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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:
paramat 2015-05-21 03:20:41 +01:00
parent 39869aaa25
commit 3dba6d1f90
4 changed files with 115 additions and 100 deletions

View File

@ -327,7 +327,7 @@ void MapgenV5::calculateNoise()
noise_cave2->perlinMap3D(x, y, z); noise_cave2->perlinMap3D(x, y, z);
} }
if (node_max.Y >= water_level) { if (node_max.Y >= BIOMEGEN_BASE_V5) {
noise_filler_depth->perlinMap2D(x, z); noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z);
@ -396,7 +396,7 @@ int MapgenV5::generateBaseTerrain()
MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
{ {
if (node_max.Y < water_level) if (node_max.Y < BIOMEGEN_BASE_V5)
return STONE; return STONE;
v3s16 em = vm->m_area.getExtent(); v3s16 em = vm->m_area.getExtent();
@ -406,74 +406,80 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) { for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL; Biome *biome = NULL;
s16 dfiller = 0; u16 depth_top = 0;
s16 y0_top = 0; u16 base_filler = 0;
s16 y0_filler = 0; u16 depth_water_top = 0;
s16 depth_water_top = 0; u32 vi = vm->m_area.index(x, node_max.Y, z);
s16 nplaced = 0; // Check node at base of mapchunk above, either a node of a previously
u32 i = vm->m_area.index(x, node_max.Y, z); // 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;
content_t c_above = vm->m_data[i + em.X].getContent(); // If there is air above enable top/filler placement, otherwise force nplaced to
bool have_air = c_above == CONTENT_AIR; // stone level by setting a number that will exceed any possible filler depth.
u16 nplaced = (air_above) ? 0 : (u16)-1;
for (s16 y = node_max.Y; y >= node_min.Y; y--) { for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent(); content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_IGNORE && c != CONTENT_AIR && // Biome is only (re)calculated for each stone/water upper surface found
(y == node_max.Y || have_air)) { // below air while working downwards. The chosen biome then remains in
// effect for all nodes below until the next biome recalculation.
// Biome is (re)calculated when a stone/water node is either: detected
// below an air node, or, is at column top and might be underground
// or underwater and therefore might not be below air.
if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
dfiller = biome->depth_filler + noise_filler_depth->result[index]; depth_top = biome->depth_top;
y0_top = biome->depth_top; base_filler = MYMAX(depth_top + biome->depth_filler
y0_filler = biome->depth_top + dfiller; + noise_filler_depth->result[index], 0);
depth_water_top = biome->depth_water_top; 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) if (biome->c_stone == c_desert_stone)
stone_type = DESERT_STONE; stone_type = DESERT_STONE;
else if (biome->c_stone == c_sandstone) else if (biome->c_stone == c_sandstone)
stone_type = SANDSTONE; stone_type = SANDSTONE;
} }
if (c == c_stone && have_air) { if (c == c_stone) {
content_t c_below = vm->m_data[i - em.X].getContent(); content_t c_below = vm->m_data[vi - em.X].getContent();
if (c_below != CONTENT_AIR && c_below != c_water_source) { // If the node below isn't solid, make this node stone, so that
if (nplaced < y0_top) { // any top/filler nodes above are structurally supported.
vm->m_data[i] = MapNode(biome->c_top); // This is done by aborting the cycle of top/filler placement
nplaced++; // immediately by forcing nplaced to stone level.
} else if (nplaced < y0_filler && nplaced >= y0_top) { if (c_below == CONTENT_AIR || c_below == c_water_source)
vm->m_data[i] = MapNode(biome->c_filler); nplaced = (u16)-1;
nplaced++;
} else if (c == c_stone) { if (nplaced < depth_top) {
have_air = false; vm->m_data[vi] = MapNode(biome->c_top);
nplaced = 0; nplaced++;
vm->m_data[i] = MapNode(biome->c_stone); } else if (nplaced < base_filler) {
} else { vm->m_data[vi] = MapNode(biome->c_filler);
have_air = false; nplaced++;
nplaced = 0; } else {
} vm->m_data[vi] = MapNode(biome->c_stone);
} else if (c == c_stone) {
have_air = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
} }
} else if (c == c_stone) {
have_air = false; air_above = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
} else if (c == c_water_source) { } else if (c == c_water_source) {
have_air = true; vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
nplaced = 0; biome->c_water_top : biome->c_water);
if (y > water_level - depth_water_top) nplaced = 0; // Enable top/filler placement for next surface
vm->m_data[i] = MapNode(biome->c_water_top); air_above = false; // Biome is not recalculated underwater
else
vm->m_data[i] = MapNode(biome->c_water);
} else if (c == CONTENT_AIR) { } else if (c == CONTENT_AIR) {
have_air = true; nplaced = 0; // Enable top/filler placement for next surface
nplaced = 0; air_above = true; // Biome will be recalculated at next surface
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = (u16)-1; // Disable top/filler placement
air_above = false;
} }
vm->m_area.add_y(em, i, -1); vm->m_area.add_y(em, vi, -1);
} }
} }

View File

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h" #include "mapgen.h"
#define LARGE_CAVE_DEPTH -256 #define LARGE_CAVE_DEPTH -256
#define BIOMEGEN_BASE_V5 -192
/////////////////// Mapgen V5 flags /////////////////// Mapgen V5 flags
//#define MGV5_ 0x01 //#define MGV5_ 0x01

View File

@ -362,7 +362,7 @@ void MapgenV7::calculateNoise()
noise_mount_height->perlinMap2D(x, z); noise_mount_height->perlinMap2D(x, z);
} }
if (node_max.Y >= water_level) { if (node_max.Y >= BIOMEGEN_BASE_V7) {
noise_filler_depth->perlinMap2D(x, z); noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z);
@ -591,7 +591,7 @@ void MapgenV7::generateRidgeTerrain()
MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
{ {
if (node_max.Y < water_level) if (node_max.Y < BIOMEGEN_BASE_V7)
return STONE; return STONE;
v3s16 em = vm->m_area.getExtent(); v3s16 em = vm->m_area.getExtent();
@ -601,74 +601,80 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) { for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL; Biome *biome = NULL;
s16 dfiller = 0; u16 depth_top = 0;
s16 y0_top = 0; u16 base_filler = 0;
s16 y0_filler = 0; u16 depth_water_top = 0;
s16 depth_water_top = 0; u32 vi = vm->m_area.index(x, node_max.Y, z);
s16 nplaced = 0; // Check node at base of mapchunk above, either a node of a previously
u32 i = vm->m_area.index(x, node_max.Y, z); // 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;
content_t c_above = vm->m_data[i + em.X].getContent(); // If there is air above enable top/filler placement, otherwise force nplaced to
bool have_air = c_above == CONTENT_AIR; // stone level by setting a number that will exceed any possible filler depth.
u16 nplaced = (air_above) ? 0 : (u16)-1;
for (s16 y = node_max.Y; y >= node_min.Y; y--) { for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent(); content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_IGNORE && c != CONTENT_AIR && // Biome is only (re)calculated for each stone/water upper surface found
(y == node_max.Y || have_air)) { // below air while working downwards. The chosen biome then remains in
// effect for all nodes below until the next biome recalculation.
// Biome is (re)calculated when a stone/water node is either: detected
// below an air node, or, is at column top and might be underground
// or underwater and therefore might not be below air.
if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
dfiller = biome->depth_filler + noise_filler_depth->result[index]; depth_top = biome->depth_top;
y0_top = biome->depth_top; base_filler = MYMAX(depth_top + biome->depth_filler
y0_filler = biome->depth_top + dfiller; + noise_filler_depth->result[index], 0);
depth_water_top = biome->depth_water_top; 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) if (biome->c_stone == c_desert_stone)
stone_type = DESERT_STONE; stone_type = DESERT_STONE;
else if (biome->c_stone == c_sandstone) else if (biome->c_stone == c_sandstone)
stone_type = SANDSTONE; stone_type = SANDSTONE;
} }
if (c == c_stone && have_air) { if (c == c_stone) {
content_t c_below = vm->m_data[i - em.X].getContent(); content_t c_below = vm->m_data[vi - em.X].getContent();
if (c_below != CONTENT_AIR && c_below != c_water_source) { // If the node below isn't solid, make this node stone, so that
if (nplaced < y0_top) { // any top/filler nodes above are structurally supported.
vm->m_data[i] = MapNode(biome->c_top); // This is done by aborting the cycle of top/filler placement
nplaced++; // immediately by forcing nplaced to stone level.
} else if (nplaced < y0_filler && nplaced >= y0_top) { if (c_below == CONTENT_AIR || c_below == c_water_source)
vm->m_data[i] = MapNode(biome->c_filler); nplaced = (u16)-1;
nplaced++;
} else if (c == c_stone) { if (nplaced < depth_top) {
have_air = false; vm->m_data[vi] = MapNode(biome->c_top);
nplaced = 0; nplaced++;
vm->m_data[i] = MapNode(biome->c_stone); } else if (nplaced < base_filler) {
} else { vm->m_data[vi] = MapNode(biome->c_filler);
have_air = false; nplaced++;
nplaced = 0; } else {
} vm->m_data[vi] = MapNode(biome->c_stone);
} else if (c == c_stone) {
have_air = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
} }
} else if (c == c_stone) {
have_air = false; air_above = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
} else if (c == c_water_source) { } else if (c == c_water_source) {
have_air = true; vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
nplaced = 0; biome->c_water_top : biome->c_water);
if (y > water_level - depth_water_top) nplaced = 0; // Enable top/filler placement for next surface
vm->m_data[i] = MapNode(biome->c_water_top); air_above = false; // Biome is not recalculated underwater
else
vm->m_data[i] = MapNode(biome->c_water);
} else if (c == CONTENT_AIR) { } else if (c == CONTENT_AIR) {
have_air = true; nplaced = 0; // Enable top/filler placement for next surface
nplaced = 0; air_above = true; // Biome will be recalculated at next surface
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = (u16)-1; // Disable top/filler placement
air_above = false;
} }
vm->m_area.add_y(em, i, -1); vm->m_area.add_y(em, vi, -1);
} }
} }

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@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h" #include "mapgen.h"
#define BIOMEGEN_BASE_V7 -192
/////////////////// Mapgen V7 flags /////////////////// Mapgen V7 flags
#define MGV7_MOUNTAINS 0x01 #define MGV7_MOUNTAINS 0x01
#define MGV7_RIDGES 0x02 #define MGV7_RIDGES 0x02