Exemple #1
0
int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ)
{
	// Instead of a flat distribution noise function, we need to shape it, so that most caves are smallish and only a few select are large
	int rnd = a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ) / 11;
	/*
	// Not good enough:
	// The algorithm of choice: emulate gauss-distribution noise by adding 3 flat noises, then fold it in half using absolute value.
	// To save on processing, use one random value and extract 3 bytes to be separately added as the gaussian noise
	int sum = (rnd & 0xff) + ((rnd >> 8) & 0xff) + ((rnd >> 16) & 0xff);
	// sum is now a gaussian-distribution noise within [0 .. 767], with center at 384.
	// We want mapping 384 -> 3, 0 -> 19, 768 -> 19, so divide by 24 to get [0 .. 31] with center at 16, then use abs() to fold around the center
	int res = 3 + abs((sum / 24) - 16);
	*/

	// Algorithm of choice: random value in the range of zero to random value - heavily towards zero
	int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1);
	return res;
}
Exemple #2
0
void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	// TODO: Generate proper jungle trees with branches

	// Vines are around the BigO4, but not in the corners; need proper meta for direction
	static const sMetaCoords Vines[] =
	{
		{-2, -5, 1}, {-1, -5, 1}, {0, -5, 1}, {1, -5, 1}, {2, -5, 1},  // North face
		{-2,  5, 4}, {-1,  5, 4}, {0,  5, 4}, {1,  5, 4}, {2,  5, 4},  // South face
		{5,  -2, 2}, {5,  -1, 2}, {5,  0, 2}, {5,  1, 2}, {5,  2, 2},  // East face
		{-5, -2, 8}, {-5, -1, 8}, {-5, 0, 8}, {-5, 1, 8}, {-5, 2, 8},  // West face
		// TODO: vines around the trunk, proper metas and height
	} ;
	
	int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24;
	
	a_LogBlocks.reserve(Height * 4);
	a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 50);
	
	for (int i = 0; i < Height; i++)
	{
		a_LogBlocks.push_back(sSetBlock(a_BlockX,     a_BlockY + i, a_BlockZ,     E_BLOCK_LOG, E_META_LOG_JUNGLE));
		a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ,     E_BLOCK_LOG, E_META_LOG_JUNGLE));
		a_LogBlocks.push_back(sSetBlock(a_BlockX,     a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE));
		a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE));
	}
	int hei = a_BlockY + Height - 2;
	
	// Put vines around the lowermost leaves layer:
	PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
	
	// The lower two leaves layers are BigO4 with log in the middle and possibly corners:
	for (int i = 0; i < 2; i++)
	{
		PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO4, ARRAYCOUNT(BigO4), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
		PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
		hei++;
	}  // for i - 2*

	// The top leaves layer is a BigO3 with leaves in the middle and possibly corners:
	PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
	PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
	a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE));
}
Exemple #3
0
void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	// Vines are around the BigO3, but not in the corners; need proper meta for direction
	static const sMetaCoords Vines[] =
	{
		{-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1},  // North face
		{-2,  4, 4}, {-1,  4, 4}, {0,  4, 4}, {1,  4, 4}, {2,  4, 4},  // South face
		{4,  -2, 2}, {4,  -1, 2}, {4,  0, 2}, {4,  1, 2}, {4,  2, 2},  // East face
		{-4, -2, 8}, {-4, -1, 8}, {-4, 0, 8}, {-4, 1, 8}, {-4, 2, 8},  // West face
	} ;

	int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3;
	
	a_LogBlocks.reserve(Height);
	a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20);
	
	for (int i = 0; i < Height; i++)
	{
		a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
	}
	int hei = a_BlockY + Height - 2;
	
	// Put vines around the lowermost leaves layer:
	PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
	
	// The lower two leaves layers are BigO3 with log in the middle and possibly corners:
	for (int i = 0; i < 2; i++)
	{
		PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		hei++;
	}  // for i - 2*

	// The upper two leaves layers are BigO2 with leaves in the middle and possibly corners:
	for (int i = 0; i < 2; i++)
	{
		PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
		hei++;
	}  // for i - 2*
}
Exemple #4
0
	virtual int GetPieceWeight(
		const cPlacedPiece & a_PlacedPiece,
		const cPiece::cConnector & a_ExistingConnector,
		const cPiece & a_NewPiece
	) override
	{
		// Check against the density:
		if (a_ExistingConnector.m_Type == 1)
		{
			const Vector3i & Coords = a_PlacedPiece.GetRotatedConnector(a_ExistingConnector).m_Pos;
			int rnd = (m_Noise.IntNoise3DInt(Coords.x, Coords.y, Coords.z) / 7) % 100;
			if (rnd > m_Density)
			{
				return 0;
			}
		}
		
		// Density check passed, relay to m_Prefabs:
		return m_Prefabs.GetPieceWeight(a_PlacedPiece, a_ExistingConnector, a_NewPiece);
	}
Exemple #5
0
void cCaveTunnel::Randomize(cNoise & a_Noise)
{
	// Repeat 4 times:
	for (int i = 0; i < 4; i++)
	{
		// For each already present point, insert a point in between it and its predecessor, shifted randomly.
		cCaveDefPoint & Point = m_Points.front();
		int PrevX = Point.m_BlockX;
		int PrevY = Point.m_BlockY;
		int PrevZ = Point.m_BlockZ;
		int PrevR = Point.m_Radius;
		cCaveDefPoints Pts;
		Pts.reserve(m_Points.size() * 2 + 1);
		Pts.push_back(Point);
		for (cCaveDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr)
		{
			int Random = a_Noise.IntNoise3DInt(PrevX, PrevY, PrevZ + i) / 11;
			int len = (PrevX - itr->m_BlockX) * (PrevX - itr->m_BlockX);
			len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY);
			len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ);
			len = 3 * static_cast<int>(sqrt(static_cast<double>(len))) / 4;
			int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1));
			Random /= 4;
			int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2);
			Random /= 256;
			int y = (itr->m_BlockY + PrevY) / 2 + (Random % (len / 2 + 1) - len / 4);
			Random /= 256;
			int z = (itr->m_BlockZ + PrevZ) / 2 + (Random % (len + 1) - len / 2);
			Pts.push_back(cCaveDefPoint(x, y, z, Rad));
			Pts.push_back(*itr);
			PrevX = itr->m_BlockX;
			PrevY = itr->m_BlockY;
			PrevZ = itr->m_BlockZ;
			PrevR = itr->m_Radius;
		}
		std::swap(Pts, m_Points);
	}
}
Exemple #6
0
void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise)
{
	// Modify the size slightly to have different-sized ravines (1 / 2 to 1 / 1 of a_Size):
	a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024;

	// The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction
	int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0)    / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2;
	int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2;
	int CenterX = a_BlockX + OffsetX;
	int CenterZ = a_BlockZ + OffsetZ;

	// Get the base angle in which the ravine "axis" goes:
	float Angle = static_cast<float>((static_cast<float>((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI);
	float xc = sinf(Angle);
	float zc = cosf(Angle);

	// Calculate the definition points and radii:
	int MaxRadius = static_cast<int>(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16));
	int Top       = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32);
	int Bottom    = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32);
	int Mid = (Top + Bottom) / 2;
	int DefinitionPointX = CenterX - static_cast<int>(xc * a_Size / 2);
	int DefinitionPointZ = CenterZ - static_cast<int>(zc * a_Size / 2);
	m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2));
	for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++)
	{
		int LineX = CenterX + static_cast<int>(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
		int LineZ = CenterZ + static_cast<int>(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
		// Amplitude is the amount of blocks that this point is away from the ravine "axis"
		int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size;
		Amplitude = Amplitude / 4 - a_Size / 8;  // Amplitude is in interval [-a_Size / 4, a_Size / 4]
		int PointX = LineX + static_cast<int>(zc * Amplitude);
		int PointZ = LineZ - static_cast<int>(xc * Amplitude);
		int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2);  // TODO: better radius function
		int ThisTop    = Top    + ((a_Noise.IntNoise3DInt(7 *  a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4;
		int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 *  a_BlockZ, i * 31) / 13) % 8) - 4;
		m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom));
	}  // for i - m_Points[]
	DefinitionPointX = CenterX + static_cast<int>(xc * a_Size / 2);
	DefinitionPointZ = CenterZ + static_cast<int>(zc * a_Size / 2);
	m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, Mid, Mid));
}
Exemple #7
0
void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	// Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0),
	// then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3)
	// and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks
	
	// We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities
	// (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
	int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
	
	static const int  sHeights[] = {1, 2, 2, 3};
	int Height = sHeights[MyRandom & 3];
	MyRandom >>= 2;

	// Prealloc, so that we don't realloc too often later:
	a_LogBlocks.reserve(Height);
	a_OtherBlocks.reserve(180);
	
	// Clear trunk blocks:
	for (int i = 0; i < Height; i++)
	{
		a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
	}
	Height += a_BlockY;
	
	// Optional size-1 bottom leaves layer:
	if ((MyRandom & 1) == 0)
	{
		PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
		a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
		Height++;
	}
	MyRandom >>= 1;
	
	// 1 to 3 sections of leaves layers:
	static const int sNumSections[] = {1, 2, 2, 3};
	int NumSections = sNumSections[MyRandom & 3];
	MyRandom >>= 2;
	for (int i = 0; i < NumSections; i++)
	{
		switch (MyRandom & 3)  // SectionType; (1, 2) twice as often as the other two
		{
			case 0:
			case 1:
			{
				PushCoordBlocks(a_BlockX, Height,     a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height,     a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				Height += 2;
				break;
			}
			case 2:
			{
				PushCoordBlocks(a_BlockX, Height,     a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height,     a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				Height += 2;
				break;
			}
			case 3:
			{
				PushCoordBlocks(a_BlockX, Height,     a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				PushCoordBlocks(a_BlockX, Height + 2, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height,     a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
				Height += 3;
				break;
			}
		}  // switch (SectionType)
		MyRandom >>= 2;
	}  // for i - Sections
	
	if ((MyRandom & 1) == 0)
	{
		// (0, 1, 0) top:
		a_LogBlocks.push_back  (sSetBlock(a_BlockX, Height,     a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
		PushCoordBlocks                  (a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
		a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
		a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
	}
	else
	{
		// (1, 0) top:
		a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height,     a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
		PushCoordBlocks                  (a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
		a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
	}
}
Exemple #8
0
void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	switch (a_Biome)
	{
		case biPlains:
		case biExtremeHills:
		case biExtremeHillsEdge:
		case biForest:
		case biMushroomIsland:
		case biMushroomShore:
		case biForestHills:
		case biDeepOcean:
		case biStoneBeach:
		case biColdBeach:
		{
			// Apple or birch trees:
			if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
			{
				GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			else
			{
				GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			break;
		}
		
		case biTaiga:
		case biIcePlains:
		case biIceMountains:
		case biTaigaHills:
		{
			// Conifers
			GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			break;
		}
		
		case biSwampland:
		{
			// Swamp trees:
			GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			break;
		}
		
		case biJungle:
		case biJungleHills:
		case biJungleEdge:
		{
			// Apple bushes, large jungle trees, small jungle trees
			if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x6fffffff)
			{
				GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			else 
			{
				GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			break;
		}
		
		case biBirchForest:
		case biBirchForestHills:
		{
			GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			break;
		}
		
		case biRoofedForest:
		case biColdTaiga:
		case biColdTaigaHills:
		case biMegaTaiga:
		case biMegaTaigaHills:
		case biExtremeHillsPlus:
		case biSavanna:
		case biSavannaPlateau:
		case biMesa:
		case biMesaPlateauF:
		case biMesaPlateau:
		case biSunflowerPlains:
		case biDesertM:
		case biExtremeHillsM:
		case biFlowerForest:
		case biTaigaM:
		case biSwamplandM:
		case biIcePlainsSpikes:
		case biJungleM:
		case biJungleEdgeM:
		case biBirchForestM:
		case biBirchForestHillsM:
		case biRoofedForestM:
		case biColdTaigaM:
		case biMegaSpruceTaiga:
		case biMegaSpruceTaigaHills:
		case biExtremeHillsPlusM:
		case biSavannaM:
		case biSavannaPlateauM:
		case biMesaBryce:
		case biMesaPlateauFM:
		case biMesaPlateauM:
		{
			// TODO: These need their special trees
			GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			break;
		}
	}
}
Exemple #9
0
void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	// Calculate a base height
	int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3);
	
	// Create the trunk
	for (int i = 0; i < Height; i++)
	{
		a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
	}

	// Array with possible directions for a branch to go to.
	const Vector3i AvailableDirections[] =
	{
		{ -1, 1, 0 }, { 0, 1, -1 },
		{ -1, 1, 1 }, { -1, 1, -1 },
		{ 1, 1, 1 }, { 1, 1, -1 },
		{ 1, 1, 0 }, { 0, 1, 1 },
	};

	// Set the starting point of the branch
	Vector3i BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ);

	// Get a direction for the trunk to go to.
	Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 8];

	// Calculate a height for the branch between 1 and 3
	int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 3 + 1;

	// Place the logs of the branch.
	for (int i = 0; i < BranchHeight; i++)
	{
		BranchPos = BranchPos + BranchDirection;
		a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
	}

	// Add the leaves to the top of the branch
	PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
	PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
	a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));

	// Choose if we have to add another branch
	bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false);
	if (!TwoTop)
	{
		return;
	}

	// Reset the starting point of the branch
	BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ);

	// Invert the direction of the previous branch.
	BranchDirection = Vector3d(-BranchDirection.x, 1, -BranchDirection.z);

	// Calculate a new height for the second branch
	BranchHeight = a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq * 10, a_BlockZ * a_Seq) % 3 + 1;

	// Place the logs in the same way as the first branch
	for (int i = 0; i < BranchHeight; i++)
	{
		BranchPos = BranchPos + BranchDirection;
		a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
	}

	// And add the leaves ontop of the second branch
	PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
	PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
	a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));
}
Exemple #10
0
void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	int Height = 7 + a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 4;

	// Array with possible directions for a branch to go to.
	const Vector3d AvailableDirections[] =
	{
		{ -1, 0, 0 }, { 0, 0, -1  },
		{ -1, 0, 1 }, { -1, 0, -1 },
		{ 1, 0, 1  }, { 1, 0, -1  },
		{ 1, 0, 0  }, { 0, 0, 1   },

		{ -0.5, 0, 0   }, { 0, 0, -0.5    },
		{ -0.5, 0, 0.5 }, { -0.5, 0, -0.5 },
		{ 0.5, 0, 0.5  }, { 0.5, 0, -0.5  },
		{ 0.5, 0, 0    }, { 0, 0, 0.5     },

		{ -1, 0.5, 0 }, { 0, 0.5, -1  },
		{ -1, 0.5, 1 }, { -1, 0.5, -1 },
		{ 1, 0.5, 1  }, { 1, 0.5, -1  },
		{ 1, 0.5, 0  }, { 0, 0.5, 1   },

		{ -0.5, 0.5, 0   },  { 0, 0.5, -0.5    },
		{ -0.5, 0.5, 0.5 },  { -0.5, 0.5, -0.5 },
		{ 0.5, 0.5, 0.5  },  { 0.5, 0.5, -0.5  },
		{ 0.5, 0.5, 0    },  { 0, 0.5, 0.5     },

	};

	// Create branches
	for (int i = 4; i < Height; i++)
	{
		// Get a direction for the trunk to go to.
		Vector3d BranchStartDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)];
		Vector3d BranchDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)] / 3;

		int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq, a_BlockZ * a_Seq) % 3;
		GetLargeAppleTreeBranch(a_BlockX, a_BlockY + i, a_BlockZ, BranchLength, BranchStartDirection, BranchDirection, a_BlockY + Height, a_Noise, a_LogBlocks);
	}

	// Place leaves around each log block
	for (auto itr : a_LogBlocks)
	{
		// Get the log's X and Z coordinates
		int X = itr.GetX();
		int Z = itr.GetZ();

		a_OtherBlocks.push_back(sSetBlock(X, itr.m_RelY - 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
		PushCoordBlocks(X, itr.m_RelY - 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		for (int y = -1; y <= 1; y++)
		{
			PushCoordBlocks (X, itr.m_RelY + y, Z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		}
		PushCoordBlocks(X, itr.m_RelY + 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
		a_OtherBlocks.push_back(sSetBlock(X, itr.m_RelY + 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
	}

	// Trunk:
	for (int i = 0; i < Height; i++)
	{
		a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
	}
}
Exemple #11
0
void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
	switch (a_Biome)
	{
		case biPlains:
		case biExtremeHills:
		case biExtremeHillsEdge:
		case biForest:
		case biMushroomIsland:
		case biMushroomShore:
		case biForestHills:
		case biDeepOcean:
		case biStoneBeach:
		case biColdBeach:
		{
			// Apple or birch trees:
			if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
			{
				GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			else
			{
				GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			return;
		}
		
		case biTaiga:
		case biIcePlains:
		case biIceMountains:
		case biTaigaHills:
		{
			// Conifers
			GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}
		
		case biSwamplandM:
		case biSwampland:
		{
			// Swamp trees:
			GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}
		
		case biJungle:
		case biJungleHills:
		case biJungleEdge:
		{
			// Apple bushes, large jungle trees, small jungle trees
			if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x6fffffff)
			{
				GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			}
			else
			{
				bool IsLarge = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000;
				GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge);
			}
			return;
		}
		
		case biBirchForest:
		case biBirchForestHills:
		{
			GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}

		case biBirchForestM:
		case biBirchForestHillsM:
		{
			GetTallBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}

		case biColdTaiga:
		case biColdTaigaHills:
		case biMegaTaiga:
		case biMegaTaigaHills:
		case biExtremeHillsPlus:
		case biSunflowerPlains:
		case biDesertM:
		case biExtremeHillsM:
		case biFlowerForest:
		case biTaigaM:
		case biIcePlainsSpikes:
		case biJungleM:
		case biJungleEdgeM:
		case biColdTaigaM:
		case biMegaSpruceTaiga:
		case biMegaSpruceTaigaHills:
		case biExtremeHillsPlusM:
		{
			// TODO: These need their special trees
			GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}

		case biSavanna:
		case biSavannaPlateau:
		case biSavannaM:
		case biSavannaPlateauM:
		{
			GetAcaciaTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}

		case biRoofedForest:
		case biRoofedForestM:
		{
			GetDarkoakTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
			return;
		}
			
		case biMesa:
		case biMesaPlateauF:
		case biMesaPlateau:
		case biMesaBryce:
		case biMesaPlateauFM:
		case biMesaPlateauM:
		{
			GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
		}

		case biDesert:
		case biDesertHills:
		case biRiver:
		case biBeach:
		case biHell:
		case biSky:
		case biOcean:
		case biFrozenOcean:
		case biFrozenRiver:
		case biVariant:
		case biNumBiomes:
		case biNumVariantBiomes:
		case biInvalidBiome:
		{
			// These biomes have no trees, or are non-biome members of the enum.
			return;
		}
	}
	
	ASSERT(!"Invalid biome type!");
}