mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
This commit is contained in:
parent
76f4856479
commit
87bc39dca7
12 changed files with 316 additions and 1161 deletions
|
@ -51,7 +51,7 @@ FlagDesc flagdesc_mapgen_v7[] = {
|
|||
|
||||
|
||||
MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
: Mapgen(mapgenid, params, emerge)
|
||||
: MapgenBasic(mapgenid, params, emerge)
|
||||
{
|
||||
this->m_emerge = emerge;
|
||||
this->bmgr = emerge->biomemgr;
|
||||
|
@ -276,7 +276,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
|
|||
MgStoneType stone_type = generateBiomes();
|
||||
|
||||
if (flags & MG_CAVES)
|
||||
generateCaves(stone_surface_max_y);
|
||||
generateCaves(stone_surface_max_y, water_level);
|
||||
|
||||
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
|
||||
DungeonParams dp;
|
||||
|
@ -517,225 +517,13 @@ void MapgenV7::generateRidgeTerrain()
|
|||
}
|
||||
|
||||
|
||||
MgStoneType MapgenV7::generateBiomes()
|
||||
{
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = STONE;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// generated mapchunk or if not, a node of overgenerated base terrain.
|
||||
content_t c_above = vm->m_data[vi + em.X].getContent();
|
||||
bool air_above = c_above == CONTENT_AIR;
|
||||
bool water_above = c_above == c_water_source;
|
||||
|
||||
// If there is air or water above enable top/filler placement, otherwise force
|
||||
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
||||
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
||||
|
||||
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
// Biome is recalculated each time an upper surface is detected while
|
||||
// working down a column. The selected biome then remains in effect for
|
||||
// all nodes below until the next surface and biome recalculation.
|
||||
// Biome is recalculated:
|
||||
// 1. At the surface of stone below air or water.
|
||||
// 2. At the surface of water below air.
|
||||
// 3. When stone or water is detected but biome has not yet been calculated.
|
||||
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
||||
(c == c_water_source && (air_above || !biome))) {
|
||||
biome = biomegen->getBiomeAtIndex(index, y);
|
||||
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top + biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0);
|
||||
depth_water_top = biome->depth_water_top;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = U16_MAX;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else {
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenV7::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenV7::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
// Indexes at column top (node_max.Y)
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
|
||||
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else {
|
||||
// Not in tunnel or not ground content
|
||||
if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone))
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_min.Y >= water_level)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV7 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//// Code Boneyard
|
||||
////
|
||||
//// Much of the stuff here has potential to become useful again at some point
|
||||
//// in the future, but we don't want it to get lost or forgotten in version
|
||||
//// control.
|
||||
////
|
||||
|
||||
#if 0
|
||||
int MapgenV7::generateMountainTerrain(s16 ymax)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue