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// BioGen.h
/*
Interfaces to the various biome generators:
- cBioGenConstant
- cBioGenCheckerboard
- cBioGenDistortedVoronoi
*/
#pragma once
#include "cChunkGenerator.h"
#include "cNoise.h"
class cBioGenConstant :
public cBiomeGen
{
public:
cBioGenConstant(EMCSBiome a_Biome) : m_Biome(a_Biome) {}
protected:
EMCSBiome m_Biome;
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
} ;
/// Base class for generators that use a list of available biomes. This class takes care of the list.
class cBiomeGenList :
public cBiomeGen
{
protected:
cBiomeGenList(const AString & a_Biomes)
{
InitializeBiomes(a_Biomes);
}
// List of biomes that the generator is allowed to generate:
typedef std::vector<EMCSBiome> EMCSBiomes;
EMCSBiomes m_Biomes;
int m_BiomesCount; // Pulled out of m_Biomes for faster access
void InitializeBiomes(const AString & a_Biomes);
} ;
class cBioGenCheckerboard :
public cBiomeGenList
{
public:
cBioGenCheckerboard(int a_BiomeSize, const AString & a_Biomes) :
cBiomeGenList(a_Biomes),
m_BiomeSize((a_BiomeSize < 8) ? 8 : a_BiomeSize)
{
}
protected:
int m_BiomeSize;
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
} ;
class cBioGenVoronoi :
public cBiomeGenList
{
public:
cBioGenVoronoi(int a_Seed, int a_CellSize, const AString & a_Biomes) :
cBiomeGenList(a_Biomes),
m_CellSize((a_CellSize > 4) ? a_CellSize : 4),
m_Noise(a_Seed)
{
}
protected:
int m_CellSize;
cNoise m_Noise;
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
EMCSBiome VoronoiBiome(int a_BlockX, int a_BlockZ);
} ;
class cBioGenDistortedVoronoi :
public cBioGenVoronoi
{
public:
cBioGenDistortedVoronoi(int a_Seed, int a_CellSize, const AString & a_Biomes) :
cBioGenVoronoi(a_Seed, a_CellSize, a_Biomes)
{
}
protected:
// cBiomeGen override:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
/// Distorts the coords using a Perlin-like noise
void Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ);
} ;
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