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https://github.com/moparisthebest/minetest
synced 2024-11-15 05:45:13 -05:00
Mgv7: 1 up , 1 down overgeneration for chunk border continuity
Fixes biome layer at y = 47 when base/alt terrain exceeds it Also fixes missing dust glitch at y = 47 Mgv5/mgv7:Cleanup code
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@ -377,9 +377,9 @@ int MapgenV5::generateBaseTerrain()
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stone_surface_max_y = y;
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}
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}
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index2d = index2d - ystride;
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index2d -= ystride;
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}
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index2d = index2d + ystride;
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index2d += ystride;
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}
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return stone_surface_max_y;
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@ -391,10 +391,6 @@ bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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if (node_max.Y < water_level)
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return false;
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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bool desert_stone = false;
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@ -496,9 +492,9 @@ void MapgenV5::generateCaves(int max_stone_y)
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if (d1*d2 > 0.125)
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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index2d = index2d - ystride;
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index2d -= ystride;
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}
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index2d = index2d + ystride;
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index2d += ystride;
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}
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if (node_max.Y > LARGE_CAVE_DEPTH)
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@ -528,27 +524,25 @@ void MapgenV5::dustTopNodes()
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if (biome->c_dust == CONTENT_IGNORE)
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continue;
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s16 y_full_max = full_node_max.Y;
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u32 vi_full_max = vm->m_area.index(x, y_full_max, z);
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content_t c_full_max = vm->m_data[vi_full_max].getContent();
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u32 vi = vm->m_area.index(x, full_node_max.Y, z);
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content_t c_full_max = vm->m_data[vi].getContent();
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s16 y_start;
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if (c_full_max == CONTENT_AIR) {
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y_start = y_full_max - 1;
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y_start = full_node_max.Y - 1;
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} else if (c_full_max == CONTENT_IGNORE) {
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s16 y_max = node_max.Y;
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u32 vi_max = vm->m_area.index(x, y_max, z);
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content_t c_max = vm->m_data[vi_max].getContent();
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vi = vm->m_area.index(x, node_max.Y + 1, z);
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content_t c_max = vm->m_data[vi].getContent();
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if (c_max == CONTENT_AIR)
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y_start = y_max - 1;
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y_start = node_max.Y;
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else
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continue;
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} else {
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continue;
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}
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u32 vi = vm->m_area.index(x, y_start, z);
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vi = vm->m_area.index(x, y_start, z);
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for (s16 y = y_start; y >= node_min.Y - 1; y--) {
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if (vm->m_data[vi].getContent() != CONTENT_AIR)
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break;
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@ -58,7 +58,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->zstride = csize.X * csize.Y;
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this->zstride = csize.X * (csize.Y + 2);
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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@ -77,10 +77,10 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
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//// 3d terrain noise
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -314,7 +314,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min, node_max);
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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@ -326,7 +328,7 @@ void MapgenV7::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y;
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int y = node_min.Y - 1;
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int z = node_min.Z;
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noise_terrain_persist->perlinMap2D(x, z);
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@ -489,8 +491,8 @@ int MapgenV7::generateBaseTerrain()
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if (surface_y > stone_surface_max_y)
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stone_surface_max_y = surface_y;
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u32 i = vm->m_area.index(x, node_min.Y, z);
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for (s16 y = node_min.Y; y <= node_max.Y; y++) {
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u32 i = vm->m_area.index(x, node_min.Y - 1, z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (y <= surface_y)
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vm->m_data[i] = n_stone;
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@ -516,7 +518,7 @@ int MapgenV7::generateMountainTerrain(int ymax)
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u32 j = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 y = node_min.Y; y <= node_max.Y; y++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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int index = (z - node_min.Z) * csize.X + (x - node_min.X);
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@ -549,7 +551,7 @@ void MapgenV7::generateRidgeTerrain()
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float width = 0.2; // TODO: figure out acceptable perlin noise values
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 y = node_min.Y; y <= node_max.Y; y++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
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int j = (z - node_min.Z) * csize.X + (x - node_min.X);
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@ -583,10 +585,6 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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if (node_max.Y < water_level)
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return false;
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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bool desert_stone = false;
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@ -608,16 +606,6 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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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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// It could be the case that the elevation is equal to the chunk
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// boundary, but the chunk above has not been generated yet
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if (y == node_max.Y && c_above == CONTENT_IGNORE &&
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y == heightmap[index] && c == c_stone) {
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int j = (z - node_min.Z) * zstride +
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(y - node_min.Y) * ystride +
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(x - node_min.X);
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have_air = !getMountainTerrainFromMap(j, index, y);
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}
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if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
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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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@ -691,27 +679,25 @@ void MapgenV7::dustTopNodes()
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if (biome->c_dust == CONTENT_IGNORE)
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continue;
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s16 y_full_max = full_node_max.Y;
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u32 vi_full_max = vm->m_area.index(x, y_full_max, z);
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content_t c_full_max = vm->m_data[vi_full_max].getContent();
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u32 vi = vm->m_area.index(x, full_node_max.Y, z);
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content_t c_full_max = vm->m_data[vi].getContent();
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s16 y_start;
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if (c_full_max == CONTENT_AIR) {
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y_start = y_full_max - 1;
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y_start = full_node_max.Y - 1;
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} else if (c_full_max == CONTENT_IGNORE) {
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s16 y_max = node_max.Y;
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u32 vi_max = vm->m_area.index(x, y_max, z);
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content_t c_max = vm->m_data[vi_max].getContent();
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vi = vm->m_area.index(x, node_max.Y + 1, z);
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content_t c_max = vm->m_data[vi].getContent();
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if (c_max == CONTENT_AIR)
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y_start = y_max - 1;
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y_start = node_max.Y;
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else
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continue;
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} else {
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continue;
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}
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u32 vi = vm->m_area.index(x, y_start, z);
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vi = vm->m_area.index(x, y_start, z);
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for (s16 y = y_start; y >= node_min.Y - 1; y--) {
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if (vm->m_data[vi].getContent() != CONTENT_AIR)
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break;
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@ -831,7 +817,7 @@ void MapgenV7::generateCaves(int max_stone_y)
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u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 y = node_min.Y; y <= node_max.Y; y++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X;
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x++, i++, index++, index2d++) {
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