if (Top - ClayFloor < 5) + if (Top - m_SeaLevel < 5) { // Simple case: top is red sand, then hardened clay down to ClayFloor, then stone: a_ChunkDesc.SetBlockTypeMeta(a_RelX, Top, a_RelZ, E_BLOCK_SAND, E_META_SAND_RED); 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