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Add Generator Element Management framework
Add BiomeManager, OreManager, DecorationManager, and SchematicManager
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22 changed files with 620 additions and 464 deletions
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@ -20,12 +20,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef MG_BIOME_HEADER
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#define MG_BIOME_HEADER
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#include <string>
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#include "nodedef.h"
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#include "gamedef.h"
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#include "mapnode.h"
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#include "noise.h"
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#include "mapgen.h"
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#include "noise.h"
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//#include <string>
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//#include "nodedef.h"
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//#include "gamedef.h"
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//#include "mapnode.h"
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enum BiomeTerrainType
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{
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@ -39,10 +40,16 @@ enum BiomeTerrainType
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extern NoiseParams nparams_biome_def_heat;
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extern NoiseParams nparams_biome_def_humidity;
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class Biome {
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struct BiomeNoiseInput {
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v2s16 mapsize;
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float *heat_map;
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float *humidity_map;
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s16 *height_map;
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};
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class Biome : public GenElement {
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public:
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u8 id;
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std::string name;
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u32 flags;
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content_t c_top;
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@ -60,33 +67,24 @@ public:
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float humidity_point;
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};
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struct BiomeNoiseInput {
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v2s16 mapsize;
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float *heat_map;
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float *humidity_map;
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s16 *height_map;
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};
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class BiomeDefManager {
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class BiomeManager : public GenElementManager {
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public:
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std::vector<Biome *> biomes;
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static const char *ELEMENT_TITLE;
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static const size_t ELEMENT_LIMIT = 0x100;
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bool biome_registration_finished;
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NoiseParams *np_heat;
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NoiseParams *np_humidity;
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BiomeDefManager(NodeResolver *resolver);
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~BiomeDefManager();
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BiomeManager(IGameDef *gamedef);
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~BiomeManager();
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Biome *createBiome(BiomeTerrainType btt);
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void calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map);
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Biome *create(int btt)
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{
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return new Biome;
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}
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void calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map);
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Biome *getBiome(float heat, float humidity, s16 y);
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bool addBiome(Biome *b);
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u8 getBiomeIdByName(const char *name);
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s16 calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime);
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s16 calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime);
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};
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#endif
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