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mapgen tweaking

This commit is contained in:
Perttu Ahola 2011-02-06 16:35:27 +02:00
parent ea2d03e468
commit 25a7fabed8
9 changed files with 285 additions and 184 deletions

View file

@ -1736,7 +1736,7 @@ ServerMap::ServerMap(std::string savedir):
//m_chunksize = 64;
//m_chunksize = 16; // Too slow
m_chunksize = 8; // Fine. Takes a few seconds.
m_chunksize = 8; // Takes a few seconds
//m_chunksize = 4;
//m_chunksize = 2;
@ -1973,22 +1973,22 @@ double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
seed+2, 4, 0.6);
double zeroval = -0.3;
seed+2, 5, 0.6);
double zeroval = -0.4;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
double base_rock_level_2d(u64 seed, v2s16 p)
/*double base_rock_level_2d(u64 seed, v2s16 p)
{
return WATER_LEVEL - 6.0 + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
}
}*/
double highlands_level_2d(u64 seed, v2s16 p)
/*double highlands_level_2d(u64 seed, v2s16 p)
{
double a = noise2d_perlin(
0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
@ -1996,12 +1996,53 @@ double highlands_level_2d(u64 seed, v2s16 p)
if(a > 0.0)
//if(1)
{
return WATER_LEVEL + 25;
return WATER_LEVEL + 55. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
}
else
return -100000;
}*/
double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
// Higher ground level
double higher = WATER_LEVEL + 23. + 30. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
//higher = 30; // For debugging
// Limit higher to at least base
if(higher < base)
higher = base;
// Steepness factor of cliffs
double b = 1.0 + 1.0 * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-932, 7, 0.7);
b = rangelim(b, 0.0, 1000.0);
// Make steep stuff very steep and non-steep stuff very non-steep
b = pow(b, 4);
b *= 10;
//double b = 20;
// High/low selector
double a = 0.5 + b * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed-359, 6, 0.7);
a = rangelim(a, 0.0, 1.0);
//dstream<<"a="<<a<<std::endl;
double h = base*(1.0-a) + higher*a;
return h;
}
/*
@ -2172,12 +2213,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(m_seed, p2d);
// Experimental stuff
/*// Experimental stuff
{
float a = highlands_level_2d(m_seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
}
}*/
// Convert to integer
s16 surface_y = (s16)surface_y_f;
@ -2208,20 +2249,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
//TODO
s32 stone_obstacle_count = 0;
/*s32 stone_obstacle_count = (1.0+noise2d(m_seed+90443, sectorpos_base.X,
sectorpos_base.Y))/2.0 * stone_obstacle_amount/3;*/
/*s32 stone_obstacle_count =
rangelim((1.0+noise2d(m_seed+897,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
s16 stone_obstacle_max_height = 0;
//u32 stone_obstacle_amount =
// myrand_range(0, myrand_range(20, myrand_range(80,150)));
/*s16 stone_obstacle_max_height =
rangelim((1.0+noise2d(m_seed+5902,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
Loop this part, it will make stuff look older and newer nicely
*/
//for(u32 i_age=0; i_age<1; i_age++)
for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
@ -2238,7 +2279,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Randomize max height so usually stuff will be quite low
s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
//s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
v3s16 ob_size(
myrand_range(5, stone_obstacle_max_size),
@ -2371,11 +2413,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
if(bruise_surface)
{
//min_tunnel_diameter = 5;
//max_tunnel_diameter = myrand_range(10, 20);
min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/4));
tunnel_routepoints = 3;
min_tunnel_diameter = 5;
max_tunnel_diameter = myrand_range(10, 20);
/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
/*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
tunnel_routepoints = 5;
}
// Allowed route area size in nodes
@ -2441,11 +2487,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(u16 j=0; j<tunnel_routepoints; j++)
{
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = myrand_range(min_d, max_d);
v3s16 maxlen(15, 5, 15);
if(bruise_surface)
{
maxlen = v3s16(30,25,30);
maxlen = v3s16(rs*7,rs*7,rs*7);
}
v3f vec(
@ -2468,11 +2519,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
rp.Z = ar.Z-1;
vec = rp - orp;
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = myrand_range(min_d, max_d);
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
@ -2482,11 +2528,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs - MYMAX(0, abs(z0)-rs/4);
//s16 si = rs - MYMAX(0, abs(z0)-rs/4);
s16 si = rs - MYMAX(0, abs(z0)-rs/7);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
@ -2663,9 +2711,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Add mud to the central chunk
*/
//s16 mud_add_amount = myrand_range(2, 4);
//s16 mud_add_amount = 0;
for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
@ -2673,7 +2718,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
s16 mud_add_amount = (s16)(3.5 + 2. * noise2d_perlin(
s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
m_seed+1, 3, 0.55));
@ -2717,8 +2762,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
{
// 179ms @cs=8
//TimeTaker timer1("flow mud");
// 340ms @cs=8
TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
@ -2959,7 +3004,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
} // Aging loop
{//TimeTaker timer1("convert mud to sand");
{
//TimeTaker timer1("convert mud to sand");
/*
Convert mud to sand
@ -3153,14 +3199,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
/*
Handle lighting
Initial lighting (sunlight)
*/
core::map<v3s16, bool> light_sources;
{
// 750ms @cs=8, can't optimize more
//TimeTaker timer1("initial lighting");
TimeTaker timer1("initial lighting");
#if 0
/*
@ -3209,6 +3255,81 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
//NOTE: This is broken, at least the index has to
// be incremented
}
}
}
#endif
#if 1
/*
Go through the edges and apply sunlight to them, not caring
about neighbors
*/
// Four edges
for(s16 i=0; i<4; i++)
// Edge length
for(s16 j=lighting_min_d;
j<=lighting_max_d;
j++)
{
s16 x;
s16 z;
// +-X
if(i == 0 || i == 1)
{
x = (i==0) ? lighting_min_d : lighting_max_d;
if(i == 0)
z = lighting_min_d;
else
z = lighting_max_d;
}
// +-Z
else
{
z = (i==0) ? lighting_min_d : lighting_max_d;
if(i == 0)
x = lighting_min_d;
else
x = lighting_max_d;
}
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Loop from top to down
{
u8 light = LIGHT_SUN;
v3s16 em = vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
MapNode *n = &vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
light = 0;
}
else if(light != LIGHT_SUN
|| sunlight_propagates_content(n->d) == false)
{
if(light > 0)
light--;
}
n->setLight(LIGHTBANK_DAY, light);
n->setLight(LIGHTBANK_NIGHT, 0);
if(light != 0)
{
// Insert light source
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
// Increment index by y
vmanip.m_area.add_y(em, i, -1);
}
}
}
@ -3222,7 +3343,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
z++)*/
#if 1
/*
This has to be 1 smaller than the actual area, because
neighboring nodes are checked.
@ -3306,6 +3427,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
}
#endif
#if 0
for(s16 x=lighting_min_d+1;
x<=lighting_max_d-1;
x++)
for(s16 z=lighting_min_d+1;
z<=lighting_max_d-1;
z++)
{
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Apply initial sunlight
*/
{
u8 light = LIGHT_SUN;
v3s16 em = vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
MapNode *n = &vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
light = 0;
}
else if(light != LIGHT_SUN
|| sunlight_propagates_content(n->d) == false)
{
if(light > 0)
light--;
}
n->setLight(LIGHTBANK_DAY, light);
n->setLight(LIGHTBANK_NIGHT, 0);
// This doesn't take much time
if(light != 0)
{
// Insert light source
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
// Increment index by y
vmanip.m_area.add_y(em, i, -1);
}
}
}
#endif
}//timer1
@ -4006,7 +4179,7 @@ continue_generating:
/*
Add coal
*/
u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
u16 coal_amount = 30;
u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
@ -4039,7 +4212,7 @@ continue_generating:
Add iron
*/
//TODO: change to iron_amount or whatever
u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
u16 iron_amount = 15;
u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
@ -4286,16 +4459,6 @@ MapBlock * ServerMap::emergeBlock(
}
}
/*
Debug mode operation
*/
bool haxmode = g_settings.getBool("haxmode");
if(haxmode)
{
// Don't calculate lighting at all
//lighting_invalidated_blocks.clear();
}
return block;
}