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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

@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define MG_ORE_HEADER
#include "util/string.h"
#include "mapnode.h"
#include "mapgen.h"
class NoiseParams;
class Noise;
@ -29,10 +29,13 @@ class Mapgen;
class ManualMapVoxelManipulator;
/////////////////// Ore generation flags
// Use absolute value of height to determine ore placement
#define OREFLAG_ABSHEIGHT 0x01
// Use 3d noise to get density of ore placement, instead of just the position
#define OREFLAG_DENSITY 0x02 // not yet implemented
// For claylike ore types, place ore if the number of surrounding
// nodes isn't the specified node
#define OREFLAG_NODEISNT 0x04 // not yet implemented
@ -40,7 +43,6 @@ class ManualMapVoxelManipulator;
#define ORE_RANGE_ACTUAL 1
#define ORE_RANGE_MIRROR 2
extern FlagDesc flagdesc_ore[];
enum OreType {
ORE_SCATTER,
@ -48,7 +50,9 @@ enum OreType {
ORE_CLAYLIKE
};
class Ore {
extern FlagDesc flagdesc_ore[];
class Ore : public GenElement {
public:
content_t c_ore; // the node to place
std::vector<content_t> c_wherein; // the nodes to be placed in
@ -63,32 +67,50 @@ public:
NoiseParams *np; // noise for distribution of clusters (NULL for uniform scattering)
Noise *noise;
Ore() {
c_ore = CONTENT_IGNORE;
np = NULL;
noise = NULL;
}
Ore();
virtual ~Ore();
void placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
virtual std::string getName();
};
class OreScatter : public Ore {
~OreScatter() {}
virtual ~OreScatter() {}
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
class OreSheet : public Ore {
~OreSheet() {}
virtual ~OreSheet() {}
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
Ore *createOre(OreType type);
class OreManager : public GenElementManager {
public:
static const char *ELEMENT_TITLE;
static const size_t ELEMENT_LIMIT = 0x10000;
OreManager(IGameDef *gamedef) {}
~OreManager() {}
Ore *create(int type)
{
switch (type) {
case ORE_SCATTER:
return new OreScatter;
case ORE_SHEET:
return new OreSheet;
//case ORE_CLAYLIKE: //TODO: implement this!
// return new OreClaylike;
default:
return NULL;
}
}
size_t placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax);
};
#endif