some generation-time mud flow tweaking

This commit is contained in:
Perttu Ahola 2011-02-03 13:48:17 +02:00
parent 9b1b57a523
commit 71dbee43d0
5 changed files with 123 additions and 73 deletions

@ -27,7 +27,7 @@ void set_default_settings()
g_settings.setDefault("wanted_fps", "30");
g_settings.setDefault("fps_max", "60");
g_settings.setDefault("viewing_range_nodes_max", "300");
g_settings.setDefault("viewing_range_nodes_min", "28");
g_settings.setDefault("viewing_range_nodes_min", "35");
g_settings.setDefault("screenW", "800");
g_settings.setDefault("screenH", "600");
g_settings.setDefault("port", "");

@ -350,6 +350,8 @@ Doing now:
- Needs method SyncProcessData
* What is the problem with the server constantly saving one or a few
blocks? List the first saved block, maybe it explains.
* Water doesn't start flowing after map generation like it should
* Better water generation
======================================================================
@ -2775,7 +2777,8 @@ int main(int argc, char *argv[])
if(g_settings.getBool("enable_fog") == true)
{
f32 range = draw_control.wanted_range * BS;
//f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;
f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/3*BS;
if(draw_control.range_all)
range = 100000*BS;

@ -1454,8 +1454,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
//dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;
if(initial_size != 0)
dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;
while(m_transforming_liquid.size() != 0)
{
@ -2321,9 +2322,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
u32 stone_obstacle_amount =
myrand_range(0, myrand_range(20, 150));
//myrand_range(0, myrand_range(20, myrand_range(80,150)));
u32 stone_obstacle_amount = 0;
if(myrand() % 2 == 0)
stone_obstacle_amount = myrand_range(0, myrand_range(20, 150));
else
stone_obstacle_amount = myrand_range(0, myrand_range(20, 50));
//u32 stone_obstacle_amount =
// myrand_range(0, myrand_range(20, myrand_range(80,150)));
/*
Loop this part, it will make stuff look older and newer nicely
@ -2375,7 +2380,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
);
// Minimum space left on top of the obstacle
s16 min_head_space = 10;
s16 min_head_space = 12;
for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
@ -2449,7 +2454,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
// Add mud
count = 0;
for(; y<=y_nodes_max; y++)
for(; y<=y_nodes_max - min_head_space; y++)
{
MapNode &n = vmanip.m_data[i];
n.d = CONTENT_MUD;
@ -2587,11 +2592,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs - abs(z0);
s16 si = rs - MYMAX(0, abs(z0)-rs/4);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 maxabsxz = abs(x0)>abs(z0)?abs(x0):abs(z0);
s16 si2 = rs - maxabsxz;
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
@ -2638,7 +2643,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*
Make ore veins
*/
for(u32 jj=0; jj<relative_volume/524; jj++)
for(u32 jj=0; jj<relative_volume/2000; jj++)
{
s16 max_vein_diameter = 3;
@ -2768,6 +2773,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Add mud to the central chunk
*/
s16 mud_add_amount = myrand_range(1, 5);
for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
@ -2802,7 +2809,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
MapNode &n = vmanip.m_data[i];
n.d = CONTENT_MUD;
mudcount++;
if(mudcount >= 3)
if(mudcount >= mud_add_amount)
break;
vmanip.m_area.add_y(em, i, 1);
@ -2838,11 +2845,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
leaving out removing light from the borders for optimization
and simplicity.
*/
for(s16 x=0-max_spread_amount+2;
/*for(s16 x=0-max_spread_amount+2;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
x++)
for(s16 z=0-max_spread_amount+2;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
z++)*/
for(s16 x=0-max_spread_amount+1;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
x++)
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
z++)
{
// Node position in 2d
@ -2850,74 +2863,92 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
// Go to ground level
for(y=y_nodes_max; y>=y_nodes_min; y--)
s16 y=y_nodes_max;
for(;;)
{
MapNode &n = vmanip.m_data[i];
//if(n.d != CONTENT_AIR)
if(content_walkable(n.d))
MapNode *n = NULL;
// Find mud
for(; y>=y_nodes_min; y--)
{
n = &vmanip.m_data[i];
//if(content_walkable(n->d))
// break;
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
break;
vmanip.m_area.add_y(em, i, -1);
}
// Stop if out of area
//if(vmanip.m_area.contains(i) == false)
if(y < y_nodes_min)
break;
vmanip.m_area.add_y(em, i, -1);
}
// If not mud, do nothing to it
MapNode *n = &vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;
/*// If not mud, do nothing to it
MapNode *n = &vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
// Make it exactly mud
n->d = CONTENT_MUD;
// Make it exactly mud
n->d = CONTENT_MUD;
/*s16 recurse_count = 0;
mudflow_recurse:*/
v3s16 dirs4[4] = {
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
};
v3s16 dirs4[4] = {
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
};
// Drop mud on side
for(u32 di=0; di<4; di++)
{
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Check that side is air
vmanip.m_area.add_p(em, i2, dirp);
MapNode *n2 = &vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Check that under side is air
vmanip.m_area.add_y(em, i2, -1);
n2 = &vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Loop further down until not air
do{
// Drop mud on side
for(u32 di=0; di<4; di++)
{
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
vmanip.m_area.add_p(em, i2, dirp);
// Fail if out of area
if(vmanip.m_area.contains(i2) == false)
continue;
// Check that side is air
MapNode *n2 = &vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Check that under side is air
vmanip.m_area.add_y(em, i2, -1);
// Fail if out of area
if(vmanip.m_area.contains(i2) == false)
continue;
n2 = &vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Loop further down until not air
do{
vmanip.m_area.add_y(em, i2, -1);
// Fail if out of area
if(vmanip.m_area.contains(i2) == false)
continue;
n2 = &vmanip.m_data[i2];
}while(content_walkable(n2->d) == false);
// Loop one up so that we're in air
vmanip.m_area.add_y(em, i2, 1);
n2 = &vmanip.m_data[i2];
}while(content_walkable(n2->d) == false);
// Loop one up so that we're in air
vmanip.m_area.add_y(em, i2, 1);
n2 = &vmanip.m_data[i2];
// Move mud to new place
*n2 = *n;
// Set old place to be air
*n = MapNode(CONTENT_AIR);
// Move mud to new place
*n2 = *n;
// Set old place to be air
*n = MapNode(CONTENT_AIR);
#if 0
// Switch mud and other and change mud source to air
//MapNode tempnode = *n2;
*n2 = *n;
//*n = tempnode;
// Force old mud position to be air
n->d = CONTENT_AIR;
#endif
// Done
break;
// Done
break;
}
// Continue from next y
y--;
}
}
@ -4683,6 +4714,12 @@ void ServerMap::save(bool only_changed)
{
saveBlock(block);
block_count++;
/*dstream<<"ServerMap: Written block ("
<<block->getPos().X<<","
<<block->getPos().Y<<","
<<block->getPos().Z<<")"
<<std::endl;*/
}
}
}

@ -1829,5 +1829,11 @@ inline bool string_allowed(const std::string &s, const std::string &allowed_char
return true;
}
/*
Some helper stuff
*/
#define MYMIN(a,b) ((a)<(b)?(a):(b))
#define MYMAX(a,b) ((a)>(b)?(a):(b))
#endif

@ -152,6 +152,10 @@ public:
p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
);
}
bool contains(s32 i) const
{
return (i >= 0 && i < getVolume());
}
bool operator==(const VoxelArea &other) const
{
return (MinEdge == other.MinEdge