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Add map feature generation notify Lua API

This commit is contained in:
kwolekr 2013-12-14 01:52:06 -05:00
parent 83853ccd41
commit c3708b456e
12 changed files with 252 additions and 151 deletions

View file

@ -42,11 +42,9 @@ NoiseParams nparams_dungeon_density =
///////////////////////////////////////////////////////////////////////////////
DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
DungeonParams *dparams) {
this->ndef = ndef;
this->mapseed = seed;
this->water_level = waterlevel;
DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
this->mg = mapgen;
this->vm = mapgen->vm;
#ifdef DGEN_USE_TORCHES
c_torch = ndef->getId("default:torch");
@ -55,15 +53,16 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
if (dparams) {
memcpy(&dp, dparams, sizeof(dp));
} else {
dp.c_water = ndef->getId("mapgen_water_source");
dp.c_cobble = ndef->getId("mapgen_cobble");
dp.c_moss = ndef->getId("mapgen_mossycobble");
dp.c_stair = ndef->getId("mapgen_stair_cobble");
dp.c_water = mg->ndef->getId("mapgen_water_source");
dp.c_cobble = mg->ndef->getId("mapgen_cobble");
dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
dp.diagonal_dirs = false;
dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0,0,0);
dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0,0,0);
dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_rarity = nparams_dungeon_rarity;
dp.np_wetness = nparams_dungeon_wetness;
@ -72,31 +71,29 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
}
void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
v3s16 nmin, v3s16 nmax) {
void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
//TimeTaker t("gen dungeons");
int approx_groundlevel = 10 + water_level;
int approx_groundlevel = 10 + mg->water_level;
if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
return;
this->vmanip = vm;
this->blockseed = bseed;
random.seed(bseed + 2);
// Dungeon generator doesn't modify places which have this set
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
// Set all air and water to be untouchable to make dungeons open
// to caves and open air
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vmanip->m_area.index(nmin.X, y, z);
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
content_t c = vmanip->m_data[i].getContent();
content_t c = vm->m_data[i].getContent();
if (c == CONTENT_AIR || c == dp.c_water)
vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}
}
@ -109,13 +106,13 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
if (dp.mossratio != 0.0) {
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vmanip->m_area.index(nmin.X, y, z);
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
if (vmanip->m_data[i].getContent() == dp.c_cobble) {
float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed);
if (vm->m_data[i].getContent() == dp.c_cobble) {
float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
if (density < wetness / dp.mossratio)
vmanip->m_data[i].setContent(dp.c_moss);
vm->m_data[i].setContent(dp.c_moss);
}
i++;
}
@ -128,7 +125,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
void DungeonGen::makeDungeon(v3s16 start_padding)
{
v3s16 areasize = vmanip->m_area.getExtent();
v3s16 areasize = vm->m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
@ -136,7 +133,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
Find place for first room
*/
bool fits = false;
for (u32 i = 0; i < 100; i++)
for (u32 i = 0; i < 100 && !fits; i++)
{
bool is_large_room = ((random.next() & 3) == 1);
roomsize = is_large_room ?
@ -146,7 +143,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
// start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk
roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
roomplace = vm->m_area.MinEdge + start_padding + v3s16(
random.range(0,areasize.X-roomsize.X-1-start_padding.X),
random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
@ -161,20 +158,13 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
for (s16 x = 1; x < roomsize.X - 1; x++)
{
v3s16 p = roomplace + v3s16(x, y, z);
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
{
fits = false;
break;
}
if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
{
u32 vi = vm->m_area.index(p);
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
vm->m_data[vi].getContent() == CONTENT_IGNORE) {
fits = false;
break;
}
}
if (fits)
break;
}
// No place found
if (fits == false)
@ -194,10 +184,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeRoom(roomsize, roomplace);
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
if (mg->gennotify & (1 << dp.notifytype)) {
std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
nvec->push_back(room_center);
}
#ifdef DGEN_USE_TORCHES
// Place torch at room center (for testing)
vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch);
vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
#endif
// Quit if last room
@ -210,12 +204,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
v3s16 walker_start_place;
if(start_in_last_room)
{
if (start_in_last_room) {
walker_start_place = last_room_center;
}
else
{
} else {
walker_start_place = room_center;
// Store center of current room as the last one
last_room_center = room_center;
@ -226,8 +217,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
v3s16 doordir;
m_pos = walker_start_place;
bool r = findPlaceForDoor(doorplace, doordir);
if (r == false)
if (!findPlaceForDoor(doorplace, doordir))
return;
if (random.range(0,1) == 0)
@ -248,8 +238,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
m_pos = corridor_end;
m_dir = corridor_end_dir;
r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
if (r == false)
if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
return;
if (random.range(0,1) == 0)
@ -274,21 +263,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
{
v3s16 p = roomplace + v3s16(0, y, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip->m_data[vi] = n_cobble;
vm->m_data[vi] = n_cobble;
}
{
v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip->m_data[vi] = n_cobble;
vm->m_data[vi] = n_cobble;
}
}
@ -298,21 +287,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
{
v3s16 p = roomplace + v3s16(x, y, 0);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip->m_data[vi] = n_cobble;
vm->m_data[vi] = n_cobble;
}
{
v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip->m_data[vi] = n_cobble;
vm->m_data[vi] = n_cobble;
}
}
@ -322,21 +311,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
{
v3s16 p = roomplace + v3s16(x, 0, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip->m_data[vi] = n_cobble;
vm->m_data[vi] = n_cobble;
}
{
v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip->m_data[vi] = n_cobble;
vm->m_data[vi] = n_cobble;
}
}
@ -346,11 +335,11 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
for (s16 x = 1; x < roomsize.X - 1; x++)
{
v3s16 p = roomplace + v3s16(x, y, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
vmanip->m_data[vi] = n_air;
u32 vi = vm->m_area.index(p);
vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
vm->m_data[vi] = n_air;
}
}
@ -363,13 +352,13 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
for (s16 x = 0; x < size.X; x++)
{
v3s16 p = place + v3s16(x, y, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
continue;
u32 vi = vmanip->m_area.index(p);
if (vmanip->m_flags[vi] & avoid_flags)
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & avoid_flags)
continue;
vmanip->m_flags[vi] |= or_flags;
vmanip->m_data[vi] = n;
vm->m_flags[vi] |= or_flags;
vm->m_data[vi] = n;
}
}
@ -387,7 +376,7 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
#ifdef DGEN_USE_TORCHES
// Place torch (for testing)
vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch);
vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
#endif
}
@ -416,8 +405,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
if (partcount != 0)
p.Y += make_stairs;
if (vmanip->m_area.contains(p) == true &&
vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
if (vm->m_area.contains(p) == true &&
vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
if (make_stairs) {
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
@ -434,13 +423,13 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
// rotate face 180 deg if making stairs backwards
int facedir = dir_to_facedir(dir * make_stairs);
u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
if (vmanip->m_data[vi].getContent() == dp.c_cobble)
vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
if (vm->m_data[vi].getContent() == dp.c_cobble)
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
vi = vmanip->m_area.index(p.X, p.Y, p.Z);
if (vmanip->m_data[vi].getContent() == dp.c_cobble)
vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
vi = vm->m_area.index(p.X, p.Y, p.Z);
if (vm->m_data[vi].getContent() == dp.c_cobble)
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
}
} else {
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
@ -482,15 +471,15 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
v3s16 p = m_pos + m_dir;
v3s16 p1 = p + v3s16(0, 1, 0);
if (vmanip->m_area.contains(p) == false
|| vmanip->m_area.contains(p1) == false
if (vm->m_area.contains(p) == false
|| vm->m_area.contains(p1) == false
|| i % 4 == 0)
{
randomizeDir();
continue;
}
if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
&& vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
&& vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
{
// Found wall, this is a good place!
result_place = p;
@ -503,18 +492,18 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
Determine where to move next
*/
// Jump one up if the actual space is there
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
&& vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
&& vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
p += v3s16(0,1,0);
// Jump one down if the actual space is there
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
&& vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
&& vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
p += v3s16(0,-1,0);
// Check if walking is now possible
if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
|| vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
|| vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
{
// Cannot continue walking here
randomizeDir();
@ -571,12 +560,12 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
for (s16 x = 1; x < roomsize.X - 1; x++)
{
v3s16 p = roomplace + v3s16(x, y, z);
if (vmanip->m_area.contains(p) == false)
if (vm->m_area.contains(p) == false)
{
fits = false;
break;
}
if (vmanip->m_flags[vmanip->m_area.index(p)]
if (vm->m_flags[vm->m_area.index(p)]
& VMANIP_FLAG_DUNGEON_INSIDE)
{
fits = false;