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Add Generator Element Management framework

Add BiomeManager, OreManager, DecorationManager, and SchematicManager
This commit is contained in:
kwolekr 2014-11-12 23:01:13 -05:00
parent f25cc0dbae
commit 7616537bc0
22 changed files with 620 additions and 464 deletions

View file

@ -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];
}