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fine-tuning of map generator and server and stuff.

This commit is contained in:
Perttu Ahola 2011-01-17 02:40:53 +02:00
parent 7068bc90af
commit 3891bc43e0
11 changed files with 298 additions and 113 deletions

View file

@ -1317,17 +1317,26 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
*/
{
dstream<<"Generating map point attribute lists"<<std::endl;
PointAttributeList *list_baseheight = m_padb.getList("hm_baseheight");
PointAttributeList *list_randmax = m_padb.getList("hm_randmax");
PointAttributeList *list_randfactor = m_padb.getList("hm_randfactor");
PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
/*
NOTE: BEWARE: Too big amount of these will make map generation
slow. Especially those that are read by every block emerge.
*/
for(u32 i=0; i<3000; i++)
for(u32 i=0; i<15000; i++)
{
u32 lim = MAP_GENERATION_LIMIT;
if(i < 200)
lim = 1000;
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 15000;
v3s16 p(
-lim + myrand()%(lim*2),
@ -1356,6 +1365,24 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
plants_amount = 0.0;
}
list_plants_amount->addPoint(p, Attribute(plants_amount));
}
for(u32 i=0; i<1000; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
v3s16 p(
-lim + myrand()%(lim*2),
0,
-lim + myrand()%(lim*2)
);
float caves_amount = 0;
if(myrand()%5 == 0)
{
@ -1370,20 +1397,21 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
caves_amount = 0.05;
}
list_plants_amount->addPoint(p, Attribute(plants_amount));
list_caves_amount->addPoint(p, Attribute(caves_amount));
}
#if 1
for(u32 i=0; i<3000; i++)
for(u32 i=0; i<5000; i++)
{
u32 lim = MAP_GENERATION_LIMIT;
if(i < 100)
lim = 1000;
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
v3s16 p(
-lim + myrand()%(lim*2),
-lim + (myrand()%(lim*2)),
0,
-lim + myrand()%(lim*2)
-lim + (myrand()%(lim*2))
);
/*s32 bh_i = (myrand()%200) - 50;
@ -1404,13 +1432,13 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
if(myrand()%4 == 0)
{
baseheight = 100;
randmax = 100;
randmax = 50;
randfactor = 0.63;
}
else if(myrand()%5 == 0)
else if(myrand()%6 == 0)
{
baseheight = 200;
randmax = 200;
randmax = 100;
randfactor = 0.66;
}
else if(myrand()%4 == 0)
@ -1423,7 +1451,7 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
{
baseheight = 0;
randmax = 30;
randfactor = 0.60;
randfactor = 0.63;
}
else
{
@ -1436,68 +1464,16 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
list_randmax->addPoint(p, Attribute(randmax));
list_randfactor->addPoint(p, Attribute(randfactor));
}
#endif
/*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
}
#if 0
{
PointAttributeList *palist = m_padb.getList("hm_baseheight");
{
v3s16 p(0,0,0);
Attribute attr;
attr.set("5");
palist->addPoint(p, attr);
}
/*{
v3s16 p(-50,-50,0);
Attribute attr;
attr.set("-10");
palist->addPoint(p, attr);
}
{
v3s16 p(50,0,50);
Attribute attr;
attr.set("200");
palist->addPoint(p, attr);
}*/
// Easy spawn point
/*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
list_randmax->addPoint(v3s16(0,0,0), Attribute(10));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.65));*/
}
#endif
#if 0
{
PointAttributeList *palist = m_padb.getList("plants_amount");
// Back
{
v3s16 p(0,0,-100);
Attribute attr;
attr.set("0");
palist->addPoint(p, attr);
}
// Front right
{
v3s16 p(100,0,100);
Attribute attr;
attr.set("2.0");
palist->addPoint(p, attr);
}
// Front left
{
v3s16 p(-100,0,100);
Attribute attr;
attr.set("0.2");
palist->addPoint(p, attr);
}
}
#endif
/*
Try to load map; if not found, create a new one.
@ -1704,6 +1680,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
Get local attributes
*/
//dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
// Get plant amount from attributes
PointAttributeList *palist = m_padb.getList("plants_amount");
assert(palist);
@ -1712,6 +1690,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
float local_plants_amount =
palist->getInterpolatedFloat(nodepos2d);
//dstream<<"emergeSector(): done."<<std::endl;
/*
Generate sector heightmap
*/
@ -1810,7 +1790,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
/*
Add ravine (randomly)
*/
if(m_params.ravines_amount != 0)
if(m_params.ravines_amount > 0.001)
{
if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0)
{
@ -2061,13 +2041,32 @@ MapBlock * ServerMap::emergeBlock(
bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
bool mostly_underwater_surface = false;
if(highest_ground_y < WATER_LEVEL
&& some_part_underground && !completely_underground)
mostly_underwater_surface = true;
/*
Get local attributes
*/
//dstream<<"emergeBlock(): Getting local attributes"<<std::endl;
float caves_amount = 0;
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
float caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
{
/*
NOTE: BEWARE: Too big amount of attribute points slows verything
down by a lot.
1 interpolation from 5000 points takes 2-3ms.
*/
//TimeTaker timer("emergeBlock() local attribute retrieval");
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
}
//dstream<<"emergeBlock(): Done"<<std::endl;
/*
Generate dungeons
@ -2082,6 +2081,7 @@ MapBlock * ServerMap::emergeBlock(
}
// Fill table
#if 1
{
/*
Initialize orp and ors. Try to find if some neighboring
@ -2207,21 +2207,34 @@ MapBlock * ServerMap::emergeBlock(
continue_generating:
/*
Don't always generate dungeon
Choose whether to actually generate dungeon
*/
bool do_generate_dungeons = true;
// Don't generate if no part is underground
if(!some_part_underground)
{
do_generate_dungeons = false;
// If block is partly underground, caves are generated.
}
// Don't generate if mostly underwater surface
else if(mostly_underwater_surface)
{
do_generate_dungeons = false;
}
// Partly underground = cave
else if(!completely_underground)
do_generate_dungeons = (rand() % 100 <= (u32)(caves_amount*100));
// Always continue if found existing dungeons underground
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Found existing dungeon underground
else if(found_existing && completely_underground)
do_generate_dungeons = true;
// If underground and no dungeons found
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Underground and no dungeons found
else
do_generate_dungeons = (rand() % 2 == 0);
{
do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
}
if(do_generate_dungeons)
{
@ -2271,10 +2284,11 @@ continue_generating:
}
}
}
#endif
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_caves = false;
bool has_dungeons = false;
/*
Apply temporary cave data to block
@ -2296,7 +2310,7 @@ continue_generating:
if(is_ground_content(n.d))
{
// Has now caves
has_caves = true;
has_dungeons = true;
// Set air to node
n.d = CONTENT_AIR;
}
@ -2316,7 +2330,7 @@ continue_generating:
Force lighting update if some part of block is partly
underground and has caves.
*/
/*if(some_part_underground && !completely_underground && has_caves)
/*if(some_part_underground && !completely_underground && has_dungeons)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
@ -2336,9 +2350,9 @@ continue_generating:
/*
Add meseblocks
*/
for(s16 i=0; i< underground_level/4 + 1; i++)
for(s16 i=0; i<underground_level/4 + 1; i++)
{
if(myrand()%10 == 0)
if(myrand()%50 == 0)
{
v3s16 cp(
(myrand()%(MAP_BLOCKSIZE-2))+1,
@ -2697,7 +2711,27 @@ continue_generating:
changed_blocks.insert(block->getPos(), block);
}
/*
Debug information
*/
if(0)
{
dstream
<<"lighting_invalidated_blocks.size()"
<<", has_dungeons"
<<", completely_ug"
<<", some_part_ug"
<<" "<<lighting_invalidated_blocks.size()
<<", "<<has_dungeons
<<", "<<completely_underground
<<", "<<some_part_underground
<<std::endl;
}
/*
Debug mode operation
*/
if(HAXMODE)
{
// Don't calculate lighting at all
@ -3412,6 +3446,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if not seen on display
*/
float range = 100000 * BS;
if(m_control.range_all == false)
range = m_control.wanted_range * BS;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, range) == false)
{
continue;
}
#if 0
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
@ -3434,8 +3479,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
// If block is far away, don't draw it
if(d > m_control.wanted_range * BS)
// This is nicer when fog is used
//if((dforward+d)/2 > m_control.wanted_range * BS)
continue;
}
@ -3460,7 +3503,23 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
continue;
}
#endif
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
v3f blockpos(
((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
);
// Block position relative to camera
v3f blockpos_relative = blockpos - camera_position;
// Total distance
f32 d = blockpos_relative.getLength();
/*
Draw the faces of the block
*/