This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
641 lines
17 KiB
C++
641 lines
17 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.storage.h"
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#include "net.minecraft.world.level.biome.h"
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#include "net.minecraft.world.level.newbiome.layer.h"
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#include "System.h"
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#include "BiomeSource.h"
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#include "..\Minecraft.Client\Minecraft.h"
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#include "..\Minecraft.Client\ProgressRenderer.h"
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// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
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void BiomeSource::_init()
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{
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layer = nullptr;
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zoomedLayer = nullptr;
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cache = new BiomeCache(this);
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playerSpawnBiomes.push_back(Biome::forest);
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playerSpawnBiomes.push_back(Biome::taiga);
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// 4J-PB - Moving forward plains as a spawnable biome (mainly for the Superflat world)
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playerSpawnBiomes.push_back(Biome::plains);
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playerSpawnBiomes.push_back(Biome::taigaHills);
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playerSpawnBiomes.push_back(Biome::forestHills);
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playerSpawnBiomes.push_back(Biome::jungle);
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playerSpawnBiomes.push_back(Biome::jungleHills);
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}
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void BiomeSource::_init(int64_t seed, LevelType *generator)
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{
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_init();
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LayerArray layers = Layer::getDefaultLayers(seed, generator);
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layer = layers[0];
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zoomedLayer = layers[1];
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delete [] layers.data;
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}
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BiomeSource::BiomeSource()
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{
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_init();
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}
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// 4J added
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BiomeSource::BiomeSource(int64_t seed, LevelType *generator)
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{
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_init(seed, generator);
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}
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// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
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BiomeSource::BiomeSource(Level *level)
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{
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_init(level->getSeed(), level->getLevelData()->getGenerator());
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}
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BiomeSource::~BiomeSource()
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{
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delete cache;
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}
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Biome *BiomeSource::getBiome(ChunkPos *cp)
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{
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return getBiome(cp->x << 4, cp->z << 4);
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}
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Biome *BiomeSource::getBiome(int x, int z)
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{
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return cache->getBiome(x, z);
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}
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float BiomeSource::getDownfall(int x, int z) const
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{
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return cache->getDownfall(x, z);
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}
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// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
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floatArray BiomeSource::getDownfallBlock(int x, int z, int w, int h) const
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{
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floatArray downfalls;
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getDownfallBlock(downfalls, x, z, w, h);
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return downfalls;
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}
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// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
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// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
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void BiomeSource::getDownfallBlock(floatArray &downfalls, int x, int z, int w, int h) const
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{
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IntCache::releaseAll();
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//if (downfalls == NULL || downfalls->length < w * h)
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if (downfalls.data == NULL || downfalls.length < w * h)
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{
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if(downfalls.data != NULL) delete [] downfalls.data;
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downfalls = floatArray(w * h);
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}
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intArray result = zoomedLayer->getArea(x, z, w, h);
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for (int i = 0; i < w * h; i++)
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{
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float d = (float) Biome::biomes[result[i]]->getDownfallInt() / 65536.0f;
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if (d > 1) d = 1;
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downfalls[i] = d;
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}
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}
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BiomeCache::Block *BiomeSource::getBlockAt(int x, int y)
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{
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return cache->getBlockAt(x, y);
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}
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float BiomeSource::getTemperature(int x, int y, int z) const
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{
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return scaleTemp(cache->getTemperature(x, z), y);
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}
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// 4J - brought forward from 1.2.3
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float BiomeSource::scaleTemp(float temp, int y ) const
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{
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return temp;
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}
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floatArray BiomeSource::getTemperatureBlock(int x, int z, int w, int h) const
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{
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floatArray temperatures;
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getTemperatureBlock(temperatures, x, z, w, h);
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return temperatures;
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}
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// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
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// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
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void BiomeSource::getTemperatureBlock(floatArray& temperatures, int x, int z, int w, int h) const
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{
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IntCache::releaseAll();
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//if (temperatures == null || temperatures.length < w * h) {
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if (temperatures.data == NULL || temperatures.length < w * h)
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{
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if( temperatures.data != NULL ) delete [] temperatures.data;
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temperatures = floatArray(w * h);
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}
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intArray result = zoomedLayer->getArea(x, z, w, h);
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for (int i = 0; i < w * h; i++)
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{
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float t = (float) Biome::biomes[result[i]]->getTemperatureInt() / 65536.0f;
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if (t > 1) t = 1;
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temperatures[i] = t;
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}
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}
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BiomeArray BiomeSource::getRawBiomeBlock(int x, int z, int w, int h) const
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{
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BiomeArray biomes;
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getRawBiomeBlock(biomes, x, z, w, h);
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return biomes;
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}
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// 4J added
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void BiomeSource::getRawBiomeIndices(intArray &biomes, int x, int z, int w, int h) const
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{
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IntCache::releaseAll();
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intArray result = layer->getArea(x, z, w, h);
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for (int i = 0; i < w * h; i++)
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{
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biomes[i] = result[i];
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}
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}
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void BiomeSource::getRawBiomeBlock(BiomeArray &biomes, int x, int z, int w, int h) const
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{
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IntCache::releaseAll();
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//if (biomes == null || biomes.length < w * h)
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if (biomes.data == NULL || biomes.length < w * h)
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{
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if(biomes.data != NULL) delete [] biomes.data;
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biomes = BiomeArray(w * h);
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}
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intArray result = layer->getArea(x, z, w, h);
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for (int i = 0; i < w * h; i++)
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{
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biomes[i] = Biome::biomes[result[i]];
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#ifndef _CONTENT_PACKAGE
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if(biomes[i] == NULL)
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{
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app.DebugPrintf("Tried to assign null biome %d\n", result[i]);
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__debugbreak();
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}
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#endif
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}
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}
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BiomeArray BiomeSource::getBiomeBlock(int x, int z, int w, int h) const
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{
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if (w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
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{
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return cache->getBiomeBlockAt(x, z);
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}
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BiomeArray biomes;
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getBiomeBlock(biomes, x, z, w, h, true);
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return biomes;
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}
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// 4J - caller is responsible for deleting biomes array
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void BiomeSource::getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h, bool useCache) const
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{
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IntCache::releaseAll();
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//if (biomes == null || biomes.length < w * h)
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if (biomes.data == NULL || biomes.length < w * h)
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{
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if(biomes.data != NULL) delete [] biomes.data;
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biomes = BiomeArray(w * h);
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}
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if (useCache && w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
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{
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BiomeArray tmp = cache->getBiomeBlockAt(x, z);
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System::arraycopy(tmp, 0, &biomes, 0, w * h);
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delete tmp.data; // MGH - added, the caching creates this array from the indices now.
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//return biomes;
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}
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intArray result = zoomedLayer->getArea(x, z, w, h);
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for (int i = 0; i < w * h; i++)
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{
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biomes[i] = Biome::biomes[result[i]];
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}
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}
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byteArray BiomeSource::getBiomeIndexBlock(int x, int z, int w, int h) const
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{
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if (w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
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{
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return cache->getBiomeIndexBlockAt(x, z);
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}
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byteArray biomeIndices;
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getBiomeIndexBlock(biomeIndices, x, z, w, h, true);
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return biomeIndices;
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}
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// 4J - caller is responsible for deleting biomes array
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void BiomeSource::getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int w, int h, bool useCache) const
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{
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IntCache::releaseAll();
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//if (biomes == null || biomes.length < w * h)
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if (biomeIndices.data == NULL || biomeIndices.length < w * h)
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{
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if(biomeIndices.data != NULL) delete [] biomeIndices.data;
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biomeIndices = byteArray(w * h);
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}
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if (useCache && w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
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{
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byteArray tmp = cache->getBiomeIndexBlockAt(x, z);
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System::arraycopy(tmp, 0, &biomeIndices, 0, w * h);
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//return biomes;
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}
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intArray result = zoomedLayer->getArea(x, z, w, h);
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for (int i = 0; i < w * h; i++)
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{
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biomeIndices[i] = (byte)result[i];
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}
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}
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/**
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* Checks if an area around a block contains only the specified biomes.
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* Useful for placing elements like towns.
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*
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* This is a bit of a rough check, to make it as fast as possible. To ensure
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* NO other biomes, add a margin of at least four blocks to the radius
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*/
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bool BiomeSource::containsOnly(int x, int z, int r, vector<Biome *> allowed)
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{
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IntCache::releaseAll();
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int x0 = ((x - r) >> 2);
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int z0 = ((z - r) >> 2);
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int x1 = ((x + r) >> 2);
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int z1 = ((z + r) >> 2);
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int w = x1 - x0 + 1;
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int h = z1 - z0 + 1;
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intArray biomes = layer->getArea(x0, z0, w, h);
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for (int i = 0; i < w * h; i++)
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{
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Biome *b = Biome::biomes[biomes[i]];
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if (find(allowed.begin(), allowed.end(), b) == allowed.end()) return false;
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}
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return true;
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}
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/**
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* Checks if an area around a block contains only the specified biome.
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* Useful for placing elements like towns.
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*
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* This is a bit of a rough check, to make it as fast as possible. To ensure
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* NO other biomes, add a margin of at least four blocks to the radius
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*/
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bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
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{
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IntCache::releaseAll();
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int x0 = ((x - r) >> 2);
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int z0 = ((z - r) >> 2);
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int x1 = ((x + r) >> 2);
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int z1 = ((z + r) >> 2);
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int w = x1 - x0;
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int h = z1 - z0;
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int biomesCount = w*h;
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intArray biomes = layer->getArea(x0, z0, w, h);
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for (unsigned int i = 0; i < biomesCount; i++)
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{
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Biome *b = Biome::biomes[biomes[i]];
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if (allowed != b) return false;
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}
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return true;
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}
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/**
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* Finds the specified biome within the radius. This will return a random
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* position if several are found. This test is fairly rough.
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*
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* Returns null if the biome wasn't found
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*/
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TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *random)
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{
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IntCache::releaseAll();
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int x0 = ((x - r) >> 2);
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int z0 = ((z - r) >> 2);
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int x1 = ((x + r) >> 2);
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int z1 = ((z + r) >> 2);
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int w = x1 - x0 + 1;
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int h = z1 - z0 + 1;
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intArray biomes = layer->getArea(x0, z0, w, h);
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TilePos *res = NULL;
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int found = 0;
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int biomesCount = w*h;
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for (unsigned int i = 0; i < biomesCount; i++)
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{
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int xx = x0 + i % w;
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int zz = z0 + i / w;
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Biome *b = Biome::biomes[biomes[i]];
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if (b == toFind)
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{
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if (res == NULL || random->nextInt(found + 1) == 0)
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{
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res = new TilePos(xx, 0, zz);
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found++;
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}
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}
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}
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return res;
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}
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/**
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* Finds one of the specified biomes within the radius. This will return a
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* random position if several are found. This test is fairly rough.
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*
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* Returns null if the biome wasn't found
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*/
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TilePos *BiomeSource::findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random)
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{
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IntCache::releaseAll();
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int x0 = ((x - r) >> 2);
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int z0 = ((z - r) >> 2);
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int x1 = ((x + r) >> 2);
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int z1 = ((z + r) >> 2);
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int w = x1 - x0 + 1;
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int h = z1 - z0 + 1;
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MemSect(50);
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intArray biomes = layer->getArea(x0, z0, w, h);
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TilePos *res = NULL;
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int found = 0;
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for (unsigned int i = 0; i < w * h; i++)
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{
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int xx = (x0 + i % w) << 2;
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int zz = (z0 + i / w) << 2;
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Biome *b = Biome::biomes[biomes[i]];
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if (find(allowed.begin(), allowed.end(), b) != allowed.end())
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{
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if (res == NULL || random->nextInt(found + 1) == 0)
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{
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delete res;
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res = new TilePos(xx, 0, zz);
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found++;
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}
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}
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}
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MemSect(0);
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return res;
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}
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void BiomeSource::update()
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{
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cache->update();
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}
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//#define DEBUG_SEEDS 50
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// 4J added - find a seed for this biomesource that matches certain criteria
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#ifdef __PSVITA__
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int64_t BiomeSource::findSeed(LevelType *generator, bool* pServerRunning) // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs
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#else
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int64_t BiomeSource::findSeed(LevelType *generator)
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#endif
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{
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int64_t bestSeed = 0;
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ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
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mcprogress->progressStage(IDS_PROGRESS_NEW_WORLD_SEED);
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#ifndef _CONTENT_PACKAGE
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if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_EnableBiomeOverride))
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{
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// Do nothing
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}
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else
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#endif
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{
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#ifdef DEBUG_SEEDS
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for( int k = 0; k < DEBUG_SEEDS; k++ )
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#endif
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{
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// Try and genuinely random this search up
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Random *pr = new Random(System::nanoTime());
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// Raw biome data has one result per 4x4 group of tiles.
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// Removing a border of 8 from each side since we'll be doing special things at the edge to turn our world into an island, and so don't want to count things
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// in the edge region in case they later get removed
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static const int biomeWidth = ( 54 * 4 ) - 16; // Should be even so we can offset evenly
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static const int biomeOffset = -( biomeWidth / 2 );
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// Storage for our biome indices
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intArray indices = intArray( biomeWidth * biomeWidth );
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// Storage for the fractional amounts of each biome that will be calculated
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float toCompare[Biome::BIOME_COUNT];
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bool matchFound = false;
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int tryCount = 0;
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// Just keeping trying to generate seeds until we find one that matches our criteria
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do
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{
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int64_t seed = pr->nextLong();
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BiomeSource *biomeSource = new BiomeSource(seed,generator);
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biomeSource->getRawBiomeIndices(indices, biomeOffset, biomeOffset, biomeWidth, biomeWidth);
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getFracs(indices, toCompare);
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matchFound = getIsMatch( toCompare );
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if( matchFound ) bestSeed = seed;
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delete biomeSource;
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tryCount++;
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mcprogress->progressStagePercentage( tryCount % 100 );
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#ifdef __PSVITA__
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} while (!matchFound && *pServerRunning);
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#else
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} while (!matchFound);
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#endif
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// Clean up
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delete pr;
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delete indices.data;
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#ifdef DEBUG_SEEDS
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app.DebugPrintf("%d: %d tries taken, seed used is %lld\n", k, tryCount, bestSeed);
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BiomeSource *biomeSource = new BiomeSource(bestSeed);
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BiomeArray biomes = biomeSource->getBiomeBlock(-27 * 16, -27 * 16, 54 * 16, 54 * 16);
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unsigned int *pixels = new unsigned int[54 * 16 * 54 * 16];
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for(int i = 0; i < 54 * 16 * 54 * 16; i++ )
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{
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int id = biomes[i]->id;
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// Create following colours:
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// 0 ocean 0000 black
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// 1 plains 0001 pastel cyan
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// 2 desert 0010 green
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// 3 extreme hills 0011 yellow
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// 4 forest 0100 blue
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// 5 taiga 0101 magenta
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// 6 swamps 0110 cyan
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// 7 river 0111 white
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// 8 hell 1000 grey
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// 9 end biome 1001 white
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// 10 frozen ocean 1010 pastel green
|
|
// 11 frozen river 1011 pastel yellow
|
|
// 12 ice flats 1100 pastel blue
|
|
// 13 ice mountains 1101 pastel magenta
|
|
// 14 mushroom island 1110 red
|
|
// 15 mushroom shore 1111 pastel red
|
|
|
|
if( id == 1 ) id = 14;
|
|
else if ( id == 14 ) id = 1;
|
|
else if( id == 9 ) id = 15;
|
|
else if( id == 15 ) id = 9;
|
|
pixels[i] = 0xff000000;
|
|
if( id & 1 ) pixels[i] |= 0x00ff0000;
|
|
if( id & 2 ) pixels[i] |= 0x0000ff00;
|
|
if( id & 4 ) pixels[i] |= 0x000000ff;
|
|
if( id & 8 ) pixels[i] |= 0x00808080;
|
|
}
|
|
D3DXIMAGE_INFO srcInfo;
|
|
srcInfo.Format = D3DFMT_LIN_A8R8G8B8;
|
|
srcInfo.ImageFileFormat = D3DXIFF_BMP;
|
|
srcInfo.Width = 54 * 16;
|
|
srcInfo.Height = 54 * 16;
|
|
|
|
char buf[256];
|
|
sprintf(buf,"GAME:\\BiomeTest%d.bmp",k);
|
|
RenderManager.SaveTextureData(buf, &srcInfo, (int *)pixels);
|
|
|
|
delete [] pixels;
|
|
delete biomes.data;
|
|
delete biomeSource;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
return bestSeed;
|
|
}
|
|
|
|
// 4J added - get the fractional amounts of each biome type in the given indices
|
|
void BiomeSource::getFracs(intArray indices, float *fracs)
|
|
{
|
|
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
|
|
{
|
|
fracs[i] = 0.0f;
|
|
}
|
|
|
|
for( int i = 0; i < indices.length; i++ )
|
|
{
|
|
fracs[indices[i]] += 1.0f;
|
|
}
|
|
|
|
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
|
|
{
|
|
fracs[i] /= (float)(indices.length);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// 4J added - determine if this particular set of fractional amounts of biome types matches are requirements
|
|
bool BiomeSource::getIsMatch(float *frac)
|
|
{
|
|
// A true for a particular biome type here marks it as one that *has* to be present
|
|
static const bool critical[Biome::BIOME_COUNT] = {
|
|
true, // ocean
|
|
true, // plains
|
|
true, // desert
|
|
false, // extreme hills
|
|
true, // forest
|
|
true, // taiga
|
|
true, // swamps
|
|
false, // river
|
|
false, // hell
|
|
false, // end biome
|
|
false, // frozen ocean
|
|
false, // frozen river
|
|
false, // ice flats
|
|
false, // ice mountains
|
|
true, // mushroom island / shore
|
|
false, // mushroom shore (combined with above)
|
|
false, // beach
|
|
false, // desert hills (combined with desert)
|
|
false, // forest hills (combined with forest)
|
|
false, // taiga hills (combined with taga)
|
|
false, // small extreme hills
|
|
true, // jungle
|
|
false, // jungle hills (combined with jungle)
|
|
};
|
|
|
|
|
|
// Don't want more than 15% ocean
|
|
if( frac[0] > 0.15f )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Consider mushroom shore & islands as the same by finding max
|
|
frac[14] = ( ( frac[15] > frac[14] ) ? frac[15] : frac[14] );
|
|
|
|
// Merge desert and desert hills
|
|
frac[2] = ( ( frac[17] > frac[2] ) ? frac[17] : frac[2] );
|
|
|
|
// Merge forest and forest hills
|
|
frac[4] = ( ( frac[18] > frac[4] ) ? frac[18] : frac[4] );
|
|
|
|
// Merge taiga and taiga hills
|
|
frac[5] = ( ( frac[19] > frac[5] ) ? frac[19] : frac[5] );
|
|
|
|
// Merge jungle and jungle hills
|
|
frac[21] = ( ( frac[22] > frac[21] ) ? frac[22] : frac[21] );
|
|
|
|
// Loop through all biome types, and:
|
|
// (1) count them
|
|
// (2) give up if one of the critical ones is missing
|
|
|
|
int typeCount = 0;
|
|
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
|
|
{
|
|
// We want to skip some where we have merged with another type
|
|
if(i == 15 || i == 17 || i == 18 || i == 19 || i == 22) continue;
|
|
|
|
// Consider 0.1% as being "present" - this equates an area of about 3 chunks
|
|
if( frac[i] > 0.001f )
|
|
{
|
|
typeCount++;
|
|
}
|
|
else
|
|
{
|
|
// If a critical biome is missing, just give up
|
|
if( critical[i] )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Consider as suitable if we've got all the critical ones, and in total 9 or more - currently there's 8 critical so this just forces at least 1 more others
|
|
return ( typeCount >= 9 );
|
|
} |