some tweaking

This commit is contained in:
Perttu Ahola 2011-02-02 18:46:14 +02:00
parent a75876f248
commit 9b1b57a523
5 changed files with 141 additions and 16 deletions

@ -29,6 +29,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
u8 light_decode_table[LIGHT_MAX+1] =
{
0,
7,
11,
15,
21,
29,
42,
53,
69,
85,
109,
135,
167,
205,
255,
};
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
6,
8,
11,
@ -43,7 +61,7 @@ u8 light_decode_table[LIGHT_MAX+1] =
143,
191,
255,
};
};*/
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,

@ -348,6 +348,8 @@ Doing now:
* Add some kind of erosion and other stuff that now is possible
* Make client to fetch stuff asynchronously
- 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.
======================================================================

@ -2145,7 +2145,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
TimeTaker timer("generateChunkRaw()");
// The distance how far into the neighbors the generator is allowed to go
// The distance how far into the neighbors the generator is allowed to go.
s16 max_spread_amount_sectors = 2;
assert(max_spread_amount_sectors <= m_chunksize);
s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
@ -2190,6 +2190,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*(u32)sectorpos_base_size*MAP_BLOCKSIZE
*(u32)h_blocks*MAP_BLOCKSIZE;
/*
The limiting edges of the lighting update, inclusive.
*/
s16 lighting_min_d = 0-max_spread_amount;
s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
/*
Create the whole area of this and the neighboring chunks
*/
@ -2227,6 +2233,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
/*
Clear all light emitted
*/
core::map<v3s16, u8> unlight_from;
/*
Now we have a big empty area.
@ -2310,7 +2322,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
u32 stone_obstacle_amount =
myrand_range(0, myrand_range(20, myrand_range(80,150)));
myrand_range(0, myrand_range(20, 150));
//myrand_range(0, myrand_range(20, myrand_range(80,150)));
/*
Loop this part, it will make stuff look older and newer nicely
@ -2346,9 +2359,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
myrand_range(0, maxheight_randomized),
myrand_range(5, stone_obstacle_max_size)
);
v2s16 ob_place(
/*v2s16 ob_place(
myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
);*/
/*
Limit by 1 to not obstruct sunlight at borders, because
it would fuck up lighting in some places because we're
leaving out removing light from the borders for optimization
and simplicity.
*/
v2s16 ob_place(
myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1),
myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1)
);
// Minimum space left on top of the obstacle
@ -2450,20 +2473,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Make dungeons
*/
u32 dungeons_count = relative_volume / 200000;
u32 bruises_count = relative_volume * stone_surface_max_y / 15000000;
u32 bruises_count = relative_volume * stone_surface_max_y / 200000 / 50;
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
{
s16 min_tunnel_diameter = 1;
s16 max_tunnel_diameter = 5;
u16 tunnel_routepoints = 10;
s16 min_tunnel_diameter = 3;
s16 max_tunnel_diameter = 6;
u16 tunnel_routepoints = 15;
bool bruise_surface = (jj < bruises_count);
if(bruise_surface)
{
min_tunnel_diameter = 5;
max_tunnel_diameter = myrand_range(8, 20);
tunnel_routepoints = 7;
max_tunnel_diameter = myrand_range(10, 20);
tunnel_routepoints = 3;
}
// Allowed route area size in nodes
@ -2801,11 +2824,25 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(s16 k=0; k<4; k++)
{
for(s16 x=0-max_spread_amount+1;
/*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++)*/
/*
Firstly, limit area by 1 because mud is flown into neighbors.
Secondly, limit by 1 more to not obstruct sunlight at borders,
because it would fuck up lighting in some places because we're
leaving out removing light from the borders for optimization
and simplicity.
*/
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++)
{
// Node position in 2d
@ -3070,13 +3107,76 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// 750ms @cs=8, can't optimize more
//TimeTaker timer1("initial lighting");
#if 0
/*
Go through the edges and add all nodes that have light to light_sources
*/
// Four edges
for(s16 i=0; i<4; i++)
// Edge length
for(s16 j=lighting_min_d;
j<=lighting_max_d;
j++)
{
s16 x;
s16 z;
// +-X
if(i == 0 || i == 1)
{
x = (i==0) ? lighting_min_d : lighting_max_d;
if(i == 0)
z = lighting_min_d;
else
z = lighting_max_d;
}
// +-Z
else
{
z = (i==0) ? lighting_min_d : lighting_max_d;
if(i == 0)
x = lighting_min_d;
else
x = lighting_max_d;
}
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
{
v3s16 em = vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
MapNode *n = &vmanip.m_data[i];
if(n->getLight(LIGHTBANK_DAY) != 0)
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
}
}
}
#endif
/*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
for(s16 x=0-max_spread_amount+1;
/*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++)*/
/*
This has to be 1 smaller than the actual area, because
neighboring nodes are checked.
*/
for(s16 x=lighting_min_d+1;
x<=lighting_max_d-1;
x++)
for(s16 z=lighting_min_d+1;
z<=lighting_max_d-1;
z++)
{
// Node position in 2d

@ -140,7 +140,8 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
i = CONTENT_WATERSOURCE;
f = &g_content_features[i];
f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
//f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
f->setInventoryTexture(irrlicht->getTextureId("water.png"));
f->param_type = CPT_LIGHT;
f->light_propagates = true;

@ -510,9 +510,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
}
else
{
// Limit the generating area vertically to 2/3
/*// Limit the generating area vertically to 2/3
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
generate = false;
generate = false;*/
// Limit the send area vertically to 2/3
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
continue;
}
#if 0