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// BioGen.cpp
// Implements the various biome generators
#include "Globals.h"
#include "BioGen.h"
#include "../../iniFile/iniFile.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenConstant:
void cBioGenConstant::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = m_Biome;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenCache:
cBioGenCache::cBioGenCache(cBiomeGen * a_BioGenToCache, int a_CacheSize) :
m_BioGenToCache(a_BioGenToCache),
m_CacheSize(a_CacheSize),
m_CacheOrder(new int[a_CacheSize]),
m_CacheData(new sCacheData[a_CacheSize]),
m_NumHits(0),
m_NumMisses(0),
m_TotalChain(0)
{
for (int i = 0; i < m_CacheSize; i++)
{
m_CacheOrder[i] = i;
m_CacheData[i].m_ChunkX = 0x7fffffff;
m_CacheData[i].m_ChunkZ = 0x7fffffff;
}
}
cBioGenCache::~cBioGenCache()
{
delete[] m_CacheData;
delete[] m_CacheOrder;
delete m_BioGenToCache;
}
void cBioGenCache::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
if (((m_NumHits + m_NumMisses) % 1024) == 10)
{
LOGD("BioGenCache: %d hits, %d misses, saved %.2f %%", m_NumHits, m_NumMisses, 100.0 * m_NumHits / (m_NumHits + m_NumMisses));
LOGD("BioGenCache: Avg cache chain length: %.2f", (float)m_TotalChain / m_NumHits);
}
for (int i = 0; i < m_CacheSize; i++)
{
if (
(m_CacheData[m_CacheOrder[i]].m_ChunkX != a_ChunkX) ||
(m_CacheData[m_CacheOrder[i]].m_ChunkZ != a_ChunkZ)
)
{
continue;
}
// Found it in the cache
int Idx = m_CacheOrder[i];
// Move to front:
for (int j = i; j > 0; j--)
{
m_CacheOrder[j] = m_CacheOrder[j - 1];
}
m_CacheOrder[0] = Idx;
// Use the cached data:
memcpy(a_BiomeMap, m_CacheData[Idx].m_BiomeMap, sizeof(a_BiomeMap));
m_NumHits++;
m_TotalChain += i;
return;
} // for i - cache
// Not in the cache:
m_NumMisses++;
m_BioGenToCache->GenBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap);
// Insert it as the first item in the MRU order:
int Idx = m_CacheOrder[m_CacheSize - 1];
for (int i = m_CacheSize - 1; i > 0; i--)
{
m_CacheOrder[i] = m_CacheOrder[i - 1];
} // for i - m_CacheOrder[]
m_CacheOrder[0] = Idx;
memcpy(m_CacheData[Idx].m_BiomeMap, a_BiomeMap, sizeof(a_BiomeMap));
m_CacheData[Idx].m_ChunkX = a_ChunkX;
m_CacheData[Idx].m_ChunkZ = a_ChunkZ;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBiomeGenList:
void cBiomeGenList::InitializeBiomes(const AString & a_Biomes)
{
AStringVector Split = StringSplit(a_Biomes, ",");
// Convert each string in the list into biome:
for (AStringVector::const_iterator itr = Split.begin(); itr != Split.end(); ++itr)
{
AStringVector Split2 = StringSplit(*itr, ":");
if (Split2.size() < 1)
{
continue;
}
int Count = 1;
if (Split2.size() >= 2)
{
Count = atol(Split2[1].c_str());
if (Count <= 0)
{
LOGWARNING("Cannot decode biome count: \"%s\"; using 1.", Split2[1].c_str());
Count = 1;
}
}
EMCSBiome Biome = StringToBiome(Split2[0]);
if (Biome != -1)
{
for (int i = 0; i < Count; i++)
{
m_Biomes.push_back(Biome);
}
}
else
{
LOGWARNING("Cannot decode biome name: \"%s\"; skipping", Split2[0].c_str());
}
} // for itr - Split[]
if (!m_Biomes.empty())
{
m_BiomesCount = (int)m_Biomes.size();
return;
}
// There were no biomes, add default biomes:
static EMCSBiome Biomes[] =
{
biOcean,
biPlains,
biDesert,
biExtremeHills,
biForest,
biTaiga,
biSwampland,
biRiver,
biFrozenOcean,
biFrozenRiver,
biIcePlains,
biIceMountains,
biMushroomIsland,
biMushroomShore,
biBeach,
biDesertHills,
biForestHills,
biTaigaHills,
biExtremeHillsEdge,
biJungle,
biJungleHills,
} ;
m_Biomes.reserve(ARRAYCOUNT(Biomes));
for (int i = 0; i < ARRAYCOUNT(Biomes); i++)
{
m_Biomes.push_back(Biomes[i]);
}
m_BiomesCount = (int)m_Biomes.size();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenCheckerboard:
void cBioGenCheckerboard::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
int Base = cChunkDef::Width * a_ChunkZ + z;
for (int x = 0; x < cChunkDef::Width; x++)
{
int Add = cChunkDef::Width * a_ChunkX + x;
a_BiomeMap[x + cChunkDef::Width * z] = m_Biomes[(Base / m_BiomeSize + Add / m_BiomeSize) % m_BiomesCount];
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenVoronoi :
void cBioGenVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
int BaseZ = cChunkDef::Width * a_ChunkZ;
int BaseX = cChunkDef::Width * a_ChunkX;
for (int z = 0; z < cChunkDef::Width; z++)
{
int AbsoluteZ = BaseZ + z;
for (int x = 0; x < cChunkDef::Width; x++)
{
cChunkDef::SetBiome(a_BiomeMap, x, z, VoronoiBiome(BaseX + x, AbsoluteZ));
} // for x
} // for z
}
EMCSBiome cBioGenVoronoi::VoronoiBiome(int a_BlockX, int a_BlockZ)
{
int CellX = a_BlockX / m_CellSize;
int CellZ = a_BlockZ / m_CellSize;
// Note that Noise values need to be divided by 8 to gain a uniform modulo-2^n distribution
// Get 5x5 neighboring cell seeds, compare distance to each. Return the biome in the minumim-distance cell
int MinDist = m_CellSize * m_CellSize * 16; // There has to be a cell closer than this
EMCSBiome res = biPlains; // Will be overriden
for (int x = CellX - 2; x <= CellX + 2; x++)
{
int BaseX = x * m_CellSize;
for (int z = CellZ - 2; z < CellZ + 2; z++)
{
int OffsetX = (m_Noise.IntNoise3DInt(x, 16 * x + 32 * z, z) / 8) % m_CellSize;
int OffsetZ = (m_Noise.IntNoise3DInt(x, 32 * x - 16 * z, z) / 8) % m_CellSize;
int SeedX = BaseX + OffsetX;
int SeedZ = z * m_CellSize + OffsetZ;
int Dist = (SeedX - a_BlockX) * (SeedX - a_BlockX) + (SeedZ - a_BlockZ) * (SeedZ - a_BlockZ);
if (Dist < MinDist)
{
MinDist = Dist;
res = m_Biomes[(m_Noise.IntNoise3DInt(x, x - z + 1000, z) / 8) % m_BiomesCount];
}
} // for z
} // for x
return res;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenDistortedVoronoi:
void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
int BaseZ = cChunkDef::Width * a_ChunkZ;
int BaseX = cChunkDef::Width * a_ChunkX;
// Distortions for linear interpolation:
int DistortX[cChunkDef::Width + 1][cChunkDef::Width + 1];
int DistortZ[cChunkDef::Width + 1][cChunkDef::Width + 1];
for (int x = 0; x <= 4; x++) for (int z = 0; z <= 4; z++)
{
Distort(BaseX + x * 4, BaseZ + z * 4, DistortX[4 * x][4 * z], DistortZ[4 * x][4 * z]);
}
IntArrayLinearInterpolate2D(&DistortX[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
IntArrayLinearInterpolate2D(&DistortZ[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
for (int z = 0; z < cChunkDef::Width; z++)
{
int AbsoluteZ = BaseZ + z;
for (int x = 0; x < cChunkDef::Width; x++)
{
// Distort(BaseX + x, AbsoluteZ, DistX, DistZ);
cChunkDef::SetBiome(a_BiomeMap, x, z, VoronoiBiome(DistortX[x][z], DistortZ[x][z]));
} // for x
} // for z
}
void cBioGenDistortedVoronoi::Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ)
{
double NoiseX = m_Noise.CubicNoise3D((float)a_BlockX / m_CellSize, (float)a_BlockZ / m_CellSize, 1000);
NoiseX += 0.5 * m_Noise.CubicNoise3D(2 * (float)a_BlockX / m_CellSize, 2 * (float)a_BlockZ / m_CellSize, 2000);
NoiseX += 0.08 * m_Noise.CubicNoise3D(16 * (float)a_BlockX / m_CellSize, 16 * (float)a_BlockZ / m_CellSize, 3000);
double NoiseZ = m_Noise.CubicNoise3D((float)a_BlockX / m_CellSize, (float)a_BlockZ / m_CellSize, 4000);
NoiseZ += 0.5 * m_Noise.CubicNoise3D(2 * (float)a_BlockX / m_CellSize, 2 * (float)a_BlockZ / m_CellSize, 5000);
NoiseZ += 0.08 * m_Noise.CubicNoise3D(16 * (float)a_BlockX / m_CellSize, 16 * (float)a_BlockZ / m_CellSize, 6000);
a_DistortedX = a_BlockX + (int)(m_CellSize * 0.5 * NoiseX);
a_DistortedZ = a_BlockZ + (int)(m_CellSize * 0.5 * NoiseZ);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenMultiStepMap :
cBioGenMultiStepMap::cBioGenMultiStepMap(int a_Seed) :
m_Noise(a_Seed),
m_Seed(a_Seed),
m_OceanCellSize(384),
m_MushroomIslandSize(32),
m_RiverCellSize(128),
m_RiverWidthThreshold((float)0.05),
m_LandBiomesSize(192)
{
}
void cBioGenMultiStepMap::Init(cIniFile & a_IniFile)
{
m_OceanCellSize = a_IniFile.GetValueSetI("Generator", "MultiStepMapOceanCellSize", m_OceanCellSize);
m_MushroomIslandSize = a_IniFile.GetValueSetI("Generator", "MultiStepMapMushroomIslandSize", m_MushroomIslandSize);
m_RiverCellSize = a_IniFile.GetValueSetI("Generator", "MultiStepMapRiverCellSize", m_RiverCellSize);
m_RiverWidthThreshold = (float)a_IniFile.GetValueSetF("Generator", "MultiStepMapRiverWidth", m_RiverWidthThreshold);
m_LandBiomesSize = (float)a_IniFile.GetValueSetI("Generator", "MultiStepMapLandBiomeSize", (int)m_LandBiomesSize);
}
void cBioGenMultiStepMap::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
DecideOceanLandMushroom(a_ChunkX, a_ChunkZ, a_BiomeMap);
AddRivers(a_ChunkX, a_ChunkZ, a_BiomeMap);
ApplyTemperatureHumidity(a_ChunkX, a_ChunkZ, a_BiomeMap);
}
void cBioGenMultiStepMap::DecideOceanLandMushroom(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
// Distorted Voronoi over 3 biomes, with mushroom having only a special occurence.
// Prepare a distortion lookup table, by distorting a 5x5 area and using that as 1:4 zoom (linear interpolate):
int BaseZ = cChunkDef::Width * a_ChunkZ;
int BaseX = cChunkDef::Width * a_ChunkX;
int DistortX[cChunkDef::Width + 1][cChunkDef::Width + 1];
int DistortZ[cChunkDef::Width + 1][cChunkDef::Width + 1];
int DistortSize = m_OceanCellSize / 2;
for (int x = 0; x <= 4; x++) for (int z = 0; z <= 4; z++)
{
Distort(BaseX + x * 4, BaseZ + z * 4, DistortX[4 * x][4 * z], DistortZ[4 * x][4 * z], DistortSize);
}
IntArrayLinearInterpolate2D(&DistortX[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
IntArrayLinearInterpolate2D(&DistortZ[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
// Prepare a 9x9 area of neighboring cell seeds
// (assuming that 7x7 cell area is larger than a chunk being generated)
const int NEIGHBORHOOD_SIZE = 4; // How many seeds in each direction to check
int CellX = BaseX / m_OceanCellSize;
int CellZ = BaseZ / m_OceanCellSize;
int SeedX[2 * NEIGHBORHOOD_SIZE + 1][2 * NEIGHBORHOOD_SIZE + 1];
int SeedZ[2 * NEIGHBORHOOD_SIZE + 1][2 * NEIGHBORHOOD_SIZE + 1];
EMCSBiome SeedV[2 * NEIGHBORHOOD_SIZE + 1][2 * NEIGHBORHOOD_SIZE + 1];
for (int xc = 0; xc < 2 * NEIGHBORHOOD_SIZE + 1; xc++)
{
int RealCellX = xc + CellX - NEIGHBORHOOD_SIZE;
int CellBlockX = RealCellX * m_OceanCellSize;
for (int zc = 0; zc < 2 * NEIGHBORHOOD_SIZE + 1; zc++)
{
int RealCellZ = zc + CellZ - NEIGHBORHOOD_SIZE;
int CellBlockZ = RealCellZ * m_OceanCellSize;
int OffsetX = (m_Noise.IntNoise3DInt(RealCellX, 16 * RealCellX + 32 * RealCellZ, RealCellZ) / 8) % m_OceanCellSize;
int OffsetZ = (m_Noise.IntNoise3DInt(RealCellX, 32 * RealCellX - 16 * RealCellZ, RealCellZ) / 8) % m_OceanCellSize;
SeedX[xc][zc] = CellBlockX + OffsetX;
SeedZ[xc][zc] = CellBlockZ + OffsetZ;
SeedV[xc][zc] = (((m_Noise.IntNoise3DInt(RealCellX, RealCellX - RealCellZ + 1000, RealCellZ) / 11) % 256) > 90) ? biOcean : ((EMCSBiome)(-1));
} // for z
} // for x
for (int xc = 1; xc < 2 * NEIGHBORHOOD_SIZE; xc++) for (int zc = 1; zc < 2 * NEIGHBORHOOD_SIZE; zc++)
{
if (
(SeedV[xc ][zc] == biOcean) &&
(SeedV[xc - 1][zc] == biOcean) &&
(SeedV[xc + 1][zc] == biOcean) &&
(SeedV[xc ][zc - 1] == biOcean) &&
(SeedV[xc ][zc + 1] == biOcean) &&
(SeedV[xc - 1][zc - 1] == biOcean) &&
(SeedV[xc + 1][zc - 1] == biOcean) &&
(SeedV[xc - 1][zc + 1] == biOcean) &&
(SeedV[xc + 1][zc + 1] == biOcean)
)
{
SeedV[xc][zc] = biMushroomIsland;
}
}
// For each column find the nearest distorted cell and use its value as the biome:
int MushroomOceanThreshold = m_OceanCellSize * m_OceanCellSize * m_MushroomIslandSize / 1024;
int MushroomShoreThreshold = m_OceanCellSize * m_OceanCellSize * m_MushroomIslandSize / 2048;
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int AbsoluteZ = DistortZ[x][z];
int AbsoluteX = DistortX[x][z];
int MinDist = m_OceanCellSize * m_OceanCellSize * 16; // There has to be a cell closer than this
EMCSBiome Biome = biPlains;
// Find the nearest cell seed:
for (int xs = 1; xs < 2 * NEIGHBORHOOD_SIZE; xs++) for (int zs = 1; zs < 2 * NEIGHBORHOOD_SIZE; zs++)
{
int Dist = (SeedX[xs][zs] - AbsoluteX) * (SeedX[xs][zs] - AbsoluteX) + (SeedZ[xs][zs] - AbsoluteZ) * (SeedZ[xs][zs] - AbsoluteZ);
if (Dist >= MinDist)
{
continue;
}
MinDist = Dist;
Biome = SeedV[xs][zs];
// Shrink mushroom biome and add a shore:
if (Biome == biMushroomIsland)
{
if (Dist > MushroomOceanThreshold)
{
Biome = biOcean;
}
else if (Dist > MushroomShoreThreshold)
{
Biome = biMushroomShore;
}
}
} // for zs, xs
cChunkDef::SetBiome(a_BiomeMap, x, z, Biome);
} // for x
} // for z
}
void cBioGenMultiStepMap::AddRivers(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
float NoiseCoordZ = (float)(a_ChunkZ * cChunkDef::Width + z) / m_RiverCellSize;
for (int x = 0; x < cChunkDef::Width; x++)
{
if (cChunkDef::GetBiome(a_BiomeMap, x, z) != -1)
{
// Biome already set, skip this column
continue;
}
float NoiseCoordX = (float)(a_ChunkX * cChunkDef::Width + x) / m_RiverCellSize;
double Noise = m_Noise.CubicNoise3D( NoiseCoordX, NoiseCoordZ, 4000);
Noise += 0.5 * m_Noise.CubicNoise3D(2 * NoiseCoordX, 2 * NoiseCoordZ, 5000);
Noise += 0.1 * m_Noise.CubicNoise3D(8 * NoiseCoordX, 8 * NoiseCoordZ, 6000);
if ((Noise > 0) && (Noise < m_RiverWidthThreshold))
{
cChunkDef::SetBiome(a_BiomeMap, x, z, biRiver);
}
} // for x
} // for z
}
void cBioGenMultiStepMap::ApplyTemperatureHumidity(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
IntMap TemperatureMap;
IntMap HumidityMap;
BuildTemperatureHumidityMaps(a_ChunkX, a_ChunkZ, TemperatureMap, HumidityMap);
FreezeWaterBiomes(a_BiomeMap, TemperatureMap);
DecideLandBiomes(a_BiomeMap, TemperatureMap, HumidityMap);
}
void cBioGenMultiStepMap::Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ, int a_CellSize)
{
double NoiseX = m_Noise.CubicNoise3D( (float)a_BlockX / a_CellSize, (float)a_BlockZ / a_CellSize, 1000);
NoiseX += 0.5 * m_Noise.CubicNoise3D(2 * (float)a_BlockX / a_CellSize, 2 * (float)a_BlockZ / a_CellSize, 2000);
NoiseX += 0.1 * m_Noise.CubicNoise3D(16 * (float)a_BlockX / a_CellSize, 16 * (float)a_BlockZ / a_CellSize, 3000);
double NoiseZ = m_Noise.CubicNoise3D( (float)a_BlockX / a_CellSize, (float)a_BlockZ / a_CellSize, 4000);
NoiseZ += 0.5 * m_Noise.CubicNoise3D(2 * (float)a_BlockX / a_CellSize, 2 * (float)a_BlockZ / a_CellSize, 5000);
NoiseZ += 0.1 * m_Noise.CubicNoise3D(16 * (float)a_BlockX / a_CellSize, 16 * (float)a_BlockZ / a_CellSize, 6000);
a_DistortedX = a_BlockX + (int)(a_CellSize * 0.5 * NoiseX);
a_DistortedZ = a_BlockZ + (int)(a_CellSize * 0.5 * NoiseZ);
}
void cBioGenMultiStepMap::BuildTemperatureHumidityMaps(int a_ChunkX, int a_ChunkZ, IntMap & a_TemperatureMap, IntMap & a_HumidityMap)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
float NoiseCoordZ = (float)(a_ChunkZ * cChunkDef::Width + z) / m_LandBiomesSize;
for (int x = 0; x < cChunkDef::Width; x++)
{
float NoiseCoordX = (float)(a_ChunkX * cChunkDef::Width + x) / m_LandBiomesSize;
double NoiseT = m_Noise.CubicNoise3D( NoiseCoordX, NoiseCoordZ, 7000);
NoiseT += 0.5 * m_Noise.CubicNoise3D(2 * NoiseCoordX, 2 * NoiseCoordZ, 8000);
NoiseT += 0.1 * m_Noise.CubicNoise3D(8 * NoiseCoordX, 8 * NoiseCoordZ, 9000);
a_TemperatureMap[x + 16 * z] = std::max(0, std::min(255, (int)(128 + NoiseT * 128)));
double NoiseH = m_Noise.CubicNoise3D( NoiseCoordX, NoiseCoordZ, 9000);
NoiseH += 0.5 * m_Noise.CubicNoise3D(2 * NoiseCoordX, 2 * NoiseCoordZ, 5000);
NoiseH += 0.1 * m_Noise.CubicNoise3D(8 * NoiseCoordX, 8 * NoiseCoordZ, 1000);
a_HumidityMap[x + 16 * z] = std::max(0, std::min(255, (int)(128 + NoiseH * 128)));
} // for x
} // for z
}
void cBioGenMultiStepMap::DecideLandBiomes(cChunkDef::BiomeMap & a_BiomeMap, const IntMap & a_TemperatureMap, const IntMap & a_HumidityMap)
{
static const EMCSBiome BiomeMap[] =
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
/* 0 */ biTundra, biTundra, biTundra, biTundra, biPlains, biPlains, biPlains, biPlains, biPlains, biPlains, biDesert, biDesert, biDesert, biDesert, biDesert, biDesert,
/* 1 */ biTundra, biTundra, biTundra, biTundra, biPlains, biPlains, biPlains, biPlains, biPlains, biPlains, biDesert, biDesert, biDesert, biDesert, biDesert, biDesert,
/* 2 */ biTundra, biTundra, biTundra, biTundra, biPlains, biExtremeHills, biPlains, biPlains, biPlains, biPlains, biDesert, biDesert, biDesertHills, biDesertHills, biDesert, biDesert,
/* 3 */ biTundra, biTundra, biTundra, biTundra, biExtremeHills, biExtremeHills, biPlains, biPlains, biPlains, biPlains, biDesert, biDesert, biDesertHills, biDesertHills, biDesert, biDesert,
/* 4 */ biTundra, biTundra, biIceMountains, biIceMountains, biExtremeHills, biExtremeHills, biPlains, biPlains, biPlains, biPlains, biForestHills, biForestHills, biExtremeHills, biExtremeHills, biDesertHills, biDesert,
/* 5 */ biTundra, biTundra, biIceMountains, biIceMountains, biExtremeHills, biExtremeHills, biPlains, biPlains, biPlains, biPlains, biForestHills, biForestHills, biExtremeHills, biExtremeHills, biDesertHills, biDesert,
/* 6 */ biTundra, biTundra, biIceMountains, biIceMountains, biForestHills, biForestHills, biForest, biForest, biForest, biForest, biForest, biForestHills, biExtremeHills, biExtremeHills, biPlains, biPlains,
/* 7 */ biTundra, biTundra, biIceMountains, biIceMountains, biForestHills, biForestHills, biForest, biForest, biForest, biForest, biForest, biForestHills, biExtremeHills, biExtremeHills, biPlains, biPlains,
/* 8 */ biTundra, biTundra, biTaiga, biTaiga, biForest, biForest, biForest, biForest, biForest, biForest, biForest, biForestHills, biExtremeHills, biExtremeHills, biPlains, biPlains,
/* 9 */ biTundra, biTundra, biTaiga, biTaiga, biForest, biForest, biForest, biForest, biForest, biForest, biForest, biForestHills, biExtremeHills, biExtremeHills, biPlains, biPlains,
/* 10 */ biTaiga, biTaiga, biTaiga, biIceMountains, biForestHills, biForestHills, biForest, biForest, biForest, biForest, biJungle, biJungle, biSwampland, biSwampland, biSwampland, biSwampland,
/* 11 */ biTaiga, biTaiga, biIceMountains, biIceMountains, biExtremeHills, biForestHills, biForest, biForest, biForest, biForest, biJungle, biJungle, biSwampland, biSwampland, biSwampland, biSwampland,
/* 12 */ biTaiga, biTaiga, biIceMountains, biIceMountains, biExtremeHills, biJungleHills, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biSwampland, biSwampland, biSwampland, biSwampland,
/* 13 */ biTaiga, biTaiga, biTaiga, biIceMountains, biJungleHills, biJungleHills, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biSwampland, biSwampland, biSwampland, biSwampland,
/* 14 */ biTaiga, biTaiga, biTaiga, biTaiga, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biSwampland, biSwampland, biSwampland, biSwampland,
/* 15 */ biTaiga, biTaiga, biTaiga, biTaiga, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biJungle, biSwampland, biSwampland, biSwampland, biSwampland,
} ;
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
if (cChunkDef::GetBiome(a_BiomeMap, x, z) != -1)
{
// Already set before
continue;
}
int idx = x + 16 * z;
int Temperature = a_TemperatureMap[idx] / 16; // -> [0..15] range
int Humidity = a_HumidityMap[idx] / 16; // -> [0..15] range
cChunkDef::SetBiome(a_BiomeMap, x, z, BiomeMap[Temperature + 16 * Humidity]);
} // for x
} // for z
}
void cBioGenMultiStepMap::FreezeWaterBiomes(cChunkDef::BiomeMap & a_BiomeMap, const IntMap & a_TemperatureMap)
{
int idx = 0;
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++, idx++)
{
if (a_TemperatureMap[idx] > 4 * 16)
{
// Not frozen
continue;
}
switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
{
case biRiver: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenRiver); break;
case biOcean: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenOcean); break;
}
} // for x
} // for z
}
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