Permalink
Please sign in to comment.
Browse files
Merge pull request #1345 from mc-server/DungeonRoomsFinisher
Added dungeon rooms finisher.
- Loading branch information...
Showing
with
359 additions
and 7 deletions.
| @@ -0,0 +1,5 @@ | ||
| @echo off | ||
| :: This script uses the profile_run.cmd script to run profiling on a x64 release executable | ||
| set IsExecutablex64=\x64 | ||
| call profile_run.cmd |
| @@ -0,0 +1,279 @@ | ||
| // DungeonRoomsFinisher.cpp | ||
| // Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms | ||
| #include "Globals.h" | ||
| #include "DungeonRoomsFinisher.h" | ||
| #include "../FastRandom.h" | ||
| /** Height, in blocks, of the internal dungeon room open space. This many air blocks Y-wise. */ | ||
| static const int ROOM_HEIGHT = 4; | ||
| /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
| // cDungeonRoom: | ||
| class cDungeonRoom : | ||
| public cGridStructGen::cStructure | ||
| { | ||
| typedef cGridStructGen::cStructure super; | ||
| public: | ||
| cDungeonRoom( | ||
| int a_GridX, int a_GridZ, | ||
| int a_OriginX, int a_OriginZ, | ||
| int a_HalfSizeX, int a_HalfSizeZ, | ||
| int a_FloorHeight, | ||
| cNoise & a_Noise | ||
| ) : | ||
| super(a_GridX, a_GridZ, a_OriginX, a_OriginZ), | ||
| m_StartX(a_OriginX - a_HalfSizeX), | ||
| m_EndX(a_OriginX + a_HalfSizeX), | ||
| m_StartZ(a_OriginZ - a_HalfSizeZ), | ||
| m_EndZ(a_OriginZ + a_HalfSizeZ), | ||
| m_FloorHeight(a_FloorHeight) | ||
| { | ||
| /* | ||
| Pick coords next to the wall for the chests. | ||
| This is done by indexing the possible coords, picking any one for the first chest | ||
| and then picking another position for the second chest that is not adjacent to the first pos | ||
| */ | ||
| int rnd = a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; | ||
| int SizeX = m_EndX - m_StartX - 1; | ||
| int SizeZ = m_EndZ - m_StartZ - 1; | ||
| int NumPositions = 2 * SizeX + 2 * SizeZ; | ||
| int FirstChestPos = rnd % NumPositions; // The corner positions are a bit more likely, but we don't mind | ||
| rnd = rnd / 512; | ||
| int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions; | ||
| m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ); | ||
| m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ); | ||
| } | ||
| protected: | ||
| // The X range of the room, start inclusive, end exclusive: | ||
| int m_StartX, m_EndX; | ||
| // The Z range of the room, start inclusive, end exclusive: | ||
| int m_StartZ, m_EndZ; | ||
| /** The Y coord of the floor of the room */ | ||
| int m_FloorHeight; | ||
| /** The (absolute) coords of the first chest. The Y coord represents the chest's Meta value (facing). */ | ||
| Vector3i m_Chest1; | ||
| /** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */ | ||
| Vector3i m_Chest2; | ||
| /** Decodes the position index along the room walls into a proper 2D position for a chest. */ | ||
| Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ) | ||
| { | ||
| if (a_PosIdx < a_SizeX) | ||
| { | ||
| // Return a coord on the ZM side of the room: | ||
| return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1); | ||
| } | ||
| a_PosIdx -= a_SizeX; | ||
| if (a_PosIdx < a_SizeZ) | ||
| { | ||
| // Return a coord on the XP side of the room: | ||
| return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + a_PosIdx + 1); | ||
| } | ||
| a_PosIdx -= a_SizeZ; | ||
| if (a_PosIdx < a_SizeX) | ||
| { | ||
| // Return a coord on the ZP side of the room: | ||
| return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1); | ||
| } | ||
| a_PosIdx -= a_SizeX; | ||
| // Return a coord on the XM side of the room: | ||
| return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + a_PosIdx + 1); | ||
| } | ||
| /** Fills the specified area of blocks in the chunk with the specified blocktype if they are one of the overwritten block types. | ||
| The coords are absolute, start coords are inclusive, end coords are exclusive. */ | ||
| void ReplaceCuboid(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType) | ||
| { | ||
| int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; | ||
| int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; | ||
| int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1); | ||
| int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1); | ||
| int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width); | ||
| int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width); | ||
| for (int y = a_StartY; y < a_EndY; y++) | ||
| { | ||
| for (int z = RelStartZ; z < RelEndZ; z++) | ||
| { | ||
| for (int x = RelStartX; x < RelEndX; x++) | ||
| { | ||
| if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z))) | ||
| { | ||
| a_ChunkDesc.SetBlockType(x, y, z, a_DstBlockType); | ||
| } | ||
| } // for x | ||
| } // for z | ||
| } // for z | ||
| } | ||
| /** Fills the specified area of blocks in the chunk with a random pattern of the specified blocktypes, if they are one of the overwritten block types. | ||
| The coords are absolute, start coords are inclusive, end coords are exclusive. The first blocktype uses 75% chance, the second 25% chance. */ | ||
| void ReplaceCuboidRandom(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType1, BLOCKTYPE a_DstBlockType2) | ||
| { | ||
| int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; | ||
| int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; | ||
| int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1); | ||
| int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1); | ||
| int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width); | ||
| int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width); | ||
| cFastRandom rnd; | ||
| for (int y = a_StartY; y < a_EndY; y++) | ||
| { | ||
| for (int z = RelStartZ; z < RelEndZ; z++) | ||
| { | ||
| for (int x = RelStartX; x < RelEndX; x++) | ||
| { | ||
| if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z))) | ||
| { | ||
| BLOCKTYPE BlockType = (rnd.NextInt(101) < 75) ? a_DstBlockType1 : a_DstBlockType2; | ||
| a_ChunkDesc.SetBlockType(x, y, z, BlockType); | ||
| } | ||
| } // for x | ||
| } // for z | ||
| } // for z | ||
| } | ||
| /** Tries to place a chest at the specified (absolute) coords. | ||
| Does nothing if the coords are outside the chunk. */ | ||
| void TryPlaceChest(cChunkDesc & a_ChunkDesc, const Vector3i & a_Chest) | ||
| { | ||
| int RelX = a_Chest.x - a_ChunkDesc.GetChunkX() * cChunkDef::Width; | ||
| int RelZ = a_Chest.z - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; | ||
| if ( | ||
| (RelX < 0) || (RelX >= cChunkDef::Width) || // The X coord is not in this chunk | ||
| (RelZ < 0) || (RelZ >= cChunkDef::Width) // The Z coord is not in this chunk | ||
| ) | ||
| { | ||
| return; | ||
| } | ||
| a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y); | ||
| // TODO: Fill the chest with random loot | ||
| } | ||
| // cGridStructGen::cStructure override: | ||
| virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override | ||
| { | ||
| if ( | ||
| (m_EndX <= a_ChunkDesc.GetChunkX() * cChunkDef::Width) || | ||
| (m_StartX >= a_ChunkDesc.GetChunkX() * cChunkDef::Width + cChunkDef::Width) || | ||
| (m_EndZ <= a_ChunkDesc.GetChunkZ() * cChunkDef::Width) || | ||
| (m_StartZ >= a_ChunkDesc.GetChunkZ() * cChunkDef::Width + cChunkDef::Width) | ||
| ) | ||
| { | ||
| // The chunk is not intersecting the room at all, bail out | ||
| return; | ||
| } | ||
| int b = m_FloorHeight + 1; // Bottom | ||
| int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top | ||
| ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor | ||
| ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides | ||
| // Walls: | ||
| ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall | ||
| ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall | ||
| ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall | ||
| ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_EndZ, m_EndX + 1, t, m_EndZ + 1, E_BLOCK_COBBLESTONE); // ZP wall | ||
| // Place chests: | ||
| TryPlaceChest(a_ChunkDesc, m_Chest1); | ||
| TryPlaceChest(a_ChunkDesc, m_Chest2); | ||
| // Place the spawner: | ||
| int CenterX = (m_StartX + m_EndX) / 2 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; | ||
| int CenterZ = (m_StartZ + m_EndZ) / 2 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; | ||
| if ( | ||
| (CenterX >= 0) && (CenterX < cChunkDef::Width) && | ||
| (CenterZ >= 0) && (CenterZ < cChunkDef::Width) | ||
| ) | ||
| { | ||
| a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0); | ||
| // TODO: Set the spawned mob | ||
| } | ||
| } | ||
| } ; | ||
| /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
| // cDungeonRoomsFinisher: | ||
| cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : | ||
| super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024), | ||
| m_HeightGen(a_HeightGen), | ||
| m_MaxHalfSize((a_MaxSize + 1) / 2), | ||
| m_MinHalfSize((a_MinSize + 1) / 2), | ||
| m_HeightProbability(cChunkDef::Height) | ||
| { | ||
| // Initialize the height probability distribution: | ||
| m_HeightProbability.SetDefString(a_HeightDistrib); | ||
| // Normalize the min and max size: | ||
| if (m_MinHalfSize > m_MaxHalfSize) | ||
| { | ||
| std::swap(m_MinHalfSize, m_MaxHalfSize); | ||
| } | ||
| } | ||
| cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) | ||
| { | ||
| // Select a random room size in each direction: | ||
| int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; | ||
| int HalfSizeX = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1)); | ||
| rnd = rnd / 32; | ||
| int HalfSizeZ = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1)); | ||
| rnd = rnd / 32; | ||
| // Select a random floor height for the room, based on the height generator: | ||
| int ChunkX, ChunkZ; | ||
| int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ; | ||
| cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ); | ||
| cChunkDef::HeightMap HeightMap; | ||
| m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap); | ||
| int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ} | ||
| Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5); | ||
| // Create the dungeon room descriptor: | ||
| return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise)); | ||
| } | ||
Oops, something went wrong.
0 comments on commit
4a907c9