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The new mapgen, noise functions, et al.
This commit is contained in:
parent
736b386554
commit
11afcbff69
23 changed files with 1892 additions and 1037 deletions
442
src/mapgen.cpp
442
src/mapgen.cpp
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@ -20,7 +20,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "biome.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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//#include "serverobject.h"
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#include "content_sao.h"
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@ -28,9 +30,296 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_mapnode.h" // For content_mapnode_get_new_name
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#include "voxelalgorithms.h"
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#include "profiler.h"
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#include "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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#include "treegen.h"
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NoiseParams nparams_mtdefault =
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{0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain
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NoiseParams nparams_def_bgroup =
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{0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1
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NoiseParams nparams_def_heat =
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{25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
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NoiseParams nparams_def_humidity =
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{50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100
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///////////////////////////////////////////////////////////////////////////////
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/*
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Mapgen::Mapgen(BiomeDefManager *biomedef) {
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Mapgen(0, 0, biomedef);
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}*/
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Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
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initMapgen(biomedef, mapgenid, seed,
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&nparams_mtdefault, &nparams_def_bgroup,
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&nparams_def_heat, &nparams_def_humidity);
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}
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Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
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NoiseParams *np_terrain, NoiseParams *np_bgroup,
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NoiseParams *np_heat, NoiseParams *np_humidity) {
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initMapgen(biomedef, mapgenid, seed,
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np_terrain, np_bgroup, np_heat, np_humidity);
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}
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void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
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NoiseParams *np_terrain, NoiseParams *np_bgroup,
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NoiseParams *np_heat, NoiseParams *np_humidity) {
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this->generating = false;
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this->id = mapgenid;
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this->seed = (int)seed;
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this->biomedef = biomedef;
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this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
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this->water_level = g_settings->getS16("default_water_level"); ////fix this!
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this->np_terrain = np_terrain;
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this->np_bgroup = np_bgroup;
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this->np_heat = np_heat;
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this->np_humidity = np_humidity;
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noise_terrain = new Noise(np_terrain, seed, csize.X, csize.Y);
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noise_bgroup = new Noise(np_bgroup, seed, csize.X, csize.Y);
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noise_heat = new Noise(np_heat, seed, csize.X, csize.Y);
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noise_humidity = new Noise(np_humidity, seed, csize.X, csize.Y);
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this->ndef = biomedef->ndef;
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n_air = MapNode(ndef->getId("mapgen_air"));
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n_water = MapNode(ndef->getId("mapgen_water_source"));
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n_lava = MapNode(ndef->getId("mapgen_lava_source"));
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}
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Mapgen::~Mapgen() {
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delete noise_terrain;
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delete noise_bgroup;
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delete noise_heat;
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delete noise_humidity;
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}
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void Mapgen::makeChunk(BlockMakeData *data) {
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if (data->no_op)
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return;
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//printf("generating...\n");//////////////
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->data = data;
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this->vmanip = data->vmanip;
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v3s16 em = vmanip->m_area.getExtent();
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this->ystride = em.X;
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this->zstride = em.Y * em.X;
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node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
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node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
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v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1);
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int y1 = node_min.Y;
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int y2 = node_max.Y;
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int x = node_min.X;
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int z = node_min.Z;
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//printf("full_node_min.X: %d | full_node_min.Z: %d | MinEdge: %d | MaxEdge: %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z);
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TimeTaker timer("Generating terrain");
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map_terrain = noise_terrain->perlinMap2D(x, z);
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map_bgroup = noise_bgroup->perlinMap2D(x, z);
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map_heat = noise_heat->perlinMap2D(x, z);
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map_humidity = noise_humidity->perlinMap2D(x, z);
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int i = 0;
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for (x = node_min.X; x <= node_max.X; x++) {
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for (z = node_min.Z; z <= node_max.Z; z++) {
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Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
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biome->genColumn(this, x, z, y1, y2);
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i++;
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}
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}
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timer.stop();
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//genCave();
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//genDungeon();
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//add blobs of dirt and gravel underground
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//decorateChunk();
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//updateLiquid(full_node_min, full_node_max);
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updateLighting(node_min, node_max);
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this->generating = false;
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//printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);//////////
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}
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void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
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bool isliquid, wasliquid;
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u32 i;
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content_t c;
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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v2s16 p2d(x, z);
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wasliquid = true;
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v3s16 em = vmanip->m_area.getExtent();
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i = vmanip->m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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isliquid = ndef->get(vmanip->m_data[i]).isLiquid();
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//there was a change between liquid and nonliquid, add to queue
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if (isliquid != wasliquid)
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data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y));
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wasliquid = isliquid;
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vmanip->m_area.add_y(em, i, -1);
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}
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}
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}
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}
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void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE,
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node_max + v3s16(1,0,1) * MAP_BLOCKSIZE);
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bool block_is_underground = (water_level > node_max.Y);
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bool sunlight = !block_is_underground;
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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for (int i = 0; i < 2; i++) {
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enum LightBank bank = banks[i];
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core::map<v3s16, bool> light_sources;
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core::map<v3s16, u8> unlight_from;
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voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
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light_sources, unlight_from);
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voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
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printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
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vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
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vmanip->spreadLight(bank, light_sources, ndef);
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}
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}
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/*class EmergeManager {
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public:
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int seed;
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int water_level;
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BiomeDefManager *biomedef;
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//mapgen objects here
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void addBlockToQueue();
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//mapgen helper methods
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int getGroundLevelAtPoint(u64 mseed, v2s16 p);
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bool isBlockUnderground(u64 mseed, v3s16 blockpos);
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u32 getBlockSeed(u64 mseed, v3s16 p);
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};*/
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EmergeManager::EmergeManager(IGameDef *gamedef) {
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this->seed = 0;
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this->water_level = 0;
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this->np_terrain = &nparams_mtdefault;
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this->np_bgroup = &nparams_def_bgroup;
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this->np_heat = &nparams_def_heat;
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this->np_humidity = &nparams_def_humidity;
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this->biomedef = new BiomeDefManager(gamedef);
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}
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EmergeManager::~EmergeManager() {
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delete biomedef;
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}
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void EmergeManager::addBlockToQueue() {
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}
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Biome *EmergeManager::getBiomeAtPoint(v3s16 p) {
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float bgroup = NoisePerlin2D(np_bgroup, p.X, p.Y, seed);
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float heat = NoisePerlin2D(np_heat, p.X, p.Y, seed);
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float humidity = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
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return biomedef->getBiome(bgroup, heat, humidity);
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}
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//FIXME: This assumes y == 0, that is, always in a non-hell/non-sky biome
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int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
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float terrain = NoisePerlin2D(np_terrain, p.X, p.Y, seed);
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Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0));
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return biome->getSurfaceHeight(terrain);
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}
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bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
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/*
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v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
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(blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
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int ground_level = getGroundLevelAtPoint(p);
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return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
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*/
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//yuck, but then again, should i bother being accurate?
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//the height of the nodes in a single block is quite variable
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return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
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}
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u32 EmergeManager::getBlockSeed(v3s16 p) {
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return (u32)(seed & 0xFFFFFFFF) +
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p.Z * 38134234 +
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p.Y * 42123 +
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p.Y * 23;
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}
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/////////////////////////////////// legacy static functions for farmesh
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s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
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//just need to return something
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s16 level = 5;
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return level;
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}
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bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
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double sandnoise = noise2d_perlin(
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0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
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seed+59420, 3, 0.50);
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return (sandnoise > 0.15);
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}
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double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
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double noise = noise2d_perlin(
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0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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seed+2, 4, 0.66);
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double zeroval = -0.39;
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if(noise < zeroval)
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return 0;
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else
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return 0.04 * (noise-zeroval) / (1.0-zeroval);
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}
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#if 0 /// BIG COMMENT
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namespace mapgen
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{
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@ -121,6 +410,7 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
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}
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#endif
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#if 0
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static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
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@ -190,7 +480,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Make +-Z walls
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for(s16 x=0; x<roomsize.X; x++)
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for(s16 y=0; y<roomsize.Y; y++)
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@ -214,7 +504,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Make +-Y walls (floor and ceiling)
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for(s16 z=0; z<roomsize.Z; z++)
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for(s16 x=0; x<roomsize.X; x++)
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Fill with air
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for(s16 z=1; z<roomsize.Z-1; z++)
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for(s16 y=1; y<roomsize.Y-1; y++)
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@ -401,9 +691,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
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if(partcount >= partlength)
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{
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partcount = 0;
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dir = random_turn(random, dir);
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partlength = random.range(1,length);
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make_stairs = 0;
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{
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m_dir = dir;
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}
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bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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{
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for(u32 i=0; i<100; i++)
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if(doordir == v3s16(0,0,-1)) // Z-
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roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
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#endif
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// Check fit
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bool fits = true;
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for(s16 z=1; z<roomsize.Z-1; z++)
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@ -587,7 +877,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
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v3s16 areasize = vmanip.m_area.getExtent();
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v3s16 roomsize;
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v3s16 roomplace;
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/*
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Find place for first room
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*/
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@ -627,20 +917,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
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// No place found
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if(fits == false)
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return;
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/*
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Stores the center position of the last room made, so that
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a new corridor can be started from the last room instead of
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the new room, if chosen so.
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*/
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v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
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u32 room_count = random.range(2,7);
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for(u32 i=0; i<room_count; i++)
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{
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// Make a room to the determined place
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make_room1(vmanip, roomsize, roomplace, ndef);
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v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
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// Place torch at room center (for testing)
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@ -649,7 +939,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
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// Quit if last room
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if(i == room_count-1)
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break;
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// Determine walker start position
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bool start_in_last_room = (random.range(0,2)!=0);
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@ -667,7 +957,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
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// Store center of current room as the last one
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last_room_center = room_center;
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}
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// Create walker and find a place for a door
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RoomWalker walker(vmanip, walker_start_place, random, ndef);
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v3s16 doorplace;
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||||
|
@ -675,20 +965,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
|
|||
bool r = walker.findPlaceForDoor(doorplace, doordir);
|
||||
if(r == false)
|
||||
return;
|
||||
|
||||
|
||||
if(random.range(0,1)==0)
|
||||
// Make the door
|
||||
make_door1(vmanip, doorplace, doordir, ndef);
|
||||
else
|
||||
// Don't actually make a door
|
||||
doorplace -= doordir;
|
||||
|
||||
|
||||
// Make a random corridor starting from the door
|
||||
v3s16 corridor_end;
|
||||
v3s16 corridor_end_dir;
|
||||
make_corridor(vmanip, doorplace, doordir, corridor_end,
|
||||
corridor_end_dir, random, ndef);
|
||||
|
||||
|
||||
// Find a place for a random sized room
|
||||
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
||||
walker.setPos(corridor_end);
|
||||
|
@ -703,7 +993,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
|
|||
else
|
||||
// Don't actually make a door
|
||||
roomplace -= doordir;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -926,7 +1216,7 @@ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// This is more like the actual ground level
|
||||
level += dec[i-1]/2;
|
||||
|
||||
|
@ -1024,7 +1314,7 @@ bool block_is_underground(u64 seed, v3s16 blockpos)
|
|||
seed, v2s16(blockpos.X, blockpos.Z));*/
|
||||
// Nah, this is just a heuristic, just return something
|
||||
s16 minimum_groundlevel = WATER_LEVEL;
|
||||
|
||||
|
||||
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
|
||||
return true;
|
||||
else
|
||||
|
@ -1132,9 +1422,9 @@ BiomeType get_biome(u64 seed, v2s16 p2d)
|
|||
double d = noise2d_perlin(
|
||||
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
|
||||
seed+9130, 3, 0.50);
|
||||
if(d > 0.45)
|
||||
if(d > 0.45)
|
||||
return BT_DESERT;
|
||||
if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
|
||||
if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
|
||||
return BT_DESERT;
|
||||
return BT_NORMAL;
|
||||
};
|
||||
|
@ -1169,7 +1459,7 @@ void make_block(BlockMakeData *data)
|
|||
// Hack: use minimum block coordinates for old code that assumes
|
||||
// a single block
|
||||
v3s16 blockpos = data->blockpos_requested;
|
||||
|
||||
|
||||
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
|
||||
<<blockpos.Z<<")"<<std::endl;*/
|
||||
|
||||
|
@ -1177,7 +1467,7 @@ void make_block(BlockMakeData *data)
|
|||
v3s16 blockpos_max = data->blockpos_max;
|
||||
v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
|
||||
v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
|
||||
|
||||
|
||||
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
|
||||
// Area of central chunk
|
||||
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
|
||||
|
@ -1193,10 +1483,10 @@ void make_block(BlockMakeData *data)
|
|||
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
|
||||
* (blockpos_max.Y - blockpos_min.Y + 1)
|
||||
* (blockpos_max.Z - blockpos_max.Z + 1);
|
||||
|
||||
|
||||
int volume_nodes = volume_blocks *
|
||||
MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
|
||||
|
||||
|
||||
// Generated surface area
|
||||
//double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
|
||||
|
||||
|
@ -1207,7 +1497,7 @@ void make_block(BlockMakeData *data)
|
|||
Create a block-specific seed
|
||||
*/
|
||||
u32 blockseed = get_blockseed(data->seed, full_node_min);
|
||||
|
||||
|
||||
/*
|
||||
Cache some ground type values for speed
|
||||
*/
|
||||
|
@ -1253,13 +1543,13 @@ void make_block(BlockMakeData *data)
|
|||
{
|
||||
#if 1
|
||||
TimeTaker timer1("Generating ground level");
|
||||
|
||||
|
||||
for(s16 x=node_min.X; x<=node_max.X; x++)
|
||||
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
||||
{
|
||||
// Node position
|
||||
v2s16 p2d = v2s16(x,z);
|
||||
|
||||
|
||||
/*
|
||||
Skip of already generated
|
||||
*/
|
||||
|
@ -1274,7 +1564,7 @@ void make_block(BlockMakeData *data)
|
|||
|
||||
// Use perlin noise for ground height
|
||||
surface_y_f = base_rock_level_2d(data->seed, p2d);
|
||||
|
||||
|
||||
/*// Experimental stuff
|
||||
{
|
||||
float a = highlands_level_2d(data->seed, p2d);
|
||||
|
@ -1284,7 +1574,7 @@ void make_block(BlockMakeData *data)
|
|||
|
||||
// Convert to integer
|
||||
s16 surface_y = (s16)surface_y_f;
|
||||
|
||||
|
||||
// Log it
|
||||
if(surface_y > stone_surface_max_y)
|
||||
stone_surface_max_y = surface_y;
|
||||
|
@ -1316,9 +1606,9 @@ void make_block(BlockMakeData *data)
|
|||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
}//timer1
|
||||
|
||||
|
||||
// Limit dirt flow area by 1 because mud is flown into neighbors.
|
||||
assert(central_area_size.X == central_area_size.Z);
|
||||
s16 mudflow_minpos = 0-max_spread_amount+1;
|
||||
|
@ -1375,7 +1665,7 @@ void make_block(BlockMakeData *data)
|
|||
tunnel_routepoints = ps.range(10, ps.range(15,30));
|
||||
}
|
||||
bool large_cave_is_flat = (ps.range(0,1) == 0);
|
||||
|
||||
|
||||
v3f main_direction(0,0,0);
|
||||
|
||||
// Allowed route area size in nodes
|
||||
|
@ -1391,7 +1681,7 @@ void make_block(BlockMakeData *data)
|
|||
s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
|
||||
ar += v3s16(1,0,1) * more * 2;
|
||||
of -= v3s16(1,0,1) * more;
|
||||
|
||||
|
||||
s16 route_y_min = 0;
|
||||
// Allow half a diameter + 7 over stone surface
|
||||
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
|
||||
|
@ -1434,7 +1724,7 @@ void make_block(BlockMakeData *data)
|
|||
if(coming_from_surface)
|
||||
route_start_y_min = -of.Y + stone_surface_max_y + 10;
|
||||
}*/
|
||||
|
||||
|
||||
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
|
||||
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
|
||||
|
||||
|
@ -1451,11 +1741,11 @@ void make_block(BlockMakeData *data)
|
|||
MapNode airnode(CONTENT_AIR);
|
||||
MapNode waternode(c_water_source);
|
||||
MapNode lavanode(c_lava_source);
|
||||
|
||||
|
||||
/*
|
||||
Generate some tunnel starting from orp
|
||||
*/
|
||||
|
||||
|
||||
for(u16 j=0; j<tunnel_routepoints; j++)
|
||||
{
|
||||
if(j%dswitchint==0 && large_cave == false)
|
||||
|
@ -1467,12 +1757,12 @@ void make_block(BlockMakeData *data)
|
|||
);
|
||||
main_direction *= (float)ps.range(0, 10)/10;
|
||||
}
|
||||
|
||||
|
||||
// Randomize size
|
||||
s16 min_d = min_tunnel_diameter;
|
||||
s16 max_d = max_tunnel_diameter;
|
||||
s16 rs = ps.range(min_d, max_d);
|
||||
|
||||
|
||||
// Every second section is rough
|
||||
bool randomize_xz = (ps2.range(1,2) == 1);
|
||||
|
||||
|
@ -1495,13 +1785,13 @@ void make_block(BlockMakeData *data)
|
|||
}
|
||||
|
||||
v3f vec;
|
||||
|
||||
|
||||
vec = v3f(
|
||||
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
|
||||
(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
|
||||
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
|
||||
);
|
||||
|
||||
|
||||
// Jump downward sometimes
|
||||
if(!large_cave && ps.range(0,12) == 0)
|
||||
{
|
||||
|
@ -1511,7 +1801,7 @@ void make_block(BlockMakeData *data)
|
|||
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
/*if(large_cave){
|
||||
v3f p = orp + vec;
|
||||
s16 h = find_ground_level_clever(vmanip,
|
||||
|
@ -1573,12 +1863,12 @@ void make_block(BlockMakeData *data)
|
|||
s16 x = cp.X + x0;
|
||||
v3s16 p(x,y,z);
|
||||
p += of;
|
||||
|
||||
|
||||
if(vmanip.m_area.contains(p) == false)
|
||||
continue;
|
||||
|
||||
|
||||
u32 i = vmanip.m_area.index(p);
|
||||
|
||||
|
||||
if(large_cave)
|
||||
{
|
||||
if(full_node_min.Y < WATER_LEVEL &&
|
||||
|
@ -1602,7 +1892,7 @@ void make_block(BlockMakeData *data)
|
|||
vmanip.m_data[i].getContent() == c_water_source ||
|
||||
vmanip.m_data[i].getContent() == c_lava_source)
|
||||
continue;
|
||||
|
||||
|
||||
vmanip.m_data[i] = airnode;
|
||||
|
||||
// Set tunnel flag
|
||||
|
@ -1615,12 +1905,12 @@ void make_block(BlockMakeData *data)
|
|||
|
||||
orp = rp;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}//timer1
|
||||
#endif
|
||||
|
||||
|
||||
#if 1
|
||||
{
|
||||
// 15ms @cs=8
|
||||
|
@ -1629,13 +1919,13 @@ void make_block(BlockMakeData *data)
|
|||
/*
|
||||
Add mud to the central chunk
|
||||
*/
|
||||
|
||||
|
||||
for(s16 x=node_min.X; x<=node_max.X; x++)
|
||||
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
||||
{
|
||||
// Node position in 2d
|
||||
v2s16 p2d = v2s16(x,z);
|
||||
|
||||
|
||||
// Randomize mud amount
|
||||
s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
|
||||
|
||||
|
@ -1660,7 +1950,7 @@ void make_block(BlockMakeData *data)
|
|||
surface_y + mud_add_amount <= WATER_LEVEL+2){
|
||||
addnode = MapNode(c_sand);
|
||||
}
|
||||
|
||||
|
||||
if(bt == BT_DESERT){
|
||||
if(surface_y > 20){
|
||||
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
|
||||
|
@ -1691,7 +1981,7 @@ void make_block(BlockMakeData *data)
|
|||
{
|
||||
if(mudcount >= mud_add_amount)
|
||||
break;
|
||||
|
||||
|
||||
MapNode &n = vmanip.m_data[i];
|
||||
n = addnode;
|
||||
mudcount++;
|
||||
|
@ -1756,7 +2046,7 @@ void make_block(BlockMakeData *data)
|
|||
/*
|
||||
Flow mud away from steep edges
|
||||
*/
|
||||
|
||||
|
||||
// Iterate a few times
|
||||
for(s16 k=0; k<3; k++)
|
||||
{
|
||||
|
@ -1773,7 +2063,7 @@ void make_block(BlockMakeData *data)
|
|||
|
||||
// Node position in 2d
|
||||
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
|
||||
|
||||
|
||||
v3s16 em = vmanip.m_area.getExtent();
|
||||
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
|
||||
s16 y=node_max.Y;
|
||||
|
@ -1794,7 +2084,7 @@ void make_block(BlockMakeData *data)
|
|||
n->getContent() == c_dirt_with_grass ||
|
||||
n->getContent() == c_gravel)
|
||||
break;
|
||||
|
||||
|
||||
vmanip.m_area.add_y(em, i, -1);
|
||||
}
|
||||
|
||||
|
@ -1813,7 +2103,7 @@ void make_block(BlockMakeData *data)
|
|||
{
|
||||
// Make it exactly mud
|
||||
n->setContent(c_dirt);
|
||||
|
||||
|
||||
/*
|
||||
Don't flow it if the stuff under it is not mud
|
||||
*/
|
||||
|
@ -1851,7 +2141,7 @@ void make_block(BlockMakeData *data)
|
|||
}
|
||||
|
||||
// Drop mud on side
|
||||
|
||||
|
||||
for(u32 di=0; di<4; di++)
|
||||
{
|
||||
v3s16 dirp = dirs4[di];
|
||||
|
@ -1894,7 +2184,7 @@ void make_block(BlockMakeData *data)
|
|||
// Loop one up so that we're in air
|
||||
vmanip.m_area.add_y(em, i2, 1);
|
||||
n2 = &vmanip.m_data[i2];
|
||||
|
||||
|
||||
bool old_is_water = (n->getContent() == c_water_source);
|
||||
// Move mud to new place
|
||||
if(!dropped_to_unknown) {
|
||||
|
@ -1912,7 +2202,7 @@ void make_block(BlockMakeData *data)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}//timer1
|
||||
|
@ -1940,7 +2230,7 @@ void make_block(BlockMakeData *data)
|
|||
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
|
||||
{
|
||||
if(y == full_node_max.Y){
|
||||
water_found =
|
||||
water_found =
|
||||
(vmanip.m_data[i].getContent() == c_water_source ||
|
||||
vmanip.m_data[i].getContent() == c_lava_source);
|
||||
}
|
||||
|
@ -1982,7 +2272,7 @@ void make_block(BlockMakeData *data)
|
|||
{
|
||||
// Node position in 2d
|
||||
v2s16 p2d = v2s16(x,z);
|
||||
|
||||
|
||||
/*
|
||||
Find the lowest surface to which enough light ends up
|
||||
to make grass grow.
|
||||
|
@ -2008,7 +2298,7 @@ void make_block(BlockMakeData *data)
|
|||
else
|
||||
surface_y = full_node_min.Y;
|
||||
}
|
||||
|
||||
|
||||
u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
|
||||
MapNode *n = &vmanip.m_data[i];
|
||||
if(n->getContent() == c_dirt){
|
||||
|
@ -2113,7 +2403,7 @@ void make_block(BlockMakeData *data)
|
|||
else
|
||||
vmanip.m_data[i] = n_stone;
|
||||
}
|
||||
|
||||
|
||||
vmanip->m_area.add_y(em, i, 1);
|
||||
}
|
||||
}
|
||||
|
@ -2168,7 +2458,7 @@ void make_block(BlockMakeData *data)
|
|||
/*
|
||||
Add dungeons
|
||||
*/
|
||||
|
||||
|
||||
//if(node_min.Y < approx_groundlevel)
|
||||
//if(myrand() % 3 == 0)
|
||||
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
|
||||
|
@ -2182,7 +2472,7 @@ void make_block(BlockMakeData *data)
|
|||
// Dungeon generator doesn't modify places which have this set
|
||||
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
|
||||
| VMANIP_FLAG_DUNGEON_PRESERVE);
|
||||
|
||||
|
||||
// Set all air and water to be untouchable to make dungeons open
|
||||
// to caves and open air
|
||||
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
||||
|
@ -2204,12 +2494,12 @@ void make_block(BlockMakeData *data)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
PseudoRandom random(blockseed+2);
|
||||
|
||||
// Add it
|
||||
make_dungeon1(vmanip, random, ndef);
|
||||
|
||||
|
||||
// Convert some cobble to mossy cobble
|
||||
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
||||
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
||||
|
@ -2257,7 +2547,7 @@ void make_block(BlockMakeData *data)
|
|||
make_nc(vmanip, ncrandom, ndef);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Add top and bottom side of water to transforming_liquid queue
|
||||
*/
|
||||
|
@ -2346,7 +2636,7 @@ void make_block(BlockMakeData *data)
|
|||
if(current_depth == 0 && y <= WATER_LEVEL+2
|
||||
&& possibly_have_sand)
|
||||
have_sand = true;
|
||||
|
||||
|
||||
if(current_depth < 4)
|
||||
{
|
||||
if(have_sand)
|
||||
|
@ -2384,7 +2674,7 @@ void make_block(BlockMakeData *data)
|
|||
/*
|
||||
Calculate some stuff
|
||||
*/
|
||||
|
||||
|
||||
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
|
||||
bool is_jungle = surface_humidity > 0.75;
|
||||
// Amount of trees
|
||||
|
@ -2521,7 +2811,7 @@ void make_block(BlockMakeData *data)
|
|||
/*
|
||||
Add some kind of random stones
|
||||
*/
|
||||
|
||||
|
||||
u32 random_stone_count = gen_area_nodes *
|
||||
randomstone_amount_2d(data->seed, p2d_center);
|
||||
// Put in random places on part of division
|
||||
|
@ -2555,7 +2845,7 @@ void make_block(BlockMakeData *data)
|
|||
/*
|
||||
Add larger stones
|
||||
*/
|
||||
|
||||
|
||||
u32 large_stone_count = gen_area_nodes *
|
||||
largestone_amount_2d(data->seed, p2d_center);
|
||||
//u32 large_stone_count = 1;
|
||||
|
@ -2612,7 +2902,7 @@ void make_block(BlockMakeData *data)
|
|||
if(mineralrandom.next()%8 == 0)
|
||||
vmanip.m_data[vi] = MapNode(c_mese);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
/*
|
||||
|
@ -2742,7 +3032,7 @@ void make_block(BlockMakeData *data)
|
|||
|
||||
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
|
||||
light_sources, unlight_from);
|
||||
|
||||
|
||||
bool inexistent_top_provides_sunlight = !block_is_underground;
|
||||
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
|
||||
vmanip, a, inexistent_top_provides_sunlight,
|
||||
|
@ -2756,6 +3046,8 @@ void make_block(BlockMakeData *data)
|
|||
}
|
||||
}
|
||||
|
||||
#endif ///BIG COMMENT
|
||||
|
||||
BlockMakeData::BlockMakeData():
|
||||
no_op(false),
|
||||
vmanip(NULL),
|
||||
|
@ -2768,6 +3060,6 @@ BlockMakeData::~BlockMakeData()
|
|||
delete vmanip;
|
||||
}
|
||||
|
||||
}; // namespace mapgen
|
||||
//}; // namespace mapgen
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue