| package net.glowstone.generator; |
| |
| import net.glowstone.generator.populators.*; |
| import org.bukkit.Location; |
| import org.bukkit.Material; |
| import org.bukkit.World; |
| import org.bukkit.World.Environment; |
| import org.bukkit.util.noise.OctaveGenerator; |
| import org.bukkit.util.noise.SimplexOctaveGenerator; |
| |
| import java.util.Map; |
| import java.util.Random; |
| |
| /** |
| * Basic generator with lots of hills. |
| */ |
| public class SurfaceGenerator extends GlowChunkGenerator { |
| |
| public SurfaceGenerator() { |
| super( |
| // In-ground |
| new LakePopulator(), |
| // On-ground |
| // Desert is before tree and mushroom but snow is after so trees have snow on top |
| new DesertPopulator(), |
| new TreePopulator(), |
| new MushroomPopulator(), |
| new SnowPopulator(), |
| new FlowerPopulator(), |
| new BiomePopulator(), |
| // Below-ground |
| new DungeonPopulator(), |
| //new CavePopulator(), |
| new OrePopulator() |
| ); |
| } |
| |
| @Override |
| public byte[] generate(World world, Random random, int chunkX, int chunkZ) { |
| Map<String, OctaveGenerator> octaves = getWorldOctaves(world); |
| OctaveGenerator noiseHeight = octaves.get("height"); |
| OctaveGenerator noiseJitter = octaves.get("jitter"); |
| OctaveGenerator noiseType = octaves.get("type"); |
| |
| chunkX <<= 4; |
| chunkZ <<= 4; |
| |
| boolean nether = world.getEnvironment() == Environment.NETHER; |
| Material matMain = nether ? Material.NETHERRACK : Material.DIRT; |
| Material matShore = nether ? Material.SOUL_SAND : Material.SAND; |
| Material matShore2 = Material.GRAVEL; |
| Material matTop = nether ? Material.NETHERRACK : Material.GRASS; |
| Material matUnder = nether ? Material.NETHERRACK : Material.STONE; |
| Material matLiquid = nether ? Material.STATIONARY_LAVA : Material.STATIONARY_WATER; |
| |
| byte[] buf = start(Material.AIR); |
| |
| int baseHeight = WORLD_DEPTH / 2; |
| double terrainHeight = 50; |
| boolean noDirt = true; |
| int waterLevel = WORLD_DEPTH / 2; |
| |
| for (int x = 0; x < 16; x++) { |
| for (int z = 0; z < 16; z++) { |
| int deep = 0; |
| for (int y = (int) Math.min(baseHeight |
| + noiseHeight.noise(x + chunkX, z + chunkZ, 0.7, 0.6, true) |
| * terrainHeight |
| + noiseJitter.noise(x + chunkX, z + chunkZ, 0.5, 0.5) |
| * 1.5, WORLD_DEPTH - 1); y > 0; y--) { |
| double terrainType = noiseType.noise(x + chunkX, y, z + chunkZ, 0.5, 0.5); |
| Material ground = matTop; |
| if (Math.abs(terrainType) < random.nextDouble() / 3 && !noDirt) { |
| ground = matMain; |
| } else if (deep != 0 || y < waterLevel) { |
| ground = matMain; |
| } |
| |
| if (Math.abs(y - waterLevel) < 5 - random.nextInt(2) && deep < 7) { |
| if (terrainType < random.nextDouble() / 2) { |
| if (terrainType < random.nextDouble() / 4) { |
| ground = matShore; |
| } else { |
| ground = matShore2; |
| } |
| } |
| } |
| |
| if (deep > random.nextInt(3) + 6) { |
| ground = matUnder; |
| } |
| |
| set(buf, x, y, z, ground); |
| deep++; |
| } |
| set(buf, x, 0, z, Material.BEDROCK); |
| } |
| } |
| |
| for (int x = 0; x < 16; x++) { |
| for (int z = 0; z < 16; z++) { |
| for (int y = 0; y < waterLevel; y++) { |
| if (get(buf, x, y, z) == Material.AIR) { |
| set(buf, x, y, z, matLiquid); |
| } |
| } |
| } |
| } |
| |
| return buf; |
| } |
| |
| @Override |
| protected void createWorldOctaves(World world, Map<String, OctaveGenerator> octaves) { |
| Random seed = new Random(world.getSeed()); |
| |
| /* With default settings, this is 5 octaves. With tscale=256,terrainheight=50, |
| * this comes out to 14 octaves, which makes more complex terrain at the cost |
| * of more complex generation. Without this, the terrain looks bad, especially |
| * on higher tscale/terrainheight pairs. */ |
| double value = Math.round(Math.sqrt(50 * 256.0 / (128 - 50)) * 1.1 - 0.2); |
| OctaveGenerator gen = new SimplexOctaveGenerator(seed, Math.max((int) value, 5)); |
| gen.setScale(1 / 256.0); |
| octaves.put("height", gen); |
| |
| gen = new SimplexOctaveGenerator(seed, gen.getOctaves().length / 2); |
| gen.setScale(Math.min(256.0 / 1024, 1 / 32.0)); |
| octaves.put("jitter", gen); |
| |
| gen = new SimplexOctaveGenerator(seed, 2); |
| gen.setScale(1 / WORLD_DEPTH); |
| octaves.put("type", gen); |
| } |
| |
| @Override |
| public Location getFixedSpawnLocation(World world, Random random) { |
| return new Location(world, 0, 2 + world.getHighestBlockYAt(0, 0), 0); |
| } |
| |
| } |