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end-of-day.
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2 changed files with 68 additions and 8 deletions
55
src/map.cpp
55
src/map.cpp
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@ -1914,7 +1914,8 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
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// Add only one entry
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list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
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list_randmax->addPoint(v3s16(0,0,0), Attribute(30));
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list_randmax->addPoint(v3s16(0,0,0), Attribute(22));
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//list_randmax->addPoint(v3s16(0,0,0), Attribute(0));
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list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
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// Easy spawn point
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@ -2304,6 +2305,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}//timer1
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/*
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Randomize some parameters
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*/
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// 0-100
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// Usually little, sometimes huge
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//u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
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u32 stone_obstacle_amount = myrand_range(0, 100);
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/*
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Loop this part, it will make stuff look older and newer nicely
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*/
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for(u32 i_age=0; i_age<2; i_age++)
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{ // Aging loop
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// This is set during the next operation.
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// Maximum height of the stone surface and obstacles.
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// This is used to disable dungeon generation from going too high.
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@ -2316,11 +2333,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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/*
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Add some random stone obstacles
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*/
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for(u32 ri=0; ri<15; ri++)
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for(u32 ri=0; ri<stone_obstacle_amount/3; ri++)
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//for(u32 ri=0; ri<7; ri++)
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//if(0)
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{
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// Randomize max height so usually stuff will be quite low
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s16 maxheight_randomized = myrand_range(0, 30);
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//s16 maxheight_randomized = myrand_range(0, 25);
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s16 maxheight_randomized = myrand_range(0, stone_obstacle_amount/3);
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// The size of these could actually be m_chunksize*MAP_BLOCKSIZE*2
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v3s16 ob_size(
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@ -2430,7 +2450,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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s16 max_tunnel_diameter = 5;
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u16 tunnel_routepoints = 15;
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bool bruise_surface = (jj < dungeons_count / 3);
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u32 bruise_surface_maxindex =
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dungeons_count / 10 * stone_surface_max_y / 10;
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bruise_surface_maxindex =
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rangelim(bruise_surface_maxindex, 0, dungeons_count/2);
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bool bruise_surface = (jj < bruise_surface_maxindex);
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if(bruise_surface)
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{
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@ -2718,6 +2742,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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// Find ground level
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s16 surface_y = find_ground_level(vmanip, p2d);
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/*
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If topmost node is grass, change it to mud.
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It might be if it was flown to there from a neighboring
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chunk and then converted.
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*/
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{
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u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
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MapNode *n = &vmanip.m_data[i];
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if(n->d == CONTENT_GRASS)
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n->d = CONTENT_MUD;
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}
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/*
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Add mud on ground
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*/
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@ -2779,9 +2815,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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// If not mud, do nothing to it
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MapNode *n = &vmanip.m_data[i];
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if(n->d != CONTENT_MUD)
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if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
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continue;
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// Make it exactly mud
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n->d = CONTENT_MUD;
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v3s16 dirs4[4] = {
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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@ -2923,6 +2962,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}
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}//timer1
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} // Aging loop
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{
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// 1ms @cs=8
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//TimeTaker timer1("plant trees");
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@ -2951,6 +2993,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}
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}//timer1
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{
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// 19ms @cs=8
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//TimeTaker timer1("grow grass");
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