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Weather: Clean up getHeat/getHumidity somewhat

This commit is contained in:
kwolekr 2013-09-16 22:52:24 -04:00
parent c9eb17aba3
commit 9bccd75e34
13 changed files with 143 additions and 77 deletions

View file

@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v6.h"
#include "biome.h"
#include "config.h"
#include "server.h"
#include "database.h"
#include "database-dummy.h"
#include "database-sqlite3.h"
@ -2824,6 +2825,38 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
/*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X
<<","<<blockpos_requested.Y<<","
<<blockpos_requested.Z<<")"<<std::endl;*/
/*
Update weather data in central blocks if needed
*/
ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
if (senv->m_use_weather) {
for(s16 x=blockpos_min.X-extra_borders.X;
x<=blockpos_max.X+extra_borders.X; x++)
for(s16 z=blockpos_min.Z-extra_borders.Z;
z<=blockpos_max.Z+extra_borders.Z; z++)
for(s16 y=blockpos_min.Y-extra_borders.Y;
y<=blockpos_max.Y+extra_borders.Y; y++)
{
v3s16 p(x, y, z);
updateBlockHeat(senv, p * MAP_BLOCKSIZE, NULL);
updateBlockHumidity(senv, p * MAP_BLOCKSIZE, NULL);
}
} else {
for(s16 x=blockpos_min.X-extra_borders.X;
x<=blockpos_max.X+extra_borders.X; x++)
for(s16 z=blockpos_min.Z-extra_borders.Z;
z<=blockpos_max.Z+extra_borders.Z; z++)
for(s16 y=blockpos_min.Y-extra_borders.Y;
y<=blockpos_max.Y+extra_borders.Y; y++)
{
MapBlock *block = getBlockNoCreateNoEx(v3s16(x, y, z));
block->heat = HEAT_UNDEFINED;
block->humidity = HUMIDITY_UNDEFINED;
block->weather_update_time = 0;
}
}
#if 0
if(enable_mapgen_debug_info)
{
@ -3888,74 +3921,41 @@ void ServerMap::PrintInfo(std::ostream &out)
out<<"ServerMap: ";
}
s16 ServerMap::getHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
{
if(block == NULL)
block = getBlockNoCreateNoEx(getNodeBlockPos(p));
if(block != NULL) {
if (env->getGameTime() - block->heat_time < 10)
u32 gametime = env->getGameTime();
if (block) {
if (gametime - block->weather_update_time < 10)
return block->heat;
} else {
block = getBlockNoCreateNoEx(getNodeBlockPos(p));
}
//variant 1: full random
//f32 heat = NoisePerlin3D(m_emerge->biomedef->np_heat, p.X, env->getGameTime()/100, p.Z, m_emerge->params->seed);
f32 heat = m_emerge->biomedef->calcBlockHeat(p, m_seed,
env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
//variant 2: season change based on default heat map
const f32 offset = 20; // = m_emerge->biomedef->np_heat->offset
const f32 scale = 20; // = m_emerge->biomedef->np_heat->scale
const f32 range = 20;
f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z,
m_emerge->params->seed); // 0..50..100
heat -= m_emerge->biomedef->np_heat->offset; // -50..0..+50
// normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
if(m_emerge->biomedef->np_heat->scale)
heat /= m_emerge->biomedef->np_heat->scale / scale; // -20..0..+20
f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
seasonv += (f32)p.X / 3000; // you can walk to area with other season
seasonv = sin(seasonv * M_PI);
heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
heat += offset; // -40..0..50
heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
// daily change, hotter at sun +4, colder at night -4
heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5); //-44..20..54
if(block != NULL) {
block->heat = heat;
block->heat_time = env->getGameTime();
}
block->heat = heat;
block->weather_update_time = gametime;
return heat;
}
s16 ServerMap::getHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
{
if(block == NULL)
block = getBlockNoCreateNoEx(getNodeBlockPos(p));
if(block != NULL) {
if (env->getGameTime() - block->humidity_time < 10)
u32 gametime = env->getGameTime();
if (block) {
if (gametime - block->weather_update_time < 10)
return block->humidity;
} else {
block = getBlockNoCreateNoEx(getNodeBlockPos(p));
}
f32 humidity = NoisePerlin2D(m_emerge->biomedef->np_humidity, p.X, p.Z,
m_emerge->params->seed);
f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
seasonv /= 86400 * 2; // bad weather change speed (2 days)
seasonv += (f32)p.Z / 300;
humidity += 30 * sin(seasonv * M_PI);
humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
humidity = rangelim(humidity, 0, 100);
if(block != NULL) {
block->humidity = humidity;
block->humidity_time = env->getGameTime();
}
f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, m_seed,
env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
block->humidity = humidity;
block->weather_update_time = gametime;
return humidity;
}