#include "util/string.h"
#include "mapgen.h"
-class NoiseParams;
+struct NoiseParams;
class Noise;
class Mapgen;
class ManualMapVoxelManipulator;
// Use absolute value of height to determine ore placement
#define OREFLAG_ABSHEIGHT 0x01
-
-// Use 3d noise to get density of ore placement, instead of just the position
-#define OREFLAG_DENSITY 0x02 // not yet implemented
-
-// For claylike ore types, place ore if the number of surrounding
-// nodes isn't the specified node
-#define OREFLAG_NODEISNT 0x04 // not yet implemented
+#define OREFLAG_USE_NOISE 0x08
#define ORE_RANGE_ACTUAL 1
#define ORE_RANGE_MIRROR 2
enum OreType {
- ORE_SCATTER,
- ORE_SHEET,
- ORE_CLAYLIKE
+ ORE_TYPE_SCATTER,
+ ORE_TYPE_SHEET,
+ ORE_TYPE_BLOB,
+ ORE_TYPE_VEIN,
};
extern FlagDesc flagdesc_ore[];
-class Ore : public GenElement {
+class Ore : public GenElement, public NodeResolver {
public:
+ static const bool NEEDS_NOISE = false;
+
content_t c_ore; // the node to place
std::vector<content_t> c_wherein; // the nodes to be placed in
u32 clust_scarcity; // ore cluster has a 1-in-clust_scarcity chance of appearing at a node
u8 ore_param2; // to set node-specific attributes
u32 flags; // attributes for this ore
float nthresh; // threshhold for noise at which an ore is placed
- NoiseParams *np; // noise for distribution of clusters (NULL for uniform scattering)
+ NoiseParams np; // noise for distribution of clusters (NULL for uniform scattering)
Noise *noise;
Ore();
virtual ~Ore();
+ virtual void resolveNodeNames(NodeResolveInfo *nri);
+
size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
- u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
- virtual std::string getName();
+ u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
};
class OreScatter : public Ore {
- virtual ~OreScatter() {}
+public:
+ static const bool NEEDS_NOISE = false;
+
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
- u32 blockseed, v3s16 nmin, v3s16 nmax);
+ u32 blockseed, v3s16 nmin, v3s16 nmax);
};
class OreSheet : public Ore {
- virtual ~OreSheet() {}
+public:
+ static const bool NEEDS_NOISE = true;
+
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
- u32 blockseed, v3s16 nmin, v3s16 nmax);
+ u32 blockseed, v3s16 nmin, v3s16 nmax);
+};
+
+class OreBlob : public Ore {
+public:
+ static const bool NEEDS_NOISE = true;
+
+ virtual void generate(ManualMapVoxelManipulator *vm, int seed,
+ u32 blockseed, v3s16 nmin, v3s16 nmax);
+};
+
+class OreVein : public Ore {
+public:
+ static const bool NEEDS_NOISE = true;
+
+ float random_factor;
+ Noise *noise2;
+
+ virtual ~OreVein();
+
+ virtual void generate(ManualMapVoxelManipulator *vm, int seed,
+ u32 blockseed, v3s16 nmin, v3s16 nmax);
};
class OreManager : public GenElementManager {
static const char *ELEMENT_TITLE;
static const size_t ELEMENT_LIMIT = 0x10000;
- OreManager(IGameDef *gamedef) {}
+ OreManager(IGameDef *gamedef);
~OreManager() {}
Ore *create(int type)
{
switch (type) {
- case ORE_SCATTER:
+ case ORE_TYPE_SCATTER:
return new OreScatter;
- case ORE_SHEET:
+ case ORE_TYPE_SHEET:
return new OreSheet;
- //case ORE_CLAYLIKE: //TODO: implement this!
- // return new OreClaylike;
+ case ORE_TYPE_BLOB:
+ return new OreBlob;
+ case ORE_TYPE_VEIN:
+ return new OreVein;
default:
return NULL;
}
}
+ void clear();
+
size_t placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax);
};