mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-06 17:35:14 -05:00
Mgv5/v7: Fix generateBiomes biome recalculation logic Biomegen down to y = -192 for mgv5 deep oceans. Improve code
This commit is contained in:
parent
39869aaa25
commit
3dba6d1f90
@ -327,7 +327,7 @@ void MapgenV5::calculateNoise()
|
||||
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_heat->perlinMap2D(x, z);
|
||||
noise_humidity->perlinMap2D(x, z);
|
||||
@ -396,7 +396,7 @@ int MapgenV5::generateBaseTerrain()
|
||||
|
||||
MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
if (node_max.Y < BIOMEGEN_BASE_V5)
|
||||
return STONE;
|
||||
|
||||
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 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
s16 dfiller = 0;
|
||||
s16 y0_top = 0;
|
||||
s16 y0_filler = 0;
|
||||
s16 depth_water_top = 0;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
s16 nplaced = 0;
|
||||
u32 i = vm->m_area.index(x, node_max.Y, z);
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// 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();
|
||||
bool have_air = c_above == CONTENT_AIR;
|
||||
// If there is air above enable top/filler placement, otherwise force nplaced to
|
||||
// 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--) {
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
|
||||
(y == node_max.Y || have_air)) {
|
||||
// Biome is only (re)calculated for each stone/water upper surface found
|
||||
// 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);
|
||||
dfiller = biome->depth_filler + noise_filler_depth->result[index];
|
||||
y0_top = biome->depth_top;
|
||||
y0_filler = biome->depth_top + dfiller;
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top + biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0);
|
||||
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)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone && have_air) {
|
||||
content_t c_below = vm->m_data[i - em.X].getContent();
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
if (c_below != CONTENT_AIR && c_below != c_water_source) {
|
||||
if (nplaced < y0_top) {
|
||||
vm->m_data[i] = MapNode(biome->c_top);
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = (u16)-1;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < y0_filler && nplaced >= y0_top) {
|
||||
vm->m_data[i] = MapNode(biome->c_filler);
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else if (c == c_stone) {
|
||||
have_air = false;
|
||||
nplaced = 0;
|
||||
vm->m_data[i] = MapNode(biome->c_stone);
|
||||
} else {
|
||||
have_air = false;
|
||||
nplaced = 0;
|
||||
}
|
||||
} 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;
|
||||
nplaced = 0;
|
||||
vm->m_data[i] = MapNode(biome->c_stone);
|
||||
} else if (c == c_water_source) {
|
||||
have_air = true;
|
||||
nplaced = 0;
|
||||
if (y > water_level - depth_water_top)
|
||||
vm->m_data[i] = MapNode(biome->c_water_top);
|
||||
else
|
||||
vm->m_data[i] = MapNode(biome->c_water);
|
||||
} else if (c == CONTENT_AIR) {
|
||||
have_air = true;
|
||||
nplaced = 0;
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, i, -1);
|
||||
air_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false; // Biome is not recalculated underwater
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
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, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "mapgen.h"
|
||||
|
||||
#define LARGE_CAVE_DEPTH -256
|
||||
#define BIOMEGEN_BASE_V5 -192
|
||||
|
||||
/////////////////// Mapgen V5 flags
|
||||
//#define MGV5_ 0x01
|
||||
|
@ -362,7 +362,7 @@ void MapgenV7::calculateNoise()
|
||||
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_heat->perlinMap2D(x, z);
|
||||
noise_humidity->perlinMap2D(x, z);
|
||||
@ -591,7 +591,7 @@ void MapgenV7::generateRidgeTerrain()
|
||||
|
||||
MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
if (node_max.Y < BIOMEGEN_BASE_V7)
|
||||
return STONE;
|
||||
|
||||
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 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
s16 dfiller = 0;
|
||||
s16 y0_top = 0;
|
||||
s16 y0_filler = 0;
|
||||
s16 depth_water_top = 0;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
s16 nplaced = 0;
|
||||
u32 i = vm->m_area.index(x, node_max.Y, z);
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// 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();
|
||||
bool have_air = c_above == CONTENT_AIR;
|
||||
// If there is air above enable top/filler placement, otherwise force nplaced to
|
||||
// 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--) {
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
|
||||
(y == node_max.Y || have_air)) {
|
||||
// Biome is only (re)calculated for each stone/water upper surface found
|
||||
// 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);
|
||||
dfiller = biome->depth_filler + noise_filler_depth->result[index];
|
||||
y0_top = biome->depth_top;
|
||||
y0_filler = biome->depth_top + dfiller;
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top + biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0);
|
||||
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)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone && have_air) {
|
||||
content_t c_below = vm->m_data[i - em.X].getContent();
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
if (c_below != CONTENT_AIR && c_below != c_water_source) {
|
||||
if (nplaced < y0_top) {
|
||||
vm->m_data[i] = MapNode(biome->c_top);
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = (u16)-1;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < y0_filler && nplaced >= y0_top) {
|
||||
vm->m_data[i] = MapNode(biome->c_filler);
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else if (c == c_stone) {
|
||||
have_air = false;
|
||||
nplaced = 0;
|
||||
vm->m_data[i] = MapNode(biome->c_stone);
|
||||
} else {
|
||||
have_air = false;
|
||||
nplaced = 0;
|
||||
}
|
||||
} 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;
|
||||
nplaced = 0;
|
||||
vm->m_data[i] = MapNode(biome->c_stone);
|
||||
} else if (c == c_water_source) {
|
||||
have_air = true;
|
||||
nplaced = 0;
|
||||
if (y > water_level - depth_water_top)
|
||||
vm->m_data[i] = MapNode(biome->c_water_top);
|
||||
else
|
||||
vm->m_data[i] = MapNode(biome->c_water);
|
||||
} else if (c == CONTENT_AIR) {
|
||||
have_air = true;
|
||||
nplaced = 0;
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, i, -1);
|
||||
air_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false; // Biome is not recalculated underwater
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
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, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#include "mapgen.h"
|
||||
|
||||
#define BIOMEGEN_BASE_V7 -192
|
||||
|
||||
/////////////////// Mapgen V7 flags
|
||||
#define MGV7_MOUNTAINS 0x01
|
||||
#define MGV7_RIDGES 0x02
|
||||
|
Loading…
Reference in New Issue
Block a user