forked from Mirrorlandia_minetest/minetest
Add jungle grass to jungles
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d207d359d1
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@ -111,7 +111,7 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
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}
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void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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bool block_is_underground = (water_level >= nmax.Y);
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@ -174,7 +174,7 @@ void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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}
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void Mapgen::updateLightingOld(v3s16 nmin, v3s16 nmax) {
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void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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@ -79,8 +79,8 @@ public:
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
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void lightSpread(VoxelArea &a, v3s16 p, u8 light);
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void updateLighting(v3s16 nmin, v3s16 nmax);
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void updateLightingOld(v3s16 nmin, v3s16 nmax);
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void calcLighting(v3s16 nmin, v3s16 nmax);
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void calcLightingOld(v3s16 nmin, v3s16 nmax);
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virtual void makeChunk(BlockMakeData *data) {};
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virtual int getGroundLevelAtPoint(v2s16 p) = 0;
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@ -457,12 +457,12 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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// Grow grass
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growGrass();
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// Generate some trees
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// Generate some trees, and add grass, if a jungle
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if (flags & MG_TREES)
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placeTrees();
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placeTreesAndJungleGrass();
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// Calculate lighting
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updateLighting(node_min, node_max);
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calcLighting(node_min, node_max);
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this->generating = false;
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}
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@ -783,14 +783,26 @@ void MapgenV6::addDirtGravelBlobs() {
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}
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void MapgenV6::placeTrees() {
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void MapgenV6::placeTreesAndJungleGrass() {
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//TimeTaker t("placeTrees");
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if (node_max.Y < water_level)
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return;
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PseudoRandom grassrandom(blockseed + 53);
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content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
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// if we don't have junglegrass, don't place cignore... that's bad
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if (c_junglegrass == CONTENT_IGNORE)
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c_junglegrass = CONTENT_AIR;
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MapNode n_junglegrass(c_junglegrass);
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v3s16 em = vm->m_area.getExtent();
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// Divide area into parts
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s16 div = 8;
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s16 sidelen = central_area_size.X / div;
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double area = sidelen * sidelen;
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// N.B. We must add jungle grass first, since tree leaves will
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// obstruct the ground, giving us a false ground level
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for (s16 z0 = 0; z0 < div; z0++)
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for (s16 x0 = 0; x0 < div; x0++) {
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// Center position of part of division
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@ -811,9 +823,36 @@ void MapgenV6::placeTrees() {
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// Amount of trees, jungle area
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u32 tree_count = area * getTreeAmount(p2d_center);
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bool is_jungle = (flags & MGV6_JUNGLES) && (getHumidity(p2d_center) > 0.75);
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if (is_jungle)
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tree_count *= 4;
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float humidity;
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bool is_jungle = false;
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if (flags & MGV6_JUNGLES) {
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humidity = getHumidity(p2d_center);
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if (humidity > 0.75) {
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is_jungle = true;
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tree_count *= 4;
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}
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}
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// Add jungle grass
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if (is_jungle) {
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u32 grass_count = 5 * humidity * tree_count;
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for (u32 i = 0; i < grass_count; i++) {
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s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
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s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
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s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
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if (y < water_level || y < node_min.Y || y > node_max.Y)
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continue;
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u32 vi = vm->m_area.index(x, y, z);
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// place on dirt_with_grass, since we know it is exposed to sunlight
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if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
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vm->m_area.add_y(em, vi, 1);
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vm->m_data[vi] = n_junglegrass;
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}
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}
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}
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// Put trees in random places on part of division
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for (u32 i = 0; i < tree_count; i++) {
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@ -846,7 +885,7 @@ void MapgenV6::placeTrees() {
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}
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}
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}
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//printf("placeTrees: %dms\n", t.stop());
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//printf("placeTreesAndJungleGrass: %dms\n", t.stop());
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}
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@ -878,6 +917,7 @@ void MapgenV6::growGrass() {
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}
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}
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void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
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v3s16 node_min, bool large_cave) {
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cave.min_tunnel_diameter = 2;
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@ -163,7 +163,7 @@ public:
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void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos);
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void addDirtGravelBlobs();
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void growGrass();
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void placeTrees();
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void placeTreesAndJungleGrass();
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virtual void defineCave(Cave &cave, PseudoRandom ps,
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v3s16 node_min, bool large_cave);
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void generateCaves(int max_stone_y);
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