Example #1
0
        private void LoadBlockLayers(float rainRel, float temperature, int unscaledTemp, int posY, ushort firstBlockId)
        {
            float heightRel    = ((float)posY - TerraGenConfig.seaLevel) / ((float)api.WorldManager.MapSizeY - TerraGenConfig.seaLevel);
            float fertilityRel = TerraGenConfig.GetFertility2((int)(rainRel * 255), unscaledTemp, heightRel) / 255f;

            //int ts = blockLayerConfig.blockLayerTransitionSize;
            float depthf = TerraGenConfig.SoilThickness(rainRel, temperature, posY - TerraGenConfig.seaLevel, dummyRock);
            int   depth  = (int)depthf;

            depth += (int)((depthf - depth) * rnd.NextDouble());

            BlockLayersIds.Clear();
            for (int j = 0; j < blockLayerConfig.Blocklayers.Length; j++)
            {
                BlockLayer bl = blockLayerConfig.Blocklayers[j];

                if (
                    temperature >= bl.MinTemp && temperature <= bl.MaxTemp &&
                    rainRel >= bl.MinRain && rainRel <= bl.MaxRain &&
                    fertilityRel >= bl.MinFertility && fertilityRel <= bl.MaxFertility &&
                    (float)posY / mapheight <= bl.MaxY
                    )
                {
                    ushort blockId = bl.GetBlockId(temperature, rainRel, fertilityRel, firstBlockId);
                    if (blockId != 0)
                    {
                        BlockLayersIds.Add(blockId);

                        // Would be correct, but doesn't seem to cause noticable problems
                        // so lets not add it for faster chunk gen

                        /*posY--;
                         * temperature = TerraGenConfig.GetScaledAdjustedTemperatureFloat(unscaledTemp, posY - TerraGenConfig.seaLevel);
                         * rainRel = TerraGenConfig.GetRainFall(unscaledRain, posY) / 255f;
                         * heightRel = ((float)posY - TerraGenConfig.seaLevel) / ((float)api.WorldManager.MapSizeY - TerraGenConfig.seaLevel);
                         * fertilityRel = TerraGenConfig.GetFertility2((int)(rainRel * 255), unscaledTemp, heightRel) / 255f;*/
                    }
                }

                if (BlockLayersIds.Count >= depth)
                {
                    break;
                }
            }

            layersUnderWater = null;
            for (int j = 0; j < blockLayerConfig.LakeBedLayer.BlockCodeByMin.Length; j++)
            {
                LakeBedBlockCodeByMin lbbc = blockLayerConfig.LakeBedLayer.BlockCodeByMin[j];
                if (lbbc.Suitable(temperature, rainRel, (float)posY / api.WorldManager.MapSizeY, rnd))
                {
                    layersUnderWater = new ushort[] { lbbc.GetBlockForMotherRock(firstBlockId) };
                    break;
                }
            }
            if (layersUnderWater == null)
            {
                layersUnderWater = new ushort[0];
            }
        }
Example #2
0
        public override int[] GenLayer(int xCoord, int zCoord, int sizeX, int sizeZ)
        {
            int[] result = new int[sizeX * sizeZ];

            for (int x = 0; x < sizeX; x++)
            {
                for (int z = 0; z < sizeZ; z++)
                {
                    int offsetX = (int)(wobbleIntensity * noisegenX.Noise(xCoord + x, zCoord + z));
                    int offsetY = (int)(wobbleIntensity * noisegenY.Noise(xCoord + x, zCoord + z));

                    int finalX = (xCoord + x + offsetX);
                    int finalZ = (zCoord + z + offsetY);

                    int climate = climateNoise.GetLerpedClimateAt(finalX / TerraGenConfig.climateMapScale, finalZ / TerraGenConfig.climateMapScale);
                    int rain    = (climate >> 8) & 0xff;
                    int temp    = TerraGenConfig.GetScaledAdjustedTemperature((climate >> 16) & 0xff, 0);

                    result[z * sizeX + x] = noiseLandforms.GetLandformIndexAt(
                        finalX,
                        finalZ,
                        temp,
                        rain
                        );
                }
            }

            return(result);
        }
        private Block GetBlockLayerBlock(int unscaledRain, int unscaledTemp, int posY, int firstBlockId, int forDepth, Block defaultBlock, IList <Block> blocks)
        {
            float temperature  = TerraGenConfig.GetScaledAdjustedTemperatureFloat(unscaledTemp, posY - TerraGenConfig.seaLevel);
            float rainRel      = TerraGenConfig.GetRainFall(unscaledRain, posY) / 255f;
            float heightRel    = ((float)posY - TerraGenConfig.seaLevel) / ((float)mapheight - TerraGenConfig.seaLevel);
            float fertilityRel = TerraGenConfig.GetFertilityFromUnscaledTemp((int)(rainRel * 255), unscaledTemp, heightRel) / 255f;

            for (int j = forDepth; j < blockLayerConfig.Blocklayers.Length; j++)
            {
                BlockLayer bl = blockLayerConfig.Blocklayers[j];

                if (
                    temperature >= bl.MinTemp && temperature <= bl.MaxTemp &&
                    rainRel >= bl.MinRain && rainRel <= bl.MaxRain &&
                    fertilityRel >= bl.MinFertility && fertilityRel <= bl.MaxFertility &&
                    (float)posY / mapheight <= bl.MaxY
                    )
                {
                    int blockId = bl.GetBlockId(0.1, temperature, rainRel, fertilityRel, firstBlockId);
                    if (blockId != 0)
                    {
                        return(blocks[blockId]);
                    }
                }
            }

            return(defaultBlock);
        }
Example #4
0
        private void OnChunkColumnGen(IServerChunk[] chunks, int chunkX, int chunkZ, ITreeAttribute chunkGenParams = null)
        {
            IntMap climateMap = chunks[0].MapChunk.MapRegion.ClimateMap;
            ushort[] heightMap = chunks[0].MapChunk.RainHeightMap;

            int regionChunkSize = api.WorldManager.RegionSize / chunksize;
            int rlX = chunkX % regionChunkSize;
            int rlZ = chunkZ % regionChunkSize;

            float facC = (float)climateMap.InnerSize / regionChunkSize;
            int climateUpLeft = climateMap.GetUnpaddedInt((int)(rlX * facC), (int)(rlZ * facC));
            int climateUpRight = climateMap.GetUnpaddedInt((int)(rlX * facC + facC), (int)(rlZ * facC));
            int climateBotLeft = climateMap.GetUnpaddedInt((int)(rlX * facC), (int)(rlZ * facC + facC));
            int climateBotRight = climateMap.GetUnpaddedInt((int)(rlX * facC + facC), (int)(rlZ * facC + facC));

            for (int x = 0; x < chunksize; x++)
            {
                for (int z = 0; z < chunksize; z++)
                {
                    int posY = heightMap[z * chunksize + x];

                    int climate = GameMath.BiLerpRgbColor((float)x / chunksize, (float)z / chunksize, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);

                    float temp = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, posY - TerraGenConfig.seaLevel);

                    int prevY = posY;
                    if (PlaceSnowLayer(x, prevY, z, chunks, temp))
                    {
                        heightMap[z * chunksize + x]++;
                    }
                }
            }
        }
Example #5
0
        public virtual void GenDeposit(IServerChunk[] chunks, int chunkX, int chunkZ, BlockPos depoCenterPos, DepositVariant variant)
        {
            int lx = GameMath.Mod(depoCenterPos.X, chunksize);
            int lz = GameMath.Mod(depoCenterPos.Z, chunksize);

            // Check if suited for this area, climate wise
            if (variant.Climate != null)
            {
                IMapChunk originMapchunk = api.WorldManager.GetMapChunk(depoCenterPos.X / chunksize, depoCenterPos.Z / chunksize);

                if (originMapchunk == null)
                {
                    return;                         // Definition: Climate dependent deposits are limited to size 32x32x32
                }
                depoCenterPos.Y = originMapchunk.RainHeightMap[lz * chunksize + lx];

                IntDataMap2D climateMap = blockAccessor.GetMapRegion(depoCenterPos.X / regionSize, depoCenterPos.Z / regionSize).ClimateMap;

                float posXInRegionClimate = ((float)lx / regionSize - (float)lx / regionSize) * noiseSizeClimate;
                float posZInRegionClimate = ((float)lz / regionSize - (float)lz / regionSize) * noiseSizeClimate;

                int   climate = climateMap.GetUnpaddedColorLerped(posXInRegionClimate, posZInRegionClimate);
                float temp    = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, depoCenterPos.Y - TerraGenConfig.seaLevel);
                float rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, depoCenterPos.Y) / 255f;

                if (rainRel < variant.Climate.MinRain || rainRel > variant.Climate.MaxRain || temp < variant.Climate.MinTemp || temp > variant.Climate.MaxTemp)
                {
                    return;
                }
            }

            variant.GeneratorInst?.GenDeposit(blockAccessor, chunks, chunkX, chunkZ, depoCenterPos, ref subDepositsToPlace);
        }
        public NoiseClimateRealistic(long seed, double mapsizeZ) : base(seed + 1)
        {
            // We want the full range (from min temp to max temp) to pass every 50.000 blocks
            double climateBandWaveLength = 50000;

            // range must be divided by the climate map scaling
            halfRange = climateBandWaveLength / TerraGenConfig.climateMapScale / TerraGenConfig.climateMapSubScale;

            // We want the player to spawn in an area of temperature from 6 to 15 degrees
            float minTemp = 6;
            float maxTemp = 14;

            // Our temperature values are stored in a range from 0..255, so lets descale them
            int minTempDescaled = TerraGenConfig.DescaleTemperature(minTemp);
            int maxTempDescaled = TerraGenConfig.DescaleTemperature(maxTemp);

            // Chose one random value between min and max temp
            double rndTemp = minTempDescaled + NextInt(maxTempDescaled - minTempDescaled + 1);

            // A change of one degree
            double zPerDegDescaled = halfRange / 255;

            // We need to shift over z by this much to achieve 6-15 degrees
            zOffset = rndTemp * zPerDegDescaled;

            this.mapsizeZ = mapsizeZ;
        }
        internal void LoadTrees()
        {
            treeGenProps = api.Assets.Get("worldgen/treengenproperties.json").ToObject <TreeGenProperties>();
            treeGenProps.descVineMinTempRel = TerraGenConfig.DescaleTemperature(treeGenProps.vinesMinTemp) / 255f;

            treeGenerators.LoadTreeGenerators();

            random = new Random(api.WorldManager.Seed);

            worldheight = api.WorldManager.MapSizeY;
        }
        public NoiseClimateRealistic(long seed, double mapsizeZ, int polarEquatorDistance, int spawnMinTemp, int spawnMaxTemp) : base(seed + 1)
        {
            // range must be divided by the climate map scaling
            halfRange = polarEquatorDistance / TerraGenConfig.climateMapScale / TerraGenConfig.climateMapSubScale;

            // Our temperature values are stored in a range from 0..255, so lets descale them
            int minTempDescaled = TerraGenConfig.DescaleTemperature(spawnMinTemp);
            int maxTempDescaled = TerraGenConfig.DescaleTemperature(spawnMaxTemp);

            // Chose one random value between min and max temp
            double rndTemp = minTempDescaled + NextInt(maxTempDescaled - minTempDescaled + 1);

            // A change of one degree
            double zPerDegDescaled = halfRange / 255;

            // We need to shift over z by this much to achieve 6-15 degrees
            ZOffset = rndTemp * zPerDegDescaled - mapsizeZ / 2;
        }
        private void LoadBlockLayers(double posRand, float rainRel, float temperature, int unscaledTemp, int posY, int firstBlockId)
        {
            float heightRel    = ((float)posY - TerraGenConfig.seaLevel) / ((float)api.WorldManager.MapSizeY - TerraGenConfig.seaLevel);
            float fertilityRel = TerraGenConfig.GetFertilityFromUnscaledTemp((int)(rainRel * 255), unscaledTemp, heightRel) / 255f;



            float depthf = TerraGenConfig.SoilThickness(rainRel, temperature, posY - TerraGenConfig.seaLevel, 1f);
            int   depth  = (int)depthf;

            depth += (int)((depthf - depth) * rnd.NextDouble());

            BlockLayersIds.Clear();
            for (int j = 0; j < blockLayerConfig.Blocklayers.Length; j++)
            {
                BlockLayer bl = blockLayerConfig.Blocklayers[j];

                float tempDist = Math.Abs(temperature - GameMath.Clamp(temperature, bl.MinTemp, bl.MaxTemp));
                float rainDist = Math.Abs(rainRel - GameMath.Clamp(rainRel, bl.MinRain, bl.MaxRain));
                float fertDist = Math.Abs(fertilityRel - GameMath.Clamp(fertilityRel, bl.MinFertility, bl.MaxFertility));
                float yDist    = Math.Abs((float)posY / mapheight - GameMath.Min((float)posY / mapheight, bl.MaxY));


                if (tempDist + rainDist + fertDist + yDist <= posRand)
                {
                    int blockId = bl.GetBlockId(posRand, temperature, rainRel, fertilityRel, firstBlockId);
                    if (blockId != 0)
                    {
                        BlockLayersIds.Add(blockId);

                        // Would be correct, but doesn't seem to cause noticable problems
                        // so lets not add it for faster chunk gen
                        posY--;
                        temperature = TerraGenConfig.GetScaledAdjustedTemperatureFloat(unscaledTemp, posY - TerraGenConfig.seaLevel);
                        //  rainRel = TerraGenConfig.GetRainFall(unscaledRain, posY) / 255f;
                        heightRel    = ((float)posY - TerraGenConfig.seaLevel) / ((float)api.WorldManager.MapSizeY - TerraGenConfig.seaLevel);
                        fertilityRel = TerraGenConfig.GetFertilityFromUnscaledTemp((int)(rainRel * 255), unscaledTemp, heightRel) / 255f;
                    }
                }

                if (BlockLayersIds.Count >= depth)
                {
                    break;
                }
            }


            layersUnderWater = null;
            for (int j = 0; j < blockLayerConfig.LakeBedLayer.BlockCodeByMin.Length; j++)
            {
                LakeBedBlockCodeByMin lbbc = blockLayerConfig.LakeBedLayer.BlockCodeByMin[j];
                if (lbbc.Suitable(temperature, rainRel, (float)posY / api.WorldManager.MapSizeY, rnd))
                {
                    layersUnderWater = new int[] { lbbc.GetBlockForMotherRock(firstBlockId) };
                    break;
                }
            }
            if (layersUnderWater == null)
            {
                layersUnderWater = new int[0];
            }
        }
Example #10
0
        private void OnChunkColumnGeneration(IServerChunk[] chunks, int chunkX, int chunkZ, ITreeAttribute chunkGenParams = null)
        {
            rnd.InitPositionSeed(chunkX, chunkZ);

            IntDataMap2D forestMap  = chunks[0].MapChunk.MapRegion.ForestMap;
            IntDataMap2D climateMap = chunks[0].MapChunk.MapRegion.ClimateMap;
            IntDataMap2D beachMap   = chunks[0].MapChunk.MapRegion.BeachMap;

            ushort[] heightMap = chunks[0].MapChunk.RainHeightMap;

            int regionChunkSize = api.WorldManager.RegionSize / chunksize;
            int rdx             = chunkX % regionChunkSize;
            int rdz             = chunkZ % regionChunkSize;

            // Amount of data points per chunk
            float climateStep = (float)climateMap.InnerSize / regionChunkSize;
            float forestStep  = (float)forestMap.InnerSize / regionChunkSize;
            float beachStep   = (float)beachMap.InnerSize / regionChunkSize;

            // Retrieves the map data on the chunk edges
            int forestUpLeft   = forestMap.GetUnpaddedInt((int)(rdx * forestStep), (int)(rdz * forestStep));
            int forestUpRight  = forestMap.GetUnpaddedInt((int)(rdx * forestStep + forestStep), (int)(rdz * forestStep));
            int forestBotLeft  = forestMap.GetUnpaddedInt((int)(rdx * forestStep), (int)(rdz * forestStep + forestStep));
            int forestBotRight = forestMap.GetUnpaddedInt((int)(rdx * forestStep + forestStep), (int)(rdz * forestStep + forestStep));

            int beachUpLeft   = beachMap.GetUnpaddedInt((int)(rdx * beachStep), (int)(rdz * beachStep));
            int beachUpRight  = beachMap.GetUnpaddedInt((int)(rdx * beachStep + beachStep), (int)(rdz * beachStep));
            int beachBotLeft  = beachMap.GetUnpaddedInt((int)(rdx * beachStep), (int)(rdz * beachStep + beachStep));
            int beachBotRight = beachMap.GetUnpaddedInt((int)(rdx * beachStep + beachStep), (int)(rdz * beachStep + beachStep));


            // increasing x -> left to right
            // increasing z -> top to bottom

            float transitionSize = blockLayerConfig.blockLayerTransitionSize;


            for (int x = 0; x < chunksize; x++)
            {
                for (int z = 0; z < chunksize; z++)
                {
                    // Some weird randomnes stuff to hide fundamental bugs in the climate transition system :D T_T   (maybe not bugs but just fundamental shortcomings of using lerp on a very low resolution map)
                    float distx = (float)distort2dx.Noise(chunkX * chunksize + x, chunkZ * chunksize + z);
                    float distz = (float)distort2dz.Noise(chunkX * chunksize + x, chunkZ * chunksize + z);

                    double posRand        = (double)GameMath.MurmurHash3(x + chunkX * chunksize, 1, z + chunkZ * chunksize) / int.MaxValue;
                    double transitionRand = (posRand + 1) * transitionSize;

                    int posY = heightMap[z * chunksize + x];

                    int climate = climateMap.GetUnpaddedColorLerped(
                        rdx * climateStep + climateStep * (float)(x + distx) / chunksize,
                        rdz * climateStep + climateStep * (float)(z + distz) / chunksize
                        );

                    int   tempUnscaled = (climate >> 16) & 0xff;
                    int   rnd          = (int)(distx / 5);
                    float temp         = TerraGenConfig.GetScaledAdjustedTemperatureFloat(tempUnscaled, posY - TerraGenConfig.seaLevel + rnd);
                    float tempRel      = TerraGenConfig.GetAdjustedTemperature(tempUnscaled, posY - TerraGenConfig.seaLevel + rnd) / 255f;
                    float rainRel      = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, posY + rnd) / 255f;
                    float forestRel    = GameMath.BiLerp(forestUpLeft, forestUpRight, forestBotLeft, forestBotRight, (float)x / chunksize, (float)z / chunksize) / 255f;
                    float beachRel     = GameMath.BiLerp(beachUpLeft, beachUpRight, beachBotLeft, beachBotRight, (float)x / chunksize, (float)z / chunksize) / 255f;

                    int prevY = posY;

                    posY = PutLayers(transitionRand, x, posY, z, chunks, rainRel, temp, tempUnscaled, heightMap);
                    int blockID = chunks[0].MapChunk.TopRockIdMap[z * chunksize + x];

                    GenBeach(x, prevY, z, chunks, rainRel, temp, beachRel, blockID);
                    PlaceTallGrass(x, prevY, z, chunks, rainRel, tempRel, temp, forestRel);


                    // Try again to put layers if above sealevel and we found over 10 air blocks
                    int foundAir = 0;
                    while (posY >= TerraGenConfig.seaLevel - 1)
                    {
                        int chunkY  = posY / chunksize;
                        int lY      = posY % chunksize;
                        int index3d = (chunksize * lY + z) * chunksize + x;
                        int blockId = chunks[chunkY].Blocks[index3d];

                        if (blockId == 0)
                        {
                            foundAir++;
                        }
                        else
                        {
                            if (foundAir >= 8)
                            {
                                //temp = TerraGenConfig.GetScaledAdjustedTemperatureFloat(tempUnscaled, posY - TerraGenConfig.seaLevel);
                                //rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, posY) / 255f;
                                //PutLayers(transitionRand, x, posY, z, chunks, rainRel, temp, tempUnscaled, null);
                                break;
                            }
                            else
                            {
                                foundAir = 0;
                            }
                        }

                        posY--;
                    }
                }
            }
        }
Example #11
0
        /// <summary>
        /// forceInitialPosY is for subdeposits
        /// </summary>
        /// <param name="chunks"></param>
        /// <param name="chunkX"></param>
        /// <param name="chunkZ"></param>
        /// <param name="offsetX"></param>
        /// <param name="offsetZ"></param>
        /// <param name="variant"></param>
        /// <param name="forceInitialPosY"></param>
        /// <returns></returns>
        Dictionary <Vec3i, DepositVariant> GenDeposit(IServerChunk[] chunks, int chunkX, int chunkZ, int offsetX, int offsetZ, DepositVariant variant, int?forceInitialPosY = null)
        {
            Dictionary <Vec3i, DepositVariant> SubDepositsToPlace = new Dictionary <Vec3i, DepositVariant>();

            IMapChunk mapchunk = chunks[0].MapChunk;

            int radius = Math.Min(64, (int)variant.Radius.nextFloat(1, depositRand));

            if (radius <= 0)
            {
                return(SubDepositsToPlace);
            }

            // Let's deform that perfect circle a bit (+/- 25%)
            float deform  = GameMath.Clamp(depositRand.NextFloat() - 0.5f, -0.25f, 0.25f);
            int   radiusX = radius - (int)(radius * deform);
            int   radiusZ = radius + (int)(radius * deform);
            int   posY;

            // No need to caluclate further if this deposit won't be part of this chunk
            if (radiusX + offsetX < 0 || radiusZ + offsetZ < 0 || offsetX - radiusX >= chunksize || offsetZ - radiusZ >= chunksize)
            {
                return(SubDepositsToPlace);
            }


            IMapChunk originMapchunk = null;
            int       origPosY       = 0;

            int lx = GameMath.Mod(offsetX, chunksize);
            int lz = GameMath.Mod(offsetZ, chunksize);

            if (variant.MaxY < 1 || variant.CheckClimate)
            {
                originMapchunk = api.WorldManager.GetMapChunk((chunkX * chunksize + offsetX) / chunksize, (chunkZ * chunksize + offsetZ) / chunksize);
                if (originMapchunk == null)
                {
                    return(SubDepositsToPlace);                        // argh >.<
                }
                origPosY = originMapchunk.RainHeightMap[lz * chunksize + lx];
                if ((float)origPosY / api.World.BlockAccessor.MapSizeY > variant.MaxY)
                {
                    return(SubDepositsToPlace);
                }
            }



            // Check if suited for this area, climate wise
            if (variant.CheckClimate)
            {
                IntMap climateMap = api.World.BlockAccessor.GetMapRegion((chunkX * chunksize + offsetX) / regionSize, (chunkZ * chunksize + offsetZ) / regionSize).ClimateMap;

                float posXInRegionClimate = ((float)lx / regionSize - lx / regionSize) * noiseSizeClimate;
                float posZInRegionClimate = ((float)lz / regionSize - lz / regionSize) * noiseSizeClimate;

                int   climate = climateMap.GetUnpaddedColorLerped(posXInRegionClimate, posZInRegionClimate);
                float temp    = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, origPosY - TerraGenConfig.seaLevel);
                float rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, origPosY) / 255f;

                if (rainRel < variant.MinRain || rainRel > variant.MaxRain || temp < variant.MinTemp || temp > variant.MaxTemp)
                {
                    return(SubDepositsToPlace);
                }
            }


            // Ok generate
            float th        = variant.Thickness.nextFloat(1, depositRand);
            int   thickness = (int)th + (depositRand.NextFloat() < th - (int)th ? 1 : 0);

            float xRadSqInv = 1f / (radiusX * radiusX);
            float zRadSqInv = 1f / (radiusZ * radiusZ);

            int  blockIndex    = 0;
            bool parentBlockOk = false;

            float depthf;

            bool shouldGenSurfaceDeposit = depositRand.NextFloat() > 0.35f && variant.SurfaceBlockCode != null;

            if (forceInitialPosY != null)
            {
                depthf = (float)forceInitialPosY / mapchunk.WorldGenTerrainHeightMap[offsetX * chunksize + offsetZ];
            }
            else
            {
                depthf = variant.Depth.nextFloat(1, depositRand);
            }

            int depthi = (int)depthf;

            int topLeft  = 2 * depositRand.NextInt(radiusX + 1) - radiusX;
            int topRight = 2 * depositRand.NextInt(radiusZ + 1) - radiusZ;
            int botLeft  = 2 * depositRand.NextInt(radiusX + 1) - radiusX;
            int botRight = 2 * depositRand.NextInt(radiusZ + 1) - radiusZ;
            int yOff     = 0;

            // Only generate inside this current chunk column
            int minx = GameMath.Clamp(offsetX - radiusX, 0, chunksize);
            int maxx = GameMath.Clamp(offsetX + radiusX, 0, chunksize);
            int minz = GameMath.Clamp(offsetZ - radiusZ, 0, chunksize);
            int maxz = GameMath.Clamp(offsetZ + radiusZ, 0, chunksize);

            float invChunkAreaSize = 1f / (chunksize * chunksize);

            for (int x = minx; x < maxx; x++)
            {
                float xSq = (x - offsetX) * (x - offsetX) * xRadSqInv;
                for (int z = minz; z < maxz; z++)
                {
                    if (xSq + (z - offsetZ) * (z - offsetZ) * zRadSqInv > 1)
                    {
                        continue;
                    }

                    if (variant.Placement == EnumDepositPlacement.FollowSurfaceBelow)
                    {
                        posY = mapchunk.WorldGenTerrainHeightMap[z * chunksize + x] - depthi;
                    }
                    else if (variant.Placement == EnumDepositPlacement.FollowSurface)
                    {
                        yOff = (int)GameMath.BiLerp(topLeft, topRight, botLeft, botRight, (x - offsetX + radiusX) / (2f * radiusX), (z - offsetZ + radiusZ) / (2f * radiusZ));

                        posY = (int)(depthf * mapchunk.WorldGenTerrainHeightMap[z * chunksize + x]) + yOff / 2;
                    }
                    else if (variant.Placement == EnumDepositPlacement.Straight)
                    {
                        posY = (int)(depthf * mapchunk.WorldGenTerrainHeightMap[z * chunksize + x]);
                    }
                    else
                    {
                        yOff = (int)GameMath.BiLerp(topLeft, topRight, botLeft, botRight, (x - offsetX + radiusX) / (2f * radiusX), (z - offsetZ + radiusZ) / (2f * radiusZ));

                        posY = depthi + yOff;
                    }

                    // Some deposits may not appear all over cliffs
                    if (variant.CheckClimate && Math.Abs(origPosY - posY) > variant.MaxYRoughness)
                    {
                        continue;
                    }

                    for (int y = 0; y < thickness; y++)
                    {
                        if (posY <= 1 || posY >= worldheight)
                        {
                            continue;
                        }

                        long   index3d = ((posY % chunksize) * chunksize + z) * chunksize + x;
                        ushort blockId = chunks[posY / chunksize].Blocks[index3d];

                        // Check if we are in mother material, but only if it has changed since last iteration (should reduce amount of these checks by 50-100%)
                        parentBlockOk = false;
                        for (int i = 0; i < variant.ParentBlockIds.Length; i++)
                        {
                            if (variant.ParentBlockIds[i] == blockId)
                            {
                                parentBlockOk = true;
                                blockIndex    = i;
                                break;
                            }
                        }

                        if (parentBlockOk)
                        {
                            if (variant.WithBlockCallback)
                            {
                                tmpPos.Set(chunkX * chunksize + x, posY, chunkZ * chunksize + z);
                                blockTypes[variant.BlockIds[blockIndex]].TryPlaceBlockForWorldGen(blockAccessor, tmpPos, BlockFacing.UP);
                            }
                            else
                            {
                                chunks[posY / chunksize].Blocks[index3d] = variant.BlockIds[blockIndex];
                            }


                            for (int i = 0; i < variant.ChildDeposits.Length; i++)
                            {
                                float rndVal   = depositRand.NextFloat();
                                float quantity = variant.ChildDeposits[i].Quantity * invChunkAreaSize;

                                if (quantity > rndVal)
                                {
                                    Vec3i pos = new Vec3i(x, posY, z);

                                    if (ShouldPlaceAdjustedForOreMap(variant.ChildDeposits[i], chunkX * chunksize + x, chunkZ * chunksize + z, quantity, rndVal))
                                    {
                                        SubDepositsToPlace[pos] = variant.ChildDeposits[i];
                                    }
                                }
                            }

                            if (shouldGenSurfaceDeposit)
                            {
                                int   surfaceY = mapchunk.RainHeightMap[z * chunksize + x];
                                int   depth    = surfaceY - posY;
                                float chance   = variant.SurfaceBlockChance * Math.Max(0, 1 - depth / 8f);
                                if (depositRand.NextFloat() < chance)
                                {
                                    index3d = (((surfaceY + 1) % chunksize) * chunksize + z) * chunksize + x;

                                    Block belowBlock = api.World.Blocks[chunks[surfaceY / chunksize].Blocks[((surfaceY % chunksize) * chunksize + z) * chunksize + x]];

                                    if (belowBlock.SideSolid[BlockFacing.UP.Index] && chunks[(surfaceY + 1) / chunksize].Blocks[index3d] == 0)
                                    {
                                        chunks[(surfaceY + 1) / chunksize].Blocks[index3d] = variant.SurfaceBlockIds[blockIndex];
                                    }
                                }
                            }
                        }

                        posY--;
                    }
                }
            }

            return(SubDepositsToPlace);
        }
Example #12
0
        private void OnChunkColumnGen(IServerChunk[] chunks, int chunkX, int chunkZ, ITreeAttribute chunkGenParams = null)
        {
            landforms = NoiseLandforms.landforms;
            IMapChunk mapchunk = chunks[0].MapChunk;

            int climateUpLeft;
            int climateUpRight;
            int climateBotLeft;
            int climateBotRight;

            IntDataMap2D climateMap      = chunks[0].MapChunk.MapRegion.ClimateMap;
            int          regionChunkSize = api.WorldManager.RegionSize / chunksize;
            float        fac             = (float)climateMap.InnerSize / regionChunkSize;
            int          rlX             = chunkX % regionChunkSize;
            int          rlZ             = chunkZ % regionChunkSize;

            climateUpLeft   = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac));
            climateUpRight  = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac));
            climateBotLeft  = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac + fac));
            climateBotRight = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac + fac));

            int freezingTemp = -17;


            IntDataMap2D landformMap = mapchunk.MapRegion.LandformMap;
            // Amount of pixels for each chunk (probably 1, 2, or 4) in the land form map
            float chunkPixelSize = landformMap.InnerSize / regionChunkSize;
            // Adjusted lerp for the noiseWidth
            float chunkPixelStep = chunkPixelSize / noiseWidth;
            // Start coordinates for the chunk in the region map
            float baseX = (chunkX % regionChunkSize) * chunkPixelSize;
            float baseZ = (chunkZ % regionChunkSize) * chunkPixelSize;


            LerpedWeightedIndex2DMap landLerpMap = GetOrLoadLerpedLandformMap(chunks[0].MapChunk, chunkX / regionChunkSize, chunkZ / regionChunkSize);

            // Terrain octaves
            double[] octNoiseX0, octNoiseX1, octNoiseX2, octNoiseX3;
            double[] octThX0, octThX1, octThX2, octThX3;

            // So it seems we have some kind of off-by-one error here?
            // When the slope of a mountain goes up (in positive z or x direction), particularly at large word heights (512+)
            // then the last blocks (again in postive x/z dir) are below of where they should be?
            // I have no idea why, but this offset seems to greatly mitigate the issue
            float weirdOffset = 0.25f;

            chunkPixelSize += weirdOffset;

            GetInterpolatedOctaves(landLerpMap[baseX, baseZ], out octNoiseX0, out octThX0);
            GetInterpolatedOctaves(landLerpMap[baseX + chunkPixelSize, baseZ], out octNoiseX1, out octThX1);
            GetInterpolatedOctaves(landLerpMap[baseX, baseZ + chunkPixelSize], out octNoiseX2, out octThX2);
            GetInterpolatedOctaves(landLerpMap[baseX + chunkPixelSize, baseZ + chunkPixelSize], out octNoiseX3, out octThX3);


            double[] terrainNoise3d = GetTerrainNoise3D(octNoiseX0, octNoiseX1, octNoiseX2, octNoiseX3, octThX0, octThX1, octThX2, octThX3, chunkX * noiseWidth, 0, chunkZ * noiseWidth);

            // Store heightmap in the map chunk
            ushort[] rainheightmap    = chunks[0].MapChunk.RainHeightMap;
            ushort[] terrainheightmap = chunks[0].MapChunk.WorldGenTerrainHeightMap;


            // Terrain thresholds
            double tnoiseY0;
            double tnoiseY1;
            double tnoiseY2;
            double tnoiseY3;
            double tnoiseGainY0;
            double tnoiseGainY1;
            double tnoiseGainY2;
            double tnoiseGainY3;


            double thNoiseX0;
            double thNoiseX1;
            double thNoiseGainX0;
            double thNoiseGainX1;
            double thNoiseGainZ0;
            double thNoiseZ0;

            float[] terrainThresholdsX0 = new float[api.WorldManager.MapSizeY];
            float[] terrainThresholdsX1 = new float[api.WorldManager.MapSizeY];
            float[] terrainThresholdsX2 = new float[api.WorldManager.MapSizeY];
            float[] terrainThresholdsX3 = new float[api.WorldManager.MapSizeY];



            for (int xN = 0; xN < noiseWidth; xN++)
            {
                for (int zN = 0; zN < noiseWidth; zN++)
                {
                    // Landform thresholds
                    LoadInterpolatedThresholds(landLerpMap[baseX + xN * chunkPixelStep, baseZ + zN * chunkPixelStep], terrainThresholdsX0);
                    LoadInterpolatedThresholds(landLerpMap[baseX + (xN + 1) * chunkPixelStep, baseZ + zN * chunkPixelStep], terrainThresholdsX1);
                    LoadInterpolatedThresholds(landLerpMap[baseX + xN * chunkPixelStep, baseZ + (zN + 1) * chunkPixelStep], terrainThresholdsX2);
                    LoadInterpolatedThresholds(landLerpMap[baseX + (xN + 1) * chunkPixelStep, baseZ + (zN + 1) * chunkPixelStep], terrainThresholdsX3);

                    for (int yN = 0; yN < noiseHeight; yN++)
                    {
                        // Terrain noise
                        tnoiseY0 = terrainNoise3d[NoiseIndex3d(xN, yN, zN)];
                        tnoiseY1 = terrainNoise3d[NoiseIndex3d(xN, yN, zN + 1)];
                        tnoiseY2 = terrainNoise3d[NoiseIndex3d(xN + 1, yN, zN)];
                        tnoiseY3 = terrainNoise3d[NoiseIndex3d(xN + 1, yN, zN + 1)];

                        tnoiseGainY0 = (terrainNoise3d[NoiseIndex3d(xN, yN + 1, zN)] - tnoiseY0) * lerpDeltaVert;
                        tnoiseGainY1 = (terrainNoise3d[NoiseIndex3d(xN, yN + 1, zN + 1)] - tnoiseY1) * lerpDeltaVert;
                        tnoiseGainY2 = (terrainNoise3d[NoiseIndex3d(xN + 1, yN + 1, zN)] - tnoiseY2) * lerpDeltaVert;
                        tnoiseGainY3 = (terrainNoise3d[NoiseIndex3d(xN + 1, yN + 1, zN + 1)] - tnoiseY3) * lerpDeltaVert;


                        for (int y = 0; y < lerpVer; y++)
                        {
                            int posY   = yN * lerpVer + y;
                            int chunkY = posY / chunksize;
                            int localY = posY % chunksize;

                            // For Terrain noise
                            double tnoiseX0 = tnoiseY0;
                            double tnoiseX1 = tnoiseY1;

                            double tnoiseGainX0 = (tnoiseY2 - tnoiseY0) * lerpDeltaHor;
                            double tnoiseGainX1 = (tnoiseY3 - tnoiseY1) * lerpDeltaHor;

                            // Landform thresholds lerp
                            thNoiseX0 = terrainThresholdsX0[posY];
                            thNoiseX1 = terrainThresholdsX2[posY];

                            thNoiseGainX0 = (terrainThresholdsX1[posY] - thNoiseX0) * lerpDeltaHor;
                            thNoiseGainX1 = (terrainThresholdsX3[posY] - thNoiseX1) * lerpDeltaHor;

                            for (int x = 0; x < lerpHor; x++)
                            {
                                // For terrain noise
                                double tnoiseZ0     = tnoiseX0;
                                double tnoiseGainZ0 = (tnoiseX1 - tnoiseX0) * lerpDeltaHor;

                                // Landform
                                thNoiseZ0     = thNoiseX0;
                                thNoiseGainZ0 = (thNoiseX1 - thNoiseX0) * lerpDeltaHor;

                                for (int z = 0; z < lerpHor; z++)
                                {
                                    int lX = xN * lerpHor + x;
                                    int lZ = zN * lerpHor + z;

                                    int mapIndex   = ChunkIndex2d(lX, lZ);
                                    int chunkIndex = ChunkIndex3d(lX, localY, lZ);

                                    chunks[chunkY].Blocks[chunkIndex] = 0;

                                    if (posY == 0)
                                    {
                                        chunks[chunkY].Blocks[chunkIndex] = GlobalConfig.mantleBlockId;
                                        continue;
                                    }


                                    if (tnoiseZ0 > thNoiseZ0)
                                    {
                                        terrainheightmap[mapIndex] = rainheightmap[mapIndex] = (ushort)Math.Max(rainheightmap[mapIndex], posY);

                                        chunks[chunkY].Blocks[chunkIndex] = GlobalConfig.defaultRockId;
                                    }
                                    else
                                    {
                                        if (posY < TerraGenConfig.seaLevel)
                                        {
                                            terrainheightmap[mapIndex] = rainheightmap[mapIndex] = (ushort)Math.Max(rainheightmap[mapIndex], posY);

                                            if (posY == TerraGenConfig.seaLevel - 1)
                                            {
                                                int   temp    = (GameMath.BiLerpRgbColor(((float)lX) / chunksize, ((float)lZ) / chunksize, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight) >> 16) & 0xff;
                                                float distort = (float)distort2dx.Noise(chunkX * chunksize + lX, chunkZ * chunksize + lZ) / 20f;
                                                float tempf   = TerraGenConfig.GetScaledAdjustedTemperatureFloat(temp, 0) + distort;

                                                chunks[chunkY].Blocks[chunkIndex] = (tempf < freezingTemp) ? GlobalConfig.lakeIceBlockId : GlobalConfig.waterBlockId;
                                            }
                                            else
                                            {
                                                chunks[chunkY].Blocks[chunkIndex] = GlobalConfig.waterBlockId;
                                            }
                                        }
                                        else
                                        {
                                            chunks[chunkY].Blocks[chunkIndex] = 0;
                                        }
                                    }

                                    tnoiseZ0  += tnoiseGainZ0;
                                    thNoiseZ0 += thNoiseGainZ0;
                                }

                                tnoiseX0 += tnoiseGainX0;
                                tnoiseX1 += tnoiseGainX1;

                                thNoiseX0 += thNoiseGainX0;
                                thNoiseX1 += thNoiseGainX1;
                            }

                            tnoiseY0 += tnoiseGainY0;
                            tnoiseY1 += tnoiseGainY1;
                            tnoiseY2 += tnoiseGainY2;
                            tnoiseY3 += tnoiseGainY3;
                        }
                    }
                }
            }

            ushort ymax = 0;

            for (int i = 0; i < rainheightmap.Length; i++)
            {
                ymax = Math.Max(ymax, rainheightmap[i]);
            }
            chunks[0].MapChunk.YMax = ymax;
        }
Example #13
0
        private void OnChunkColumnGen(IServerChunk[] chunks, int chunkX, int chunkZ, ITreeAttribute chunkGenParams = null)
        {
            IntDataMap2D climateMap      = chunks[0].MapChunk.MapRegion.ClimateMap;
            int          regionChunkSize = api.WorldManager.RegionSize / chunksize;
            float        fac             = (float)climateMap.InnerSize / regionChunkSize;
            int          rlX             = chunkX % regionChunkSize;
            int          rlZ             = chunkZ % regionChunkSize;

            int climateUpLeft   = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac));
            int climateUpRight  = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac));
            int climateBotLeft  = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac + fac));
            int climateBotRight = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac + fac));

            int climateMid = GameMath.BiLerpRgbColor(0.5f, 0.5f, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);

            // 16-23 bits = Red = temperature
            // 8-15 bits = Green = rain
            // 0-7 bits = Blue = humidity

            int rain     = (climateMid >> 8) & 0xff;
            int humidity = climateMid & 0xff;
            int temp     = (climateMid >> 16) & 0xff;


            int quantityRivulets = (int)(80 * (rain + humidity) / 255f) * (api.WorldManager.MapSizeY / chunksize) - Math.Max(0, 100 - temp);
            int fx, fy, fz;

            float sealeveltemp = TerraGenConfig.GetScaledAdjustedTemperatureFloat(temp, 0);

            if (sealeveltemp < -15)
            {
                return;
            }

            while (quantityRivulets-- > 0)
            {
                int dx = 1 + rnd.Next(chunksize - 2);
                int y  = 1 + rnd.Next(api.WorldManager.MapSizeY - 2);
                int dz = 1 + rnd.Next(chunksize - 2);

                int quantitySolid = 0;
                int quantityAir   = 0;
                for (int i = 0; i < BlockFacing.NumberOfFaces; i++)
                {
                    BlockFacing facing = BlockFacing.ALLFACES[i];
                    fx = dx + facing.Normali.X;
                    fy = y + facing.Normali.Y;
                    fz = dz + facing.Normali.Z;

                    Block block = api.World.Blocks[
                        chunks[fy / chunksize].Blocks[(chunksize * (fy % chunksize) + fz) * chunksize + fx]
                                  ];

                    bool solid = block.BlockMaterial == EnumBlockMaterial.Stone;
                    quantitySolid += solid ? 1 : 0;
                    quantityAir   += (block.BlockMaterial == EnumBlockMaterial.Air) ? 1 : 0;

                    if (!solid && facing == BlockFacing.UP)
                    {
                        quantitySolid = 0;
                    }
                }

                if (quantitySolid != 5 || quantityAir != 1)
                {
                    continue;
                }

                chunks[y / chunksize].Blocks[(chunksize * (y % chunksize) + dz) * chunksize + dx] = y < 24 ? GlobalConfig.lavaBlockId : GlobalConfig.waterBlockId;

                BlockPos pos = new BlockPos(chunkX * chunksize + dx, y, chunkZ * chunksize + dz);
                blockAccessor.ScheduleBlockUpdate(pos);
            }
        }
Example #14
0
        void genTrees(int chunkX, int chunkZ)
        {
            int   climate = GameMath.BiLerpRgbColor((float)0.5f, (float)0.5f, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);
            float wetrel  = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, heightmap[(chunksize / 2) * chunksize + chunksize / 2]) / 255f;
            float dryrel  = 1 - wetrel;

            float drypenalty = 1 - GameMath.Clamp(2f * (dryrel - 0.5f), 0, 0.8f); // Reduce tree generation by up to 70% in low rain places
            float wetboost   = 1 + 3 * Math.Max(0, wetrel - 0.75f);

            int   triesTrees = (int)(treeSupplier.treeGenProps.treesPerChunk.nextFloat() * drypenalty * wetboost);
            int   dx, dz, x, z;
            Block block;

            while (triesTrees > 0)
            {
                triesTrees--;

                dx = rnd.NextInt(chunksize);
                dz = rnd.NextInt(chunksize);
                x  = dx + chunkX * chunksize;
                z  = dz + chunkZ * chunksize;

                int y = heightmap[dz * chunksize + dx];
                if (y <= 0 || y >= worldheight - 15)
                {
                    continue;
                }

                tmpPos.Set(x, y, z);
                block = blockAccessor.GetBlock(tmpPos);
                if (block.Fertility == 0)
                {
                    continue;
                }

                // Place according to forest value
                float treeDensity = GameMath.BiLerp(forestUpLeft, forestUpRight, forestBotLeft, forestBotRight, (float)dx / chunksize, (float)dz / chunksize);
                climate = GameMath.BiLerpRgbColor((float)dx / chunksize, (float)dz / chunksize, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);
                //float shrubChance = GameMath.BiLerp(shrubUpLeft, shrubUpRight, shrubBotLeft, shrubBotRight, (float)dx / chunksize, (float)dz / chunksize);

                treeDensity = GameMath.Clamp(treeDensity + forestMod * 255, 0, 255);

                float treeDensityNormalized = treeDensity / 255f;



                // 1 in 400 chance to always spawn a tree
                // otherwise go by tree density using a quadratic drop off to create clearer forest edges
                if (rnd.NextDouble() > Math.Max(0.0025, treeDensityNormalized * treeDensityNormalized) || forestMod <= -1)
                {
                    continue;
                }
                TreeGenForClimate treegenParams = treeSupplier.GetRandomTreeGenForClimate(climate, (int)treeDensity, y);

                if (treegenParams != null)
                {
                    bool canGen = true;
                    for (int i = 0; i < structuresIntersectingChunk.Count; i++)
                    {
                        if (structuresIntersectingChunk[i].Location.Contains(tmpPos))
                        {
                            canGen = false; break;
                        }
                    }
                    if (!canGen)
                    {
                        continue;
                    }

                    if (blockAccessor.GetBlock(tmpPos.X, tmpPos.Y, tmpPos.Z).Replaceable >= 6000)
                    {
                        tmpPos.Y--;
                    }

                    treegenParams.treeGen.GrowTree(
                        blockAccessor,
                        tmpPos,
                        treegenParams.size,
                        treegenParams.vinesGrowthChance
                        );
                }
            }
        }
Example #15
0
        private void OnChunkColumnGen(IServerChunk[] chunks, int chunkX, int chunkZ, ITreeAttribute chunkGenParams = null)
        {
            rand.InitPositionSeed(chunkX, chunkZ);

            ushort[] heightmap = chunks[0].MapChunk.RainHeightMap;

            IntDataMap2D climateMap      = chunks[0].MapChunk.MapRegion.ClimateMap;
            int          regionChunkSize = api.WorldManager.RegionSize / chunksize;
            float        fac             = (float)climateMap.InnerSize / regionChunkSize;
            int          rlX             = chunkX % regionChunkSize;
            int          rlZ             = chunkZ % regionChunkSize;

            climateUpLeft   = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac));
            climateUpRight  = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac));
            climateBotLeft  = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac + fac));
            climateBotRight = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac + fac));

            int climateMid = GameMath.BiLerpRgbColor(0.5f, 0.5f, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);

            // 16-23 bits = Red = temperature
            // 8-15 bits = Green = rain
            // 0-7 bits = Blue = humidity

            int rain     = (climateMid >> 8) & 0xff;
            int humidity = climateMid & 0xff;
            int temp     = (climateMid >> 16) & 0xff;

            // Lake density at chunk center
            float pondDensity = 4 * (rain + humidity) / 255f;

            float sealeveltemp = TerraGenConfig.GetScaledAdjustedTemperatureFloat(temp, 0);

            // Less lakes where its below -5 degrees
            pondDensity -= Math.Max(0, 5 - sealeveltemp);

            float maxTries = pondDensity * 10;

            int dx, dz;

            int baseX = chunkX * chunksize;
            int baseZ = chunkZ * chunksize;


            while (maxTries-- > 0)
            {
                if (maxTries < 1 && rand.NextDouble() > maxTries)
                {
                    break;
                }

                dx = rand.NextInt(chunksize);
                dz = rand.NextInt(chunksize);

                pondYPos = heightmap[dz * chunksize + dx] + 1;
                if (pondYPos <= 0 || pondYPos >= mapheight - 1)
                {
                    return;
                }

                TryPlacePondAt(dx, pondYPos, dz, chunkX, chunkZ);
            }

            maxTries = 600;
            while (maxTries-- > 0)
            {
                if (maxTries < 1 && rand.NextDouble() > maxTries)
                {
                    break;
                }

                dx = rand.NextInt(chunksize);
                dz = rand.NextInt(chunksize);

                pondYPos = (int)(rand.NextDouble() * heightmap[dz * chunksize + dx]);
                if (pondYPos <= 0 || pondYPos >= mapheight - 1)
                {
                    return;
                }

                int chunkY  = pondYPos / chunksize;
                int dy      = pondYPos % chunksize;
                int blockID = chunks[chunkY].Blocks[(dy * chunksize + dz) * chunksize + dx];

                while (blockID == 0 && pondYPos > 20)
                {
                    pondYPos--;

                    chunkY  = pondYPos / chunksize;
                    dy      = pondYPos % chunksize;
                    blockID = chunks[chunkY].Blocks[(dy * chunksize + dz) * chunksize + dx];

                    if (blockID != 0)
                    {
                        //blockAccessor.SetBlock(63, new BlockPos(dx + baseX, pondYPos, dz + baseZ));
                        TryPlacePondAt(dx, pondYPos, dz, chunkX, chunkZ);
                    }
                }
            }
        }
Example #16
0
        public void TryPlacePondAt(int dx, int pondYPos, int dz, int chunkX, int chunkZ, int depth = 0)
        {
            searchPositionsDeltas.Clear();
            pondPositions.Clear();

            // Clear Array
            for (int i = 0; i < didCheckPosition.Length; i++)
            {
                didCheckPosition[i] = false;
            }


            int   basePosX = chunkX * chunksize;
            int   basePosZ = chunkZ * chunksize;
            Vec2i tmp      = new Vec2i();


            searchPositionsDeltas.Enqueue(new Vec2i(dx, dz));
            pondPositions.Enqueue(new Vec2i(basePosX + dx, basePosZ + dz));
            didCheckPosition[(dz + mapOffset) * searchSize + dx + mapOffset] = true;


            while (searchPositionsDeltas.Count > 0)
            {
                Vec2i p = searchPositionsDeltas.Dequeue();

                foreach (BlockFacing facing in BlockFacing.HORIZONTALS)
                {
                    ndx = p.X + facing.Normali.X;
                    ndz = p.Y + facing.Normali.Z;

                    tmp.Set(chunkX * chunksize + ndx, chunkZ * chunksize + ndz);

                    Block belowBlock = blockAccessor.GetBlock(tmp.X, pondYPos - 1, tmp.Y);

                    bool inBoundary = ndx > minBoundary && ndz > minBoundary && ndx < maxBoundary && ndz < maxBoundary;

                    // Only continue when within our 3x3 chunk search area and having a more or less solid block below (or water)
                    if (inBoundary && (belowBlock.Replaceable < 6000 || belowBlock.BlockId == GlobalConfig.waterBlockId))
                    {
                        int arrayIndex = (ndz + mapOffset) * searchSize + ndx + mapOffset;

                        // Already checked or did we reach a pond border?
                        if (!didCheckPosition[arrayIndex] && blockAccessor.GetBlock(tmp.X, pondYPos, tmp.Y).Replaceable >= 6000)
                        {
                            searchPositionsDeltas.Enqueue(new Vec2i(ndx, ndz));
                            pondPositions.Enqueue(tmp.Copy());

                            didCheckPosition[arrayIndex] = true;
                        }
                    }
                    else
                    {
                        pondPositions.Clear();
                        searchPositionsDeltas.Clear();
                        return;
                    }
                }
            }

            if (pondPositions.Count == 0)
            {
                return;
            }


            int          curChunkX, curChunkZ;
            int          prevChunkX = -1, prevChunkZ = -1;
            int          regionChunkSize    = api.WorldManager.RegionSize / chunksize;
            IMapChunk    mapchunk           = null;
            IServerChunk chunk              = null;
            IServerChunk chunkOneBlockBelow = null;

            int ly = GameMath.Mod(pondYPos, chunksize);

            bool extraPondDepth = rand.NextDouble() > 0.5;
            bool withSeabed     = extraPondDepth || pondPositions.Count > 16;

            foreach (Vec2i p in pondPositions)
            {
                curChunkX = p.X / chunksize;
                curChunkZ = p.Y / chunksize;

                int lx = GameMath.Mod(p.X, chunksize);
                int lz = GameMath.Mod(p.Y, chunksize);

                // Get correct chunk and correct climate data if we don't have it already
                if (curChunkX != prevChunkX || curChunkZ != prevChunkZ)
                {
                    chunk = (IServerChunk)blockAccessor.GetChunk(curChunkX, pondYPos / chunksize, curChunkZ);
                    if (chunk == null)
                    {
                        chunk = api.WorldManager.GetChunk(curChunkX, pondYPos / chunksize, curChunkZ);
                    }
                    chunk.Unpack();

                    if (ly == 0)
                    {
                        chunkOneBlockBelow = ((IServerChunk)blockAccessor.GetChunk(curChunkX, (pondYPos - 1) / chunksize, curChunkZ));
                        if (chunkOneBlockBelow == null)
                        {
                            return;
                        }
                        chunkOneBlockBelow.Unpack();
                    }
                    else
                    {
                        chunkOneBlockBelow = chunk;
                    }

                    mapchunk = chunk.MapChunk;
                    IntDataMap2D climateMap = mapchunk.MapRegion.ClimateMap;

                    float fac = (float)climateMap.InnerSize / regionChunkSize;
                    int   rlX = curChunkX % regionChunkSize;
                    int   rlZ = curChunkZ % regionChunkSize;

                    climateUpLeft   = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac));
                    climateUpRight  = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac));
                    climateBotLeft  = climateMap.GetUnpaddedInt((int)(rlX * fac), (int)(rlZ * fac + fac));
                    climateBotRight = climateMap.GetUnpaddedInt((int)(rlX * fac + fac), (int)(rlZ * fac + fac));

                    prevChunkX = curChunkX;
                    prevChunkZ = curChunkZ;

                    chunkOneBlockBelow.MarkModified();
                    chunk.MarkModified();
                }


                // Raise heightmap by 1
                mapchunk.RainHeightMap[lz * chunksize + lx] = Math.Max(mapchunk.RainHeightMap[lz * chunksize + lx], (ushort)pondYPos);

                // Identify correct climate at this position
                int   climate = GameMath.BiLerpRgbColor((float)lx / chunksize, (float)lz / chunksize, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);
                float temp    = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, pondYPos - TerraGenConfig.seaLevel);


                // 1. Place water or ice block
                chunk.Blocks[(ly * chunksize + lz) * chunksize + lx] = temp < -5 ? GlobalConfig.lakeIceBlockId : GlobalConfig.waterBlockId;


                // 2. Let's make a nice muddy gravely sea bed
                if (!withSeabed)
                {
                    continue;
                }

                // Need to check the block below first
                int index = ly == 0 ?
                            ((31 * chunksize + lz) * chunksize + lx) :
                            (((ly - 1) * chunksize + lz) * chunksize + lx)
                ;

                Block belowBlock = api.World.Blocks[chunkOneBlockBelow.Blocks[index]];

                // Water below? Seabed already placed
                if (belowBlock.IsLiquid())
                {
                    continue;
                }

                float rainRel     = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, pondYPos) / 255f;
                int   rockBlockId = mapchunk.TopRockIdMap[lz * chunksize + lx];
                if (rockBlockId == 0)
                {
                    continue;
                }

                for (int i = 0; i < lakebedLayerConfig.BlockCodeByMin.Length; i++)
                {
                    if (lakebedLayerConfig.BlockCodeByMin[i].Suitable(temp, rainRel, (float)pondYPos / mapheight, rand))
                    {
                        chunkOneBlockBelow.Blocks[index] = lakebedLayerConfig.BlockCodeByMin[i].GetBlockForMotherRock(rockBlockId);
                        break;
                    }
                }
            }


            if (pondPositions.Count > 0 && extraPondDepth)
            {
                TryPlacePondAt(dx, pondYPos + 1, dz, chunkX, chunkZ, depth + 1);
            }
        }
Example #17
0
        private void OnChunkColumnGeneration(IServerChunk[] chunks, int chunkX, int chunkZ)
        {
            IntMap forestMap  = chunks[0].MapChunk.MapRegion.ForestMap;
            IntMap climateMap = chunks[0].MapChunk.MapRegion.ClimateMap;

            ushort[] heightMap = chunks[0].MapChunk.RainHeightMap;

            int regionChunkSize = api.WorldManager.RegionSize / chunksize;
            int rlX             = chunkX % regionChunkSize;
            int rlZ             = chunkZ % regionChunkSize;

            // "Pixels per chunk"
            float facF = (float)forestMap.InnerSize / regionChunkSize;

            // Retrieves the map data on the chunk edges
            int forestUpLeft   = forestMap.GetUnpaddedInt((int)(rlX * facF), (int)(rlZ * facF));
            int forestUpRight  = forestMap.GetUnpaddedInt((int)(rlX * facF + facF), (int)(rlZ * facF));
            int forestBotLeft  = forestMap.GetUnpaddedInt((int)(rlX * facF), (int)(rlZ * facF + facF));
            int forestBotRight = forestMap.GetUnpaddedInt((int)(rlX * facF + facF), (int)(rlZ * facF + facF));

            float facC            = (float)climateMap.InnerSize / regionChunkSize;
            int   climateUpLeft   = climateMap.GetUnpaddedInt((int)(rlX * facC), (int)(rlZ * facC));
            int   climateUpRight  = climateMap.GetUnpaddedInt((int)(rlX * facC + facC), (int)(rlZ * facC));
            int   climateBotLeft  = climateMap.GetUnpaddedInt((int)(rlX * facC), (int)(rlZ * facC + facC));
            int   climateBotRight = climateMap.GetUnpaddedInt((int)(rlX * facC + facC), (int)(rlZ * facC + facC));



            for (int x = 0; x < chunksize; x++)
            {
                for (int z = 0; z < chunksize; z++)
                {
                    int posY = heightMap[z * chunksize + x];

                    int   climate      = GameMath.BiLerpRgbColor((float)x / chunksize, (float)z / chunksize, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);
                    int   tempUnscaled = (climate >> 16) & 0xff;
                    float temp         = TerraGenConfig.GetScaledAdjustedTemperatureFloat(tempUnscaled, posY - TerraGenConfig.seaLevel);
                    float rainRel      = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, posY) / 255f;
                    float forestRel    = GameMath.BiLerp(forestUpLeft, forestUpRight, forestBotLeft, forestBotRight, (float)x / chunksize, (float)z / chunksize) / 255f;

                    int prevY = posY;

                    posY = PutLayers(x, posY, z, chunks, rainRel, temp, tempUnscaled, heightMap);
                    PlaceTallGrass(x, prevY, z, chunks, rainRel, temp, forestRel);


                    // Try again to put layers if above sealevel and we found over 10 air blocks
                    int foundAir = 0;
                    while (posY >= TerraGenConfig.seaLevel - 1)
                    {
                        int    chunkY  = posY / chunksize;
                        int    lY      = posY % chunksize;
                        int    index3d = (chunksize * lY + z) * chunksize + x;
                        ushort blockId = chunks[chunkY].Blocks[index3d];

                        if (blockId == 0)
                        {
                            foundAir++;
                        }
                        else
                        {
                            if (foundAir >= 8)
                            {
                                temp    = TerraGenConfig.GetScaledAdjustedTemperatureFloat(tempUnscaled, posY - TerraGenConfig.seaLevel);
                                rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, posY) / 255f;

                                PutLayers(x, posY, z, chunks, rainRel, temp, tempUnscaled, null);
                                break;
                            }
                            else
                            {
                                foundAir = 0;
                            }
                        }

                        posY--;
                    }
                }
            }
        }
        public TreeGenForClimate GetRandomGenForClimate(TreeVariant[] gens, int climate, int forest, int y)
        {
            int   rain      = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, y);
            int   temp      = TerraGenConfig.GetScaledAdjustedTemperature((climate >> 16) & 0xff, y - TerraGenConfig.seaLevel);
            float heightRel = ((float)y - TerraGenConfig.seaLevel) / ((float)api.WorldManager.MapSizeY - TerraGenConfig.seaLevel);
            int   fertility = TerraGenConfig.GetFertility(rain, temp, heightRel);

            float total = 0;
            float fertDist, rainDist, tempDist, forestDist, heightDist;

            distances.Clear();

            for (int i = 0; i < gens.Length; i++)
            {
                TreeVariant variant = gens[i];

                fertDist   = Math.Abs(fertility - variant.FertMid) / variant.FertRange;
                rainDist   = Math.Abs(rain - variant.RainMid) / variant.RainRange;
                tempDist   = Math.Abs(temp - variant.TempMid) / variant.TempRange;
                forestDist = Math.Abs(forest - variant.ForestMid) / variant.ForestRange;
                heightDist = Math.Abs((y / worldheight) - variant.HeightMid) / variant.HeightRange;


                double distSq =
                    Math.Max(0, fertDist * fertDist - 1) +
                    Math.Max(0, rainDist * rainDist - 1) +
                    Math.Max(0, tempDist * tempDist - 1) +
                    Math.Max(0, forestDist * forestDist - 1) +
                    Math.Max(0, heightDist * heightDist - 1)
                ;

                if (random.NextDouble() < distSq)
                {
                    continue;
                }

                float distance = (fertDist + rainDist + tempDist + forestDist + heightDist) * variant.Weight / 100f;

                distances.Add(variant, distance);

                total += distance;
            }

            distances = distances.Shuffle(random);

            double rnd = random.NextDouble();

            foreach (var val in distances)
            {
                rnd -= val.Value / total;
                if (rnd <= 0.001)
                {
                    float suitabilityBonus = GameMath.Clamp(0.7f - val.Value, 0f, 0.7f) * 1 / 0.7f * val.Key.SuitabilitySizeBonus;

                    float size = val.Key.MinSize + (float)random.NextDouble() * (val.Key.MaxSize - val.Key.MinSize) + suitabilityBonus;

                    float rainVal = Math.Max(0, (rain / 255f - treeGenProps.vinesMinRain) / (1 - treeGenProps.vinesMinRain));
                    float tempVal = Math.Max(0, (TerraGenConfig.DescaleTemperature(temp) / 255f - treeGenProps.descVineMinTempRel) / (1 - treeGenProps.descVineMinTempRel));

                    float vinesGrowthChance = 2f * rainVal * tempVal;

                    ITreeGenerator treegen = treeGenerators.GetGenerator(val.Key.Generator);

                    if (treegen == null)
                    {
                        api.World.Logger.Error("treengenproperties.json references tree generator {0}, but no such generator exists!", val.Key.Generator);
                        return(null);
                    }


                    return(new TreeGenForClimate(treegen, size, vinesGrowthChance));
                }
            }

            return(null);
        }
Example #19
0
        private void TrySpawnGroupAt(BlockPos origin, Vec3d posAsVec, EntityProperties entityType, EntityProperties[] grouptypes)
        {
            BlockPos pos = origin.Copy();

            float xRel = (float)(posAsVec.X % chunksize) / chunksize;
            float zRel = (float)(posAsVec.Z % chunksize) / chunksize;

            int   climate       = GameMath.BiLerpRgbColor(xRel, zRel, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);
            float temp          = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, (int)posAsVec.Y - TerraGenConfig.seaLevel);
            float rain          = ((climate >> 8) & 0xff) / 255f;
            float forestDensity = GameMath.BiLerp(forestUpLeft, forestUpRight, forestBotLeft, forestBotRight, xRel, zRel);
            float shrubDensity  = GameMath.BiLerp(shrubsUpLeft, shrubsUpRight, shrubsBotLeft, shrubsBotRight, xRel, zRel);

            int spawned = 0;

            WorldGenSpawnConditions sc = entityType.Server.SpawnConditions.Worldgen;
            bool hasCompanions         = sc.Companions != null && sc.Companions.Length > 0;

            spawnPositions.Clear();

            int nextGroupSize = 0;
            int tries         = 10;

            while (nextGroupSize <= 0 && tries-- > 0)
            {
                float val = sc.GroupSize.nextFloat();
                nextGroupSize = (int)val + ((val - (int)val) > rnd.NextDouble() ? 1 : 0);
            }


            for (int i = 0; i < nextGroupSize * 4 + 5; i++)
            {
                if (spawned >= nextGroupSize)
                {
                    break;
                }

                EntityProperties typeToSpawn = entityType;

                // First entity 80% chance to spawn the dominant creature, every subsequent only 20% chance for males (or even lower if more than 5 companion types)
                double dominantChance = i == 0 ? 0.8 : Math.Min(0.2, 1f / grouptypes.Length);

                if (grouptypes.Length > 1 && rnd.NextDouble() > dominantChance)
                {
                    typeToSpawn = grouptypes[1 + rnd.Next(grouptypes.Length - 1)];
                }

                posAsVec.Set(pos.X + 0.5, pos.Y + 0.005, pos.Z + 0.5);

                IBlockAccessor blockAccesssor = wgenBlockAccessor.GetChunkAtBlockPos(pos.X, pos.Y, pos.Z) == null ? api.World.BlockAccessor : wgenBlockAccessor;

                IMapChunk mapchunk = blockAccesssor.GetMapChunkAtBlockPos(pos);
                if (mapchunk != null)
                {
                    ushort[] heightMap = mapchunk.WorldGenTerrainHeightMap;

                    pos.Y =
                        sc.TryOnlySurface ?
                        heightMap[((int)pos.Z % chunksize) * chunksize + ((int)pos.X % chunksize)] + 1 :
                        pos.Y
                    ;

                    xRel = (float)(posAsVec.X % chunksize) / chunksize;
                    zRel = (float)(posAsVec.Z % chunksize) / chunksize;

                    climate       = GameMath.BiLerpRgbColor(xRel, zRel, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight);
                    temp          = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, (int)posAsVec.Y - TerraGenConfig.seaLevel);
                    rain          = ((climate >> 8) & 0xff) / 255f;
                    forestDensity = GameMath.BiLerp(forestUpLeft, forestUpRight, forestBotLeft, forestBotRight, xRel, zRel) / 255f;
                    shrubDensity  = GameMath.BiLerp(shrubsUpLeft, shrubsUpRight, shrubsBotLeft, shrubsBotRight, xRel, zRel) / 255f;


                    if (CanSpawnAt(blockAccesssor, typeToSpawn, pos, posAsVec, sc, rain, temp, forestDensity, shrubDensity))
                    {
                        spawnPositions.Add(new SpawnOppurtunity()
                        {
                            ForType = typeToSpawn, Pos = posAsVec.Clone()
                        });
                        spawned++;
                    }
                }

                pos.X = origin.X + ((rnd.Next(11) - 5) + (rnd.Next(11) - 5)) / 2;
                pos.Z = origin.Z + ((rnd.Next(11) - 5) + (rnd.Next(11) - 5)) / 2;
            }


            // Only spawn if the group reached the minimum group size
            if (spawnPositions.Count >= nextGroupSize)
            {
                long herdId = api.WorldManager.GetNextHerdId();

                foreach (SpawnOppurtunity so in spawnPositions)
                {
                    Entity ent = CreateEntity(so.ForType, so.Pos);
                    if (ent is EntityAgent)
                    {
                        (ent as EntityAgent).HerdId = herdId;
                    }

                    if (wgenBlockAccessor.GetChunkAtBlockPos(pos.X, pos.Y, pos.Z) == null)
                    {
                        api.World.SpawnEntity(ent);
                    }
                    else
                    {
                        wgenBlockAccessor.AddEntity(ent);
                    }
                }

                //Console.WriteLine("Spawn a group of {0}x{1} at {2}", spawnPositions.Count, entityType.Code, origin);
            }
        }