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TrueCraft/TrueCraft.Core/TerrainGen/StandardGenerator.cs
2015-07-04 08:41:27 -06:00

220 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TrueCraft.API.World;
using TrueCraft.API;
using TrueCraft.Core.World;
using TrueCraft.Core.Logic.Blocks;
using TrueCraft.Core.TerrainGen.Noise;
using TrueCraft.Core.TerrainGen.Biomes;
using TrueCraft.Core.TerrainGen.Decorators;
using TrueCraft.Core.TerrainGen.Decorations;
namespace TrueCraft.Core.TerrainGen
{
/// <summary>
/// This terrain generator is still under heavy development. Use at your own risk.
/// </summary>
public class StandardGenerator : IChunkProvider
{
BiomeRepository Biomes = new BiomeRepository();
Perlin HighNoise = new Perlin();
Perlin LowNoise = new Perlin();
Perlin BottomNoise = new Perlin();
Perlin CaveNoise = new Perlin();
ClampNoise HighClamp;
ClampNoise LowClamp;
ClampNoise BottomClamp;
ModifyNoise FinalNoise;
bool EnableCaves;
private const int GroundLevel = 50;
public StandardGenerator(TrueCraft.Core.World.World world) : this()
{
// TODO: Do we want to do anything with that world?
}
public StandardGenerator(bool singleBiome = false, bool enableCaves = true, byte generateBiome = (byte)Biome.Plains)
{
SingleBiome = singleBiome;
GenerationBiome = generateBiome;
EnableCaves = enableCaves;
CaveNoise.Octaves = 3;
CaveNoise.Amplitude = 0.05;
CaveNoise.Persistance = 2;
CaveNoise.Frequency = 0.05;
CaveNoise.Lacunarity = 2;
HighNoise.Persistance = 1;
HighNoise.Frequency = 0.013;
HighNoise.Amplitude = 10;
HighNoise.Octaves = 2;
HighNoise.Lacunarity = 2;
LowNoise.Persistance = 1;
LowNoise.Frequency = 0.004;
LowNoise.Amplitude = 35;
LowNoise.Octaves = 2;
LowNoise.Lacunarity = 2.5;
BottomNoise.Persistance = 0.5;
BottomNoise.Frequency = 0.013;
BottomNoise.Amplitude = 5;
BottomNoise.Octaves = 2;
BottomNoise.Lacunarity = 1.5;
HighClamp = new ClampNoise(HighNoise);
HighClamp.MinValue = -30;
HighClamp.MaxValue = 50;
LowClamp = new ClampNoise(LowNoise);
LowClamp.MinValue = -30;
LowClamp.MaxValue = 30;
BottomClamp = new ClampNoise(BottomNoise);
BottomClamp.MinValue = -20;
BottomClamp.MaxValue = 5;
FinalNoise = new ModifyNoise(HighClamp, LowClamp, NoiseModifier.Add);
ChunkDecorators = new List<IChunkDecorator>();
ChunkDecorators.Add(new LiquidDecorator());
ChunkDecorators.Add(new OreDecorator());
ChunkDecorators.Add(new PlantDecorator());
ChunkDecorators.Add(new TreeDecorator());
ChunkDecorators.Add(new FreezeDecorator());
ChunkDecorators.Add(new CactusDecorator());
ChunkDecorators.Add(new SugarCaneDecorator());
ChunkDecorators.Add(new DungeonDecorator(GroundLevel));
}
public IList<IChunkDecorator> ChunkDecorators { get; private set; }
public Vector3 SpawnPoint { get; private set; }
public bool SingleBiome { get; private set; }
public byte GenerationBiome { get; private set; }
public IChunk GenerateChunk(IWorld world, Coordinates2D coordinates)
{
const int featurePointDistance = 400;
// TODO: Create a terrain generator initializer function that gets passed the seed etc
int seed = world.Seed;
var worley = new CellNoise(seed);
HighNoise.Seed = seed;
LowNoise.Seed = seed;
CaveNoise.Seed = seed;
var chunk = new Chunk(coordinates);
for (int x = 0; x < 16; x++)
{
for (int z = 0; z < 16; z++)
{
var blockX = MathHelper.ChunkToBlockX(x, coordinates.X);
var blockZ = MathHelper.ChunkToBlockZ(z, coordinates.Z);
const double lowClampRange = 5;
double lowClampMid = LowClamp.MaxValue - ((LowClamp.MaxValue + LowClamp.MinValue) / 2);
double lowClampValue = LowClamp.Value2D(blockX, blockZ);
if (lowClampValue > lowClampMid - lowClampRange && lowClampValue < lowClampMid + lowClampRange)
{
InvertNoise NewPrimary = new InvertNoise(HighClamp);
FinalNoise.PrimaryNoise = NewPrimary;
}
else
{
//reset it after modifying the values
FinalNoise = new ModifyNoise(HighClamp, LowClamp, NoiseModifier.Add);
}
FinalNoise = new ModifyNoise(FinalNoise, BottomClamp, NoiseModifier.Subtract);
var cellValue = worley.Value2D(blockX, blockZ);
var location = new Coordinates2D(blockX, blockZ);
if (world.BiomeDiagram.BiomeCells.Count < 1
|| cellValue.Equals(1)
&& world.BiomeDiagram.ClosestCellPoint(location) >= featurePointDistance)
{
byte id = (SingleBiome) ? GenerationBiome : world.BiomeDiagram.GenerateBiome(seed, Biomes, location);
var cell = new BiomeCell(id, location);
world.BiomeDiagram.AddCell(cell);
}
var biomeId = GetBiome(world, location);
var biome = Biomes.GetBiome(biomeId);
chunk.Biomes[x * Chunk.Width + z] = biomeId;
var height = GetHeight(blockX, blockZ);
var surfaceHeight = height - biome.SurfaceDepth;
chunk.HeightMap[x * Chunk.Width + z] = height;
// TODO: Do not overwrite blocks if they are already set from adjacent chunks
for (int y = 0; y <= height; y++)
{
double cave = 0;
if (!EnableCaves)
cave = double.MaxValue;
else
cave = CaveNoise.Value3D((blockX + x) / 2, y / 2, (blockZ + z) / 2);
double threshold = 0.05;
if (y < 4)
threshold = double.MaxValue;
else
{
if (y > height - 8)
threshold = 8;
}
if (cave < threshold)
{
if (y == 0)
chunk.SetBlockID(new Coordinates3D(x, y, z), BedrockBlock.BlockID);
else
{
if (y.Equals(height) || y < height && y > surfaceHeight)
chunk.SetBlockID(new Coordinates3D(x, y, z), biome.SurfaceBlock);
else
{
if (y > surfaceHeight - biome.FillerDepth)
chunk.SetBlockID(new Coordinates3D(x, y, z), biome.FillerBlock);
else
chunk.SetBlockID(new Coordinates3D(x, y, z), StoneBlock.BlockID);
}
}
}
}
}
}
foreach (var decorator in ChunkDecorators)
decorator.Decorate(world, chunk, Biomes);
chunk.TerrainPopulated = true;
chunk.UpdateHeightMap();
return chunk;
}
public Coordinates3D GetSpawn(IWorld world)
{
var chunk = GenerateChunk(world, Coordinates2D.Zero);
var spawnPointHeight = chunk.HeightMap[0];
return new Coordinates3D(0, spawnPointHeight + 1, 0);
}
byte GetBiome(IWorld world, Coordinates2D location)
{
if (SingleBiome)
return GenerationBiome;
return world.BiomeDiagram.GetBiome(location);
}
int GetHeight(int x, int z)
{
var NoiseValue = FinalNoise.Value2D(x, z) + GroundLevel;
if (NoiseValue < 0)
NoiseValue = GroundLevel;
if (NoiseValue > Chunk.Height)
NoiseValue = Chunk.Height - 1;
return (int)NoiseValue;
}
}
}