mirror of
https://github.com/ClassiCube/ClassiCube.git
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192 lines
6.5 KiB
C#
192 lines
6.5 KiB
C#
// Based on:
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// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
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// Thanks to Jerralish for originally reverse engineering classic's algorithm, then preparing a high level overview of the algorithm.
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// I believe this process adheres to clean room reverse engineering.
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using System;
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using System.Collections.Generic;
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namespace ClassicalSharp.Generator {
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// TODO: figure out how noise functions differ, probably based on rnd.
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public sealed partial class NotchyGenerator {
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int width, height, length;
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int waterLevel, oneY;
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byte[] blocks;
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short[] heightmap;
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Random rnd;
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public byte[] GenerateMap( int width, int height, int length ) {
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this.width = width;
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this.height = height;
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this.length = length;
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oneY = width * length;
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waterLevel = height / 2;
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blocks = new byte[width * height * length];
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rnd = new Random( 0x5553200 );
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CreateHeightmap();
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CreateStrata();
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CarveCaves();
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CarveOreVeins( 0.9f, (byte)Block.CoalOre );
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CarveOreVeins( 0.7f, (byte)Block.IronOre );
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CarveOreVeins( 0.5f, (byte)Block.GoldOre );
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FloodFillWaterBorders();
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FloodFillWater();
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FloodFillLava();
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return blocks;
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}
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void CreateHeightmap() {
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Noise n1 = new CombinedNoise(
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new OctaveNoise( 8, rnd ), new OctaveNoise( 8, rnd ) );
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Noise n2 = new CombinedNoise(
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new OctaveNoise( 8, rnd ), new OctaveNoise( 8, rnd ) );
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Noise n3 = new OctaveNoise( 6, rnd );
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int index = 0;
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short[] hMap = new short[width * length];
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for( int z = 0; z < length; z++ ) {
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for( int x = 0; x < width; x++ ) {
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double hLow = n1.Compute( x * 1.3f, z * 1.3f ) / 6 - 4;
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double hHigh = n2.Compute( x * 1.3f, z * 1.3f ) / 5 + 6;
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double height = n3.Compute( x, z ) > 0 ? hLow : Math.Max( hLow, hHigh );
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if( height < 0 ) height *= 0.8f;
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hMap[index++] = (short)(height + waterLevel);
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}
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}
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heightmap = hMap;
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}
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void CreateStrata() {
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Noise n = new OctaveNoise( 8, rnd );
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//Noise n = new ImprovedNoise( rnd );
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int hMapIndex = 0;
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for( int z = 0; z < length; z++ ) {
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for( int x = 0; x < width; x++ ) {
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int dirtThickness = (int)(n.Compute( x, z ) / 24 - 4);
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int dirtHeight = heightmap[hMapIndex++];
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int stoneHeight = dirtHeight + dirtThickness;
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int mapIndex = z * width + x;
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blocks[mapIndex] = (byte)Block.Lava;
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mapIndex += oneY;
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for( int y = 1; y < height; y++ ) {
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byte type = 0;
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if( y <= stoneHeight ) type = (byte)Block.Stone;
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else if( y <= dirtHeight ) type = (byte)Block.Dirt;
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blocks[mapIndex] = type;
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mapIndex += oneY;
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}
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}
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}
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}
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void CarveCaves() {
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int cavesCount = blocks.Length / 8192;
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for( int i = 0; i < cavesCount; i++ ) {
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double caveX = rnd.Next( width );
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double caveY = rnd.Next( height );
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double caveZ = rnd.Next( length );
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int caveLen = (int)(rnd.NextDouble() * rnd.NextDouble() * 200);
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double theta = rnd.NextDouble() * 2 * Math.PI, deltaTheta = 0;
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double phi = rnd.NextDouble() * 2 * Math.PI, deltaPhi = 0;
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double caveRadius = rnd.NextDouble() * rnd.NextDouble();
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for( int j = 0; j < caveLen; j++ ) {
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caveX += Math.Sin( theta ) * Math.Cos( phi );
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caveY += Math.Cos( theta ) * Math.Cos( phi );
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caveZ += Math.Sin( phi );
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theta = deltaTheta * 0.2;
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deltaTheta = deltaTheta * 0.9 + rnd.NextDouble() - rnd.NextDouble();
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phi = phi / 2 + deltaPhi / 4;
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deltaPhi = deltaPhi * 0.75 + rnd.NextDouble() - rnd.NextDouble();
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if( rnd.NextDouble() < 0.25 ) continue;
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int cenX = (int)(caveX + (rnd.Next( 4 ) - 2) * 0.2);
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int cenY = (int)(caveY + (rnd.Next( 4 ) - 2) * 0.2);
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int cenZ = (int)(caveZ + (rnd.Next( 4 ) - 2) * 0.2);
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double radius = (height - cenY) / (double)height;
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radius = 1.2 + (radius * 3.5 + 1) * caveRadius;
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radius = radius + Math.Sin( j * Math.PI / caveLen );
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FillOblateSpheroid( cenX, cenY, cenZ, (int)radius, (byte)Block.Air );
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}
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}
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}
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void CarveOreVeins( float abundance, byte block ) {
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int numVeins = (int)(blocks.Length * abundance / 16384);
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for( int i = 0; i < numVeins; i++ ) {
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double veinX = rnd.Next( width );
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double veinY = rnd.Next( height );
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double veinZ = rnd.Next( length );
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int veinLen = (int)(rnd.NextDouble() * rnd.NextDouble() * 75 * abundance);
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double theta = rnd.NextDouble() * 2 * Math.PI, deltaTheta = 0;
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double phi = rnd.NextDouble() * 2 * Math.PI, deltaPhi = 0;
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for( int j = 0; j < veinLen; j++ ) {
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veinX += Math.Sin( theta ) * Math.Cos( phi );
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veinY += Math.Cos( theta ) * Math.Cos( phi );
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veinZ += Math.Sin( phi );
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theta = deltaTheta * 0.2;
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deltaTheta = deltaTheta * 0.9 + rnd.NextDouble() - rnd.NextDouble();
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phi = phi / 2 + deltaPhi / 4;
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deltaPhi = deltaPhi * 0.9 + rnd.NextDouble() - rnd.NextDouble();
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int radius = (int)(abundance * Math.Sin( j * Math.PI / veinLen ) + 1);
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FillOblateSpheroid( (int)veinX, (int)veinY, (int)veinZ, radius, block );
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}
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}
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}
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void FloodFillWaterBorders() {
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int waterY = waterLevel - 1;
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int index1 = (waterY * length + 0) * width + 0;
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int index2 = (waterY * length + (length - 1)) * width + 0;
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for( int x = 0; x < width; x++ ) {
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FloodFill( index1, (byte)Block.Water );
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FloodFill( index2, (byte)Block.Water );
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index1++; index2++;
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}
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index1 = (waterY * length + 0) * width + 0;
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index2 = (waterY * length + 0) * width + (width - 1);
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for( int z = 0; z < length; z++ ) {
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FloodFill( index1, (byte)Block.Water );
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FloodFill( index2, (byte)Block.Water );
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index1 += width; index2 += width;
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}
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}
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void FloodFillWater() {
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int numSources = width * length / 800;
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for( int i = 0; i < numSources; i++ ) {
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int x = rnd.Next( width ), z = rnd.Next( length );
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int y = waterLevel - rnd.Next( 1, 3 );
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FloodFill( (y * length + z) * width + x, (byte)Block.Water );
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}
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}
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void FloodFillLava() {
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int numSources = width * length / 20000;
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for( int i = 0; i < numSources; i++ ) {
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int x = rnd.Next( width ), z = rnd.Next( length );
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int y = (int)((waterLevel - 3) * rnd.NextDouble() * rnd.NextDouble());
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FloodFill( (y * length + z) * width + x, (byte)Block.Lava );
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}
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}
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void CreateSurfaceLayer() {
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Noise n1 = new OctaveNoise( 8, rnd ), n2 = new OctaveNoise( 8, rnd );
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}
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}
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} |