mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Add Generator Element Management framework
Add BiomeManager, OreManager, DecorationManager, and SchematicManager
This commit is contained in:
parent
f25cc0dbae
commit
7616537bc0
22 changed files with 620 additions and 464 deletions
|
@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
*/
|
||||
|
||||
#include "mg_biome.h"
|
||||
#include "gamedef.h"
|
||||
#include "nodedef.h"
|
||||
#include "map.h" //for ManualMapVoxelManipulator
|
||||
#include "log.h"
|
||||
|
@ -26,19 +27,25 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "util/mathconstants.h"
|
||||
#include "porting.h"
|
||||
|
||||
const char *BiomeManager::ELEMENT_TITLE = "biome";
|
||||
|
||||
NoiseParams nparams_biome_def_heat(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70);
|
||||
NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55);
|
||||
|
||||
|
||||
BiomeDefManager::BiomeDefManager(NodeResolver *resolver)
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
BiomeManager::BiomeManager(IGameDef *gamedef)
|
||||
{
|
||||
biome_registration_finished = false;
|
||||
NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
|
||||
|
||||
np_heat = &nparams_biome_def_heat;
|
||||
np_humidity = &nparams_biome_def_humidity;
|
||||
|
||||
// Create default biome to be used in case none exist
|
||||
Biome *b = new Biome;
|
||||
|
||||
|
||||
b->id = 0;
|
||||
b->name = "Default";
|
||||
b->flags = 0;
|
||||
|
@ -55,41 +62,21 @@ BiomeDefManager::BiomeDefManager(NodeResolver *resolver)
|
|||
resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
|
||||
resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
|
||||
|
||||
biomes.push_back(b);
|
||||
add(b);
|
||||
}
|
||||
|
||||
|
||||
BiomeDefManager::~BiomeDefManager()
|
||||
|
||||
BiomeManager::~BiomeManager()
|
||||
{
|
||||
//if (biomecache)
|
||||
// delete[] biomecache;
|
||||
|
||||
for (size_t i = 0; i != biomes.size(); i++)
|
||||
delete biomes[i];
|
||||
}
|
||||
|
||||
|
||||
Biome *BiomeDefManager::createBiome(BiomeTerrainType btt)
|
||||
{
|
||||
/*switch (btt) {
|
||||
case BIOME_TERRAIN_NORMAL:
|
||||
return new Biome;
|
||||
case BIOME_TERRAIN_LIQUID:
|
||||
return new BiomeLiquid;
|
||||
case BIOME_TERRAIN_NETHER:
|
||||
return new BiomeHell;
|
||||
case BIOME_TERRAIN_AETHER:
|
||||
return new BiomeSky;
|
||||
case BIOME_TERRAIN_FLAT:
|
||||
return new BiomeSuperflat;
|
||||
}
|
||||
return NULL;*/
|
||||
return new Biome;
|
||||
}
|
||||
|
||||
|
||||
// just a PoC, obviously needs optimization later on (precalculate this)
|
||||
void BiomeDefManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map)
|
||||
void BiomeManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map)
|
||||
{
|
||||
int i = 0;
|
||||
for (int y = 0; y != input->mapsize.Y; y++) {
|
||||
|
@ -102,38 +89,17 @@ void BiomeDefManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map)
|
|||
}
|
||||
|
||||
|
||||
bool BiomeDefManager::addBiome(Biome *b)
|
||||
{
|
||||
if (biome_registration_finished) {
|
||||
errorstream << "BiomeDefManager: biome registration already "
|
||||
"finished, dropping " << b->name << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
size_t nbiomes = biomes.size();
|
||||
if (nbiomes >= 0xFF) {
|
||||
errorstream << "BiomeDefManager: too many biomes, dropping "
|
||||
<< b->name << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
b->id = (u8)nbiomes;
|
||||
biomes.push_back(b);
|
||||
verbosestream << "BiomeDefManager: added biome " << b->name << std::endl;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 y)
|
||||
Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
|
||||
{
|
||||
Biome *b, *biome_closest = NULL;
|
||||
float dist_min = FLT_MAX;
|
||||
|
||||
for (size_t i = 1; i < biomes.size(); i++) {
|
||||
b = biomes[i];
|
||||
if (y > b->height_max || y < b->height_min)
|
||||
for (size_t i = 1; i < m_elements.size(); i++) {
|
||||
b = (Biome *)m_elements[i];
|
||||
if (!b || y > b->height_max || y < b->height_min) {
|
||||
printf("not good - %p %d %d %d\n", b, y, b->height_max, b->height_min);
|
||||
continue;
|
||||
}
|
||||
|
||||
float d_heat = heat - b->heat_point;
|
||||
float d_humidity = humidity - b->humidity_point;
|
||||
|
@ -145,16 +111,5 @@ Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 y)
|
|||
}
|
||||
}
|
||||
|
||||
return biome_closest ? biome_closest : biomes[0];
|
||||
}
|
||||
|
||||
|
||||
u8 BiomeDefManager::getBiomeIdByName(const char *name)
|
||||
{
|
||||
for (size_t i = 0; i != biomes.size(); i++) {
|
||||
if (!strcasecmp(name, biomes[i]->name.c_str()))
|
||||
return i;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return biome_closest ? biome_closest : (Biome *)m_elements[0];
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue