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Weather: Clean up getHeat/getHumidity somewhat
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13 changed files with 143 additions and 77 deletions
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "map.h" //for ManualMapVoxelManipulator
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#include "log.h"
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#include "util/numeric.h"
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#include "main.h"
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@ -203,3 +204,54 @@ u8 BiomeDefManager::getBiomeIdByName(const char *name) {
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return 0;
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}
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///////////////////////////// Weather
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s16 BiomeDefManager::calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime) {
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//variant 1: full random
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//f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed);
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//variant 2: season change based on default heat map
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const f32 offset = 20; // = np_heat->offset
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const f32 scale = 20; // = np_heat->scale
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const f32 range = 20;
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f32 heat = NoisePerlin2D(np_heat, p.X, p.Z, seed); // 0..50..100
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heat -= np_heat->offset; // -50..0..+50
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// normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
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if (np_heat->scale)
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heat /= np_heat->scale / scale; // -20..0..+20
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f32 seasonv = totaltime;
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seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
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seasonv += (f32)p.X / 3000; // you can walk to area with other season
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seasonv = sin(seasonv * M_PI);
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heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
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heat += offset; // -40..0..50
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heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
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// daily change, hotter at sun +4, colder at night -4
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heat += 8 * (sin(cycle_shift(timeofday, -0.25) * M_PI) - 0.5); //-44..20..54
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return heat;
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}
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s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) {
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f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed);
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f32 seasonv = totaltime;
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seasonv /= 86400 * 2; // bad weather change speed (2 days)
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seasonv += (f32)p.Z / 300;
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humidity += 30 * sin(seasonv * M_PI);
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humidity += -12 * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5);
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humidity = rangelim(humidity, 0, 100);
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return humidity;
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}
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