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cde2a7f6f2
Unified flags handling in C++ and Lua Settings API -> Reading only, for now. Writing can be implemented later, if needed. API function to read the currently active flags -> was impossible from Lua Co-authored-by: Wuzzy <wuzzy2@mail.ru>
297 lines
8.3 KiB
C++
297 lines
8.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2015-2018 paramat
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "noise.h"
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#include "nodedef.h"
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#include "util/string.h"
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#include "util/container.h"
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#define MAPGEN_DEFAULT MAPGEN_V7
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#define MAPGEN_DEFAULT_NAME "v7"
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/////////////////// Mapgen flags
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#define MG_TREES 0x01 // Obsolete. Moved into mgv6 flags
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#define MG_CAVES 0x02
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#define MG_DUNGEONS 0x04
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#define MG_FLAT 0x08 // Obsolete. Moved into mgv6 flags
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#define MG_LIGHT 0x10
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#define MG_DECORATIONS 0x20
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#define MG_BIOMES 0x40
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typedef u8 biome_t; // copy from mg_biome.h to avoid an unnecessary include
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class Settings;
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class MMVManip;
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class NodeDefManager;
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extern FlagDesc flagdesc_mapgen[];
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extern FlagDesc flagdesc_gennotify[];
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class Biome;
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class BiomeGen;
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struct BiomeParams;
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class BiomeManager;
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class EmergeManager;
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class MapBlock;
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class VoxelManipulator;
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struct BlockMakeData;
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class VoxelArea;
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class Map;
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enum MapgenObject {
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MGOBJ_VMANIP,
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MGOBJ_HEIGHTMAP,
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MGOBJ_BIOMEMAP,
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MGOBJ_HEATMAP,
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MGOBJ_HUMIDMAP,
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MGOBJ_GENNOTIFY
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};
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enum GenNotifyType {
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GENNOTIFY_DUNGEON,
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GENNOTIFY_TEMPLE,
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GENNOTIFY_CAVE_BEGIN,
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GENNOTIFY_CAVE_END,
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GENNOTIFY_LARGECAVE_BEGIN,
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GENNOTIFY_LARGECAVE_END,
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GENNOTIFY_DECORATION,
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NUM_GENNOTIFY_TYPES
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};
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struct GenNotifyEvent {
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GenNotifyType type;
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v3s16 pos;
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u32 id;
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};
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class GenerateNotifier {
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public:
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GenerateNotifier() = default;
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GenerateNotifier(u32 notify_on, std::set<u32> *notify_on_deco_ids);
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void setNotifyOn(u32 notify_on);
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void setNotifyOnDecoIds(std::set<u32> *notify_on_deco_ids);
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bool addEvent(GenNotifyType type, v3s16 pos, u32 id=0);
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void getEvents(std::map<std::string, std::vector<v3s16> > &event_map);
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void clearEvents();
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private:
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u32 m_notify_on = 0;
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std::set<u32> *m_notify_on_deco_ids;
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std::list<GenNotifyEvent> m_notify_events;
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};
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// Order must match the order of 'static MapgenDesc g_reg_mapgens[]' in mapgen.cpp
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enum MapgenType {
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MAPGEN_V7,
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MAPGEN_VALLEYS,
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MAPGEN_CARPATHIAN,
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MAPGEN_V5,
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MAPGEN_FLAT,
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MAPGEN_FRACTAL,
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MAPGEN_SINGLENODE,
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MAPGEN_V6,
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MAPGEN_INVALID,
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};
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struct MapgenParams {
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MapgenParams() = default;
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virtual ~MapgenParams();
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MapgenType mgtype = MAPGEN_DEFAULT;
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s16 chunksize = 5;
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u64 seed = 0;
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s16 water_level = 1;
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s16 mapgen_limit = MAX_MAP_GENERATION_LIMIT;
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// Flags set in readParams
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u32 flags = 0;
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u32 spflags = 0;
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BiomeParams *bparams = nullptr;
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s16 mapgen_edge_min = -MAX_MAP_GENERATION_LIMIT;
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s16 mapgen_edge_max = MAX_MAP_GENERATION_LIMIT;
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virtual void readParams(const Settings *settings);
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virtual void writeParams(Settings *settings) const;
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// Default settings for g_settings such as flags
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virtual void setDefaultSettings(Settings *settings) {};
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s32 getSpawnRangeMax();
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private:
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void calcMapgenEdges();
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bool m_mapgen_edges_calculated = false;
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};
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/*
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Generic interface for map generators. All mapgens must inherit this class.
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If a feature exposed by a public member pointer is not supported by a
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certain mapgen, it must be set to NULL.
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Apart from makeChunk, getGroundLevelAtPoint, and getSpawnLevelAtPoint, all
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methods can be used by constructing a Mapgen base class and setting the
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appropriate public members (e.g. vm, ndef, and so on).
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*/
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class Mapgen {
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public:
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s32 seed = 0;
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int water_level = 0;
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int mapgen_limit = 0;
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u32 flags = 0;
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bool generating = false;
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int id = -1;
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MMVManip *vm = nullptr;
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const NodeDefManager *ndef = nullptr;
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u32 blockseed;
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s16 *heightmap = nullptr;
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biome_t *biomemap = nullptr;
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v3s16 csize;
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BiomeGen *biomegen = nullptr;
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GenerateNotifier gennotify;
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Mapgen() = default;
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Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge);
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virtual ~Mapgen() = default;
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DISABLE_CLASS_COPY(Mapgen);
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virtual MapgenType getType() const { return MAPGEN_INVALID; }
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static u32 getBlockSeed(v3s16 p, s32 seed);
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static u32 getBlockSeed2(v3s16 p, s32 seed);
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s16 findGroundLevelFull(v2s16 p2d);
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s16 findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax);
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s16 findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax);
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void updateHeightmap(v3s16 nmin, v3s16 nmax);
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void getSurfaces(v2s16 p2d, s16 ymin, s16 ymax,
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std::vector<s16> &floors, std::vector<s16> &ceilings);
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
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void lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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const v3s16 &p, u8 light);
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void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
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bool propagate_shadow = true);
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void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
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void spreadLight(const v3s16 &nmin, const v3s16 &nmax);
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virtual void makeChunk(BlockMakeData *data) {}
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virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
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// getSpawnLevelAtPoint() is a function within each mapgen that returns a
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// suitable y co-ordinate for player spawn ('suitable' usually meaning
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// within 16 nodes of water_level). If a suitable spawn level cannot be
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// found at the specified (X, Z) 'MAX_MAP_GENERATION_LIMIT' is returned to
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// signify this and to cause Server::findSpawnPos() to try another (X, Z).
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virtual int getSpawnLevelAtPoint(v2s16 p) { return 0; }
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// Mapgen management functions
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static MapgenType getMapgenType(const std::string &mgname);
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static const char *getMapgenName(MapgenType mgtype);
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static Mapgen *createMapgen(MapgenType mgtype, MapgenParams *params,
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EmergeManager *emerge);
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static MapgenParams *createMapgenParams(MapgenType mgtype);
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static void getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden);
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static void setDefaultSettings(Settings *settings);
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private:
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// isLiquidHorizontallyFlowable() is a helper function for updateLiquid()
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// that checks whether there are floodable nodes without liquid beneath
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// the node at index vi.
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inline bool isLiquidHorizontallyFlowable(u32 vi, v3s16 em);
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};
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/*
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MapgenBasic is a Mapgen implementation that handles basic functionality
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the majority of conventional mapgens will probably want to use, but isn't
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generic enough to be included as part of the base Mapgen class (such as
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generating biome terrain over terrain node skeletons, generating caves,
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dungeons, etc.)
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Inherit MapgenBasic instead of Mapgen to add this basic functionality to
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your mapgen without having to reimplement it. Feel free to override any of
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these methods if you desire different or more advanced behavior.
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Note that you must still create your own generateTerrain implementation when
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inheriting MapgenBasic.
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*/
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class MapgenBasic : public Mapgen {
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public:
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MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
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virtual ~MapgenBasic();
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virtual void generateBiomes();
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virtual void dustTopNodes();
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virtual void generateCavesNoiseIntersection(s16 max_stone_y);
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virtual void generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_ymax);
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virtual bool generateCavernsNoise(s16 max_stone_y);
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virtual void generateDungeons(s16 max_stone_y);
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protected:
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EmergeManager *m_emerge;
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BiomeManager *m_bmgr;
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Noise *noise_filler_depth;
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v3s16 node_min;
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v3s16 node_max;
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v3s16 full_node_min;
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v3s16 full_node_max;
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content_t c_stone;
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content_t c_water_source;
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content_t c_river_water_source;
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content_t c_lava_source;
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content_t c_cobble;
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int ystride;
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int zstride;
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int zstride_1d;
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int zstride_1u1d;
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u32 spflags;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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NoiseParams np_cavern;
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NoiseParams np_dungeons;
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float cave_width;
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float cavern_limit;
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float cavern_taper;
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float cavern_threshold;
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int small_cave_num_min;
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int small_cave_num_max;
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int large_cave_num_min;
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int large_cave_num_max;
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float large_cave_flooded;
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s16 large_cave_depth;
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s16 dungeon_ymin;
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s16 dungeon_ymax;
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};
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