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https://github.com/moparisthebest/minetest
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Mgv5/v7: Fix generateBiomes biome recalculation logic Biomegen down to y = -192 for mgv5 deep oceans. Improve code
This commit is contained in:
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39869aaa25
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@ -327,7 +327,7 @@ void MapgenV5::calculateNoise()
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noise_cave2->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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}
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if (node_max.Y >= water_level) {
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if (node_max.Y >= BIOMEGEN_BASE_V5) {
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noise_filler_depth->perlinMap2D(x, z);
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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@ -396,7 +396,7 @@ int MapgenV5::generateBaseTerrain()
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MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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{
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{
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if (node_max.Y < water_level)
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if (node_max.Y < BIOMEGEN_BASE_V5)
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return STONE;
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return STONE;
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v3s16 em = vm->m_area.getExtent();
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v3s16 em = vm->m_area.getExtent();
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@ -406,74 +406,80 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = NULL;
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Biome *biome = NULL;
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s16 dfiller = 0;
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u16 depth_top = 0;
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s16 y0_top = 0;
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u16 base_filler = 0;
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s16 y0_filler = 0;
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u16 depth_water_top = 0;
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s16 depth_water_top = 0;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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s16 nplaced = 0;
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// Check node at base of mapchunk above, either a node of a previously
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u32 i = vm->m_area.index(x, node_max.Y, z);
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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content_t c_above = vm->m_data[i + em.X].getContent();
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// If there is air above enable top/filler placement, otherwise force nplaced to
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bool have_air = c_above == CONTENT_AIR;
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// stone level by setting a number that will exceed any possible filler depth.
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u16 nplaced = (air_above) ? 0 : (u16)-1;
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
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// Biome is only (re)calculated for each stone/water upper surface found
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(y == node_max.Y || have_air)) {
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// below air while working downwards. The chosen biome then remains in
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// effect for all nodes below until the next biome recalculation.
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// Biome is (re)calculated when a stone/water node is either: detected
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// below an air node, or, is at column top and might be underground
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// or underwater and therefore might not be below air.
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if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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dfiller = biome->depth_filler + noise_filler_depth->result[index];
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depth_top = biome->depth_top;
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y0_top = biome->depth_top;
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base_filler = MYMAX(depth_top + biome->depth_filler
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y0_filler = biome->depth_top + dfiller;
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+ noise_filler_depth->result[index], 0);
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depth_water_top = biome->depth_water_top;
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depth_water_top = biome->depth_water_top;
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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// miss any desert stone or sandstone biomes.
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if (biome->c_stone == c_desert_stone)
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if (biome->c_stone == c_desert_stone)
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stone_type = DESERT_STONE;
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stone_type = DESERT_STONE;
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else if (biome->c_stone == c_sandstone)
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else if (biome->c_stone == c_sandstone)
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stone_type = SANDSTONE;
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stone_type = SANDSTONE;
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}
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}
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if (c == c_stone && have_air) {
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if (c == c_stone) {
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content_t c_below = vm->m_data[i - em.X].getContent();
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content_t c_below = vm->m_data[vi - em.X].getContent();
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if (c_below != CONTENT_AIR && c_below != c_water_source) {
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// If the node below isn't solid, make this node stone, so that
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if (nplaced < y0_top) {
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// any top/filler nodes above are structurally supported.
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vm->m_data[i] = MapNode(biome->c_top);
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// This is done by aborting the cycle of top/filler placement
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nplaced++;
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// immediately by forcing nplaced to stone level.
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} else if (nplaced < y0_filler && nplaced >= y0_top) {
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if (c_below == CONTENT_AIR || c_below == c_water_source)
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vm->m_data[i] = MapNode(biome->c_filler);
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nplaced = (u16)-1;
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nplaced++;
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} else if (c == c_stone) {
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if (nplaced < depth_top) {
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have_air = false;
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced = 0;
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nplaced++;
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vm->m_data[i] = MapNode(biome->c_stone);
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} else if (nplaced < base_filler) {
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} else {
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vm->m_data[vi] = MapNode(biome->c_filler);
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have_air = false;
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nplaced++;
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nplaced = 0;
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} else {
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}
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vm->m_data[vi] = MapNode(biome->c_stone);
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} else if (c == c_stone) {
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have_air = false;
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nplaced = 0;
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vm->m_data[i] = MapNode(biome->c_stone);
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}
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}
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} else if (c == c_stone) {
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have_air = false;
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air_above = false;
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nplaced = 0;
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vm->m_data[i] = MapNode(biome->c_stone);
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} else if (c == c_water_source) {
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} else if (c == c_water_source) {
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have_air = true;
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
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nplaced = 0;
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biome->c_water_top : biome->c_water);
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if (y > water_level - depth_water_top)
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nplaced = 0; // Enable top/filler placement for next surface
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vm->m_data[i] = MapNode(biome->c_water_top);
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air_above = false; // Biome is not recalculated underwater
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else
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vm->m_data[i] = MapNode(biome->c_water);
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} else if (c == CONTENT_AIR) {
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} else if (c == CONTENT_AIR) {
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have_air = true;
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nplaced = 0; // Enable top/filler placement for next surface
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nplaced = 0;
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air_above = true; // Biome will be recalculated at next surface
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} else { // Possible various nodes overgenerated from neighbouring mapchunks
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nplaced = (u16)-1; // Disable top/filler placement
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air_above = false;
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}
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}
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vm->m_area.add_y(em, i, -1);
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vm->m_area.add_y(em, vi, -1);
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}
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}
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}
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}
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen.h"
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#include "mapgen.h"
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#define LARGE_CAVE_DEPTH -256
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#define LARGE_CAVE_DEPTH -256
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#define BIOMEGEN_BASE_V5 -192
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/////////////////// Mapgen V5 flags
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/////////////////// Mapgen V5 flags
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//#define MGV5_ 0x01
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//#define MGV5_ 0x01
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@ -362,7 +362,7 @@ void MapgenV7::calculateNoise()
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noise_mount_height->perlinMap2D(x, z);
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noise_mount_height->perlinMap2D(x, z);
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}
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}
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if (node_max.Y >= water_level) {
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if (node_max.Y >= BIOMEGEN_BASE_V7) {
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noise_filler_depth->perlinMap2D(x, z);
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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@ -591,7 +591,7 @@ void MapgenV7::generateRidgeTerrain()
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MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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{
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{
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if (node_max.Y < water_level)
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if (node_max.Y < BIOMEGEN_BASE_V7)
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return STONE;
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return STONE;
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v3s16 em = vm->m_area.getExtent();
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v3s16 em = vm->m_area.getExtent();
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@ -601,74 +601,80 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = NULL;
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Biome *biome = NULL;
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s16 dfiller = 0;
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u16 depth_top = 0;
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s16 y0_top = 0;
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u16 base_filler = 0;
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s16 y0_filler = 0;
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u16 depth_water_top = 0;
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s16 depth_water_top = 0;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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s16 nplaced = 0;
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// Check node at base of mapchunk above, either a node of a previously
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u32 i = vm->m_area.index(x, node_max.Y, z);
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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content_t c_above = vm->m_data[i + em.X].getContent();
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// If there is air above enable top/filler placement, otherwise force nplaced to
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bool have_air = c_above == CONTENT_AIR;
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// stone level by setting a number that will exceed any possible filler depth.
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u16 nplaced = (air_above) ? 0 : (u16)-1;
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
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// Biome is only (re)calculated for each stone/water upper surface found
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(y == node_max.Y || have_air)) {
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// below air while working downwards. The chosen biome then remains in
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// effect for all nodes below until the next biome recalculation.
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// Biome is (re)calculated when a stone/water node is either: detected
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// below an air node, or, is at column top and might be underground
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// or underwater and therefore might not be below air.
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if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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dfiller = biome->depth_filler + noise_filler_depth->result[index];
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depth_top = biome->depth_top;
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y0_top = biome->depth_top;
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base_filler = MYMAX(depth_top + biome->depth_filler
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y0_filler = biome->depth_top + dfiller;
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+ noise_filler_depth->result[index], 0);
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depth_water_top = biome->depth_water_top;
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depth_water_top = biome->depth_water_top;
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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// miss any desert stone or sandstone biomes.
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if (biome->c_stone == c_desert_stone)
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if (biome->c_stone == c_desert_stone)
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stone_type = DESERT_STONE;
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stone_type = DESERT_STONE;
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else if (biome->c_stone == c_sandstone)
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else if (biome->c_stone == c_sandstone)
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stone_type = SANDSTONE;
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stone_type = SANDSTONE;
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}
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}
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if (c == c_stone && have_air) {
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if (c == c_stone) {
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content_t c_below = vm->m_data[i - em.X].getContent();
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content_t c_below = vm->m_data[vi - em.X].getContent();
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if (c_below != CONTENT_AIR && c_below != c_water_source) {
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// If the node below isn't solid, make this node stone, so that
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if (nplaced < y0_top) {
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// any top/filler nodes above are structurally supported.
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vm->m_data[i] = MapNode(biome->c_top);
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// This is done by aborting the cycle of top/filler placement
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nplaced++;
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// immediately by forcing nplaced to stone level.
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} else if (nplaced < y0_filler && nplaced >= y0_top) {
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if (c_below == CONTENT_AIR || c_below == c_water_source)
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vm->m_data[i] = MapNode(biome->c_filler);
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nplaced = (u16)-1;
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nplaced++;
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} else if (c == c_stone) {
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if (nplaced < depth_top) {
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have_air = false;
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced = 0;
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nplaced++;
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vm->m_data[i] = MapNode(biome->c_stone);
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} else if (nplaced < base_filler) {
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} else {
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vm->m_data[vi] = MapNode(biome->c_filler);
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have_air = false;
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nplaced++;
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nplaced = 0;
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} else {
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}
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vm->m_data[vi] = MapNode(biome->c_stone);
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} else if (c == c_stone) {
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have_air = false;
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nplaced = 0;
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vm->m_data[i] = MapNode(biome->c_stone);
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}
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}
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} else if (c == c_stone) {
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have_air = false;
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air_above = false;
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nplaced = 0;
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vm->m_data[i] = MapNode(biome->c_stone);
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} else if (c == c_water_source) {
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} else if (c == c_water_source) {
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have_air = true;
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
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nplaced = 0;
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biome->c_water_top : biome->c_water);
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if (y > water_level - depth_water_top)
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nplaced = 0; // Enable top/filler placement for next surface
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vm->m_data[i] = MapNode(biome->c_water_top);
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air_above = false; // Biome is not recalculated underwater
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else
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vm->m_data[i] = MapNode(biome->c_water);
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} else if (c == CONTENT_AIR) {
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} else if (c == CONTENT_AIR) {
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have_air = true;
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nplaced = 0; // Enable top/filler placement for next surface
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nplaced = 0;
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air_above = true; // Biome will be recalculated at next surface
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} else { // Possible various nodes overgenerated from neighbouring mapchunks
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nplaced = (u16)-1; // Disable top/filler placement
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air_above = false;
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}
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}
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vm->m_area.add_y(em, i, -1);
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vm->m_area.add_y(em, vi, -1);
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}
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}
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}
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}
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@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen.h"
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#include "mapgen.h"
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#define BIOMEGEN_BASE_V7 -192
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/////////////////// Mapgen V7 flags
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/////////////////// Mapgen V7 flags
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#define MGV7_MOUNTAINS 0x01
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#define MGV7_MOUNTAINS 0x01
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#define MGV7_RIDGES 0x02
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#define MGV7_RIDGES 0x02
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