/* * This file is part of Cubic Chunks Mod, licensed under the MIT License (MIT). * * Copyright (c) 2015 contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package cubicchunks.worldgen.generator.custom.structures; import java.util.Random; import cubicchunks.util.CubePos; import cubicchunks.world.ICubicWorld; import cubicchunks.worldgen.generator.ICubePrimer; /** * Basic structure generator for Cubic Chunks. * <p> * The basic idea is to loop over all cubes within some radius (max structure size) and figure out which parts of * structures starting there intersect currently generated cube. */ public abstract class CubicStructureGenerator { /** The number of Chunks to gen-check in any given direction. */ protected int range = 8; /** The RNG used by the MapGen classes. */ protected Random rand = new Random(); /** This world object. */ protected ICubicWorld world; /** * Generates structures in given cube. * * @param world the world that the structure is generated in * @param cube the block buffer to be filled with blocks (Cube) * @param cubePos position of the cube to generate structures in */ public void generate(ICubicWorld world, ICubePrimer cube, CubePos cubePos) { //TODO: maybe skip some of this stuff if the cube is empty? (would need to use hints) int radius = this.range; this.world = world; this.rand.setSeed(world.getSeed()); //used to randomize contribution of each coordinate to the cube seed //without these swapping x/y/z coordinates would result in the same seed //so structures would generate symmetrically long randX = this.rand.nextLong(); long randY = this.rand.nextLong(); long randZ = this.rand.nextLong(); int cubeX = cubePos.getX(); int cubeY = cubePos.getY(); int cubeZ = cubePos.getZ(); //x/y/zOrigin is location of the structure "center", and cubeX/Y/Z is the currently generated cube for (int xOrigin = cubeX - radius; xOrigin <= cubeX + radius; ++xOrigin) { for (int yOrigin = cubeY - radius; yOrigin <= cubeY + radius; ++yOrigin) { for (int zOrigin = cubeZ - radius; zOrigin <= cubeZ + radius; ++zOrigin) { long randX_mul = xOrigin*randX; long randY_mul = yOrigin*randY; long randZ_mul = zOrigin*randZ; this.rand.setSeed(randX_mul ^ randY_mul ^ randZ_mul ^ world.getSeed()); this.generate(world, cube, xOrigin, yOrigin, zOrigin, cubePos); } } } } /** * Generates blocks in a given cube for a structure that starts at given origin position. * * @param world the world the structure is generated in * @param cube the block buffer to be filled with blocks (Cube) * @param structureX x coordinate of the starting position of currently generated structure * @param structureY y coordinate of the starting position of currently generated structure * @param structureZ z coordinate of the starting position of currently generated structure * @param generatedCubePos position of the cube to fill with blocks */ protected abstract void generate(ICubicWorld world, ICubePrimer cube, int structureX, int structureY, int structureZ, CubePos generatedCubePos); }