mapgen stuff

This commit is contained in:
Perttu Ahola 2011-06-25 16:32:09 +03:00
parent e8a731adc5
commit aed9e809a1
7 changed files with 393 additions and 197 deletions

@ -92,5 +92,6 @@ void set_default_settings()
g_settings.setDefault("server_unload_unused_sectors_timeout", "60");
g_settings.setDefault("server_map_save_interval", "60");
g_settings.setDefault("full_block_send_enable_min_time_from_building", "2.0");
//g_settings.setDefault("dungeon_rarity", "0.025");
}

@ -619,6 +619,7 @@ void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
{
v3s16 p = p0 + block->getPosRelative();
MapNode n = block->getNodeNoEx(p0);
#if 1
// Test something:
// Convert all mud under proper day lighting to grass
if(n.d == CONTENT_MUD)
@ -634,6 +635,7 @@ void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
}
}
}
#endif
}
}

@ -2169,6 +2169,7 @@ void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
}
#endif
#if 0
void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
{
MapNode stonenode(CONTENT_STONE);
@ -2250,6 +2251,7 @@ void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
vmanip.m_data[vi] = stonenode;
}
}
#endif
/*
Dungeon making routines
@ -2375,39 +2377,79 @@ void make_hole1(VoxelManipulator &vmanip, v3s16 place)
void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
{
make_hole1(vmanip, doorplace);
// Place torch (for testing)
//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
}
v3s16 rand_ortho_dir()
v3s16 rand_ortho_dir(PseudoRandom &random)
{
if(myrand()%2==0)
return myrand()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
if(random.next()%2==0)
return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
else
return myrand()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
}
v3s16 turn_xz(v3s16 olddir, int t)
{
v3s16 dir;
if(t == 0)
{
// Turn right
dir.X = olddir.Z;
dir.Z = -olddir.X;
dir.Y = olddir.Y;
}
else
{
// Turn left
dir.X = -olddir.Z;
dir.Z = olddir.X;
dir.Y = olddir.Y;
}
return dir;
}
v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
{
int turn = random.range(0,2);
v3s16 dir;
if(turn == 0)
{
// Go straight
dir = olddir;
}
else if(turn == 1)
// Turn right
dir = turn_xz(olddir, 0);
else
// Turn left
dir = turn_xz(olddir, 1);
return dir;
}
void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
v3s16 &result_place, v3s16 &result_dir)
v3s16 &result_place, v3s16 &result_dir, PseudoRandom &random)
{
make_hole1(vmanip, doorplace);
v3s16 p0 = doorplace;
v3s16 dir = doordir;
u32 length;
if(myrand()%2)
length = myrand_range(1,13);
if(random.next()%2)
length = random.range(1,13);
else
length = myrand_range(1,6);
u32 partlength = myrand_range(1,length);
length = random.range(1,6);
length = random.range(1,13);
u32 partlength = random.range(1,length);
u32 partcount = 0;
s16 make_stairs = 0;
if(myrand()%2 == 0 && partlength >= 3)
make_stairs = myrand()%2 ? 1 : -1;
if(random.next()%2 == 0 && partlength >= 3)
make_stairs = random.next()%2 ? 1 : -1;
for(u32 i=0; i<length; i++)
{
v3s16 dir0 = dir;
// If first part of stairs, don't go up or down yet (wouldn't fit)
if(partcount == 0)
dir0.Y = 0;
v3s16 p = p0 + dir0;
v3s16 p = p0 + dir;
if(partcount != 0)
p.Y += make_stairs;
/*// If already empty
if(vmanip.getNodeNoExNoEmerge(p).d
== CONTENT_AIR
@ -2415,11 +2457,17 @@ void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
== CONTENT_AIR)
{
}*/
if(vmanip.m_area.contains(p) == true
&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
{
if(make_stairs)
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
make_fill(vmanip, p, v3s16(1,3,1), 0, MapNode(CONTENT_AIR),
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
}
else
@ -2430,34 +2478,33 @@ void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);*/
}
p0 = p;
}
else
{
// Can't go here, turn away
dir = turn_xz(dir, random.range(0,1));
make_stairs = -make_stairs;
partcount = 0;
partlength = random.range(1,length);
continue;
}
partcount++;
if(partcount >= partlength)
{
partcount = 0;
v3s16 newdir = rand_ortho_dir();
partlength = myrand_range(1,7);
make_stairs = 0;
if(myrand()%2 == 0 && partlength >= 3)
make_stairs = myrand()%2 ? 1 : -1;
dir = random_turn(random, dir);
if(make_stairs != 0)
{
if(newdir.X == 0 && dir.X != 0)
dir = newdir;
if(newdir.Z == 0 && dir.Z != 0)
dir = newdir;
}
else
{
dir = newdir;
}
dir.Y = make_stairs;
partlength = random.range(1,length);
make_stairs = 0;
if(random.next()%2 == 0 && partlength >= 3)
make_stairs = random.next()%2 ? 1 : -1;
}
}
//p0.Y -= make_stairs;
dir.Y = 0;
result_place = p0;
result_dir = dir;
}
@ -2466,16 +2513,17 @@ class RoomWalker
{
public:
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos):
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
vmanip(vmanip_),
m_pos(pos)
m_pos(pos),
m_random(random)
{
randomizeDir();
}
void randomizeDir()
{
m_dir = rand_ortho_dir();
m_dir = rand_ortho_dir(m_random);
}
void setPos(v3s16 pos)
@ -2561,13 +2609,13 @@ public:
v3s16 roomplace;
// X east, Z north, Y up
if(doordir == v3s16(1,0,0)) // X+
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2));
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
if(doordir == v3s16(-1,0,0)) // X-
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2));
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,0);
roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,-roomsize.Z+1);
roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
// Check fit
bool fits = true;
@ -2605,57 +2653,132 @@ private:
VoxelManipulator &vmanip;
v3s16 m_pos;
v3s16 m_dir;
PseudoRandom &m_random;
};
void make_dungeon1(VoxelManipulator &vmanip)
void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
{
v3s16 areasize = vmanip.m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8));
/*
Find place for first room
*/
bool fits = false;
for(u32 i=0; i<100; i++)
{
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
roomplace = vmanip.m_area.MinEdge + v3s16(
myrand_range(0,areasize.X-roomsize.X-1),
myrand_range(0,areasize.Y-roomsize.Y-1),
myrand_range(0,areasize.Z-roomsize.Z-1));
random.range(0,areasize.X-roomsize.X-1),
random.range(0,areasize.Y-roomsize.Y-1),
random.range(0,areasize.Z-roomsize.Z-1));
/*
Check that we're not putting the room to an unknown place,
otherwise it might end up floating in the air
*/
fits = true;
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
for(s16 x=1; x<roomsize.X-1; x++)
{
v3s16 p = roomplace + v3s16(x,y,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
{
fits = false;
break;
}
if(vmanip.m_data[vi].d == CONTENT_IGNORE)
{
fits = false;
break;
}
}
if(fits)
break;
}
// No place found
if(fits == false)
return;
u32 room_count = myrand_range(2,7);
/*
Stores the center position of the last room made, so that
a new corridor can be started from the last room instead of
the new room, if chosen so.
*/
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
u32 room_count = random.range(2,7);
for(u32 i=0; i<room_count; i++)
{
// Make a room to the determined place
make_room1(vmanip, roomsize, roomplace);
RoomWalker walker(vmanip, roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2));
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
// Place torch at room center (for testing)
//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
// Quit if last room
if(i == room_count-1)
break;
// Determine walker start position
bool start_in_last_room = (random.range(0,1)==0);
//bool start_in_last_room = true;
v3s16 walker_start_place;
if(start_in_last_room)
{
walker_start_place = last_room_center;
}
else
{
walker_start_place = room_center;
// Store center of current room as the last one
last_room_center = room_center;
}
// Create walker and find a place for a door
RoomWalker walker(vmanip, walker_start_place, random);
v3s16 doorplace;
v3s16 doordir;
bool r = walker.findPlaceForDoor(doorplace, doordir);
if(r == false)
{
//dstream<<"walker.findPlaceForDoor failed"<<std::endl;
return;
}
//dstream<<"walker.findPlaceForDoor succeeded"<<std::endl;
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir);
else
// Don't actually make a door
doorplace -= doordir;
// Make a random corridor starting from the door
v3s16 corridor_end;
v3s16 corridor_end_dir;
make_corridor(vmanip, doorplace, doordir, corridor_end, corridor_end_dir);
make_corridor(vmanip, doorplace, doordir, corridor_end,
corridor_end_dir, random);
roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8));
// Find a place for a random sized room
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
walker.setPos(corridor_end);
walker.setDir(corridor_end_dir);
r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
if(r == false)
{
//dstream<<"walker.findPlaceForRoomDoor failed"<<std::endl;
return;
}
//dstream<<"walker.findPlaceForRoomDoor succeeded"<<std::endl;
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir);
else
// Don't actually make a door
roomplace -= doordir;
}
make_room1(vmanip, roomsize, roomplace);
}
/*
@ -2664,6 +2787,7 @@ void make_dungeon1(VoxelManipulator &vmanip)
// This affects the shape of the contour
//#define CAVE_NOISE_SCALE 10.0
//#define CAVE_NOISE_SCALE 7.5
#define CAVE_NOISE_SCALE 5.0
NoiseParams get_cave_noise1_params(u64 seed)
@ -2720,7 +2844,7 @@ bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
{
//return ((double)p.Y < ground_noise1_val);
double f = 1.0 + noise2d_perlin(
double f = 0.8 + noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
seed+920381, 3, 0.5);
if(f < 0.01)
@ -3020,7 +3144,7 @@ void addRandomObjects(MapBlock *block)
block->m_static_objects.insert(0, s_obj);
delete obj;
}
if(myrand() % 300 == 0)
if(myrand() % 1000 == 0)
{
v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
pos_f.Y -= BS*0.4;
@ -3078,18 +3202,18 @@ void makeBlock(BlockMakeData *data)
s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
/*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
data->seed, v2s16(blockpos.X, blockpos.Z));
// Minimum amount of ground above the central block
s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;*/
// Minimum amount of ground above the top of the central block
s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
data->seed, v2s16(blockpos.X, blockpos.Z), 1);
// Minimum amount of ground above the central block
// Maximum amount of ground above the bottom of the central block
s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
/*
Special case for high air or water
Special case for high air or water: Just fill with air and water.
*/
if(maximum_ground_depth < -20)
{
@ -3122,6 +3246,18 @@ void makeBlock(BlockMakeData *data)
return;
}
/*
If block is deep underground, this is set to true and ground
density noise is not generated, for speed optimization.
*/
bool all_is_ground_except_caves = (minimum_ground_depth > 16);
/*
Create a block-specific seed
*/
u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
+ full_node_min.Y*42123 + full_node_min.X*23;
/*
Make some 3D noise
*/
@ -3145,8 +3281,7 @@ void makeBlock(BlockMakeData *data)
noisebuf_cave.create(get_cave_noise1_params(data->seed),
minpos_f.X, minpos_f.Y, minpos_f.Z,
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
4, 4, 4);
//3.5, 3.5, 3.5);
4, 3, 4);
noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
@ -3158,8 +3293,9 @@ void makeBlock(BlockMakeData *data)
v3f sl = v3f(4.0, 4.0, 4.0);
/*
Density
Density noise
*/
if(all_is_ground_except_caves == false)
//noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
noisebuf_ground.create(get_ground_noise1_params(data->seed),
minpos_f.X, minpos_f.Y, minpos_f.Z,
@ -3167,7 +3303,7 @@ void makeBlock(BlockMakeData *data)
sl.X, sl.Y, sl.Z);
/*
Content
Ground property noise
*/
sl = v3f(2.5, 2.5, 2.5);
noisebuf_ground_crumbleness.create(
@ -3200,42 +3336,22 @@ void makeBlock(BlockMakeData *data)
// Only modify places that have no content
if(vmanip.m_data[i].d == CONTENT_IGNORE)
{
if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
vmanip.m_data[i] = MapNode(CONTENT_AIR);
else if(val_is_ground(noisebuf_ground.get(x,y,z),
v3s16(x,y,z), data->seed))
vmanip.m_data[i] = MapNode(CONTENT_STONE);
else if(y <= WATER_LEVEL)
// First priority: make air and water.
// This avoids caves inside water.
if(all_is_ground_except_caves == false
&& val_is_ground(noisebuf_ground.get(x,y,z),
v3s16(x,y,z), data->seed) == false)
{
if(y <= WATER_LEVEL)
vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
else
vmanip.m_data[i] = MapNode(CONTENT_AIR);
}
/*if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
{
// Only modify places that have no content
if(vmanip.m_data[i].d == CONTENT_IGNORE)
else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
vmanip.m_data[i] = MapNode(CONTENT_AIR);
}
else if(is_ground(noisebuf_ground.get(x,y,z), y))
{
// Only modify places that have no content
if(vmanip.m_data[i].d == CONTENT_IGNORE)
else
vmanip.m_data[i] = MapNode(CONTENT_STONE);
}
else if(y <= WATER_LEVEL)
{
// Only modify places that have air or no content
if(vmanip.m_data[i].d == CONTENT_IGNORE
|| vmanip.m_data[i].d == CONTENT_AIR)
vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
}
else
{
// Only modify places that have no content
if(vmanip.m_data[i].d == CONTENT_IGNORE)
vmanip.m_data[i] = MapNode(CONTENT_AIR);
}*/
data->vmanip.m_area.add_y(em, i, 1);
}
@ -3247,22 +3363,24 @@ void makeBlock(BlockMakeData *data)
*/
{
PseudoRandom mineralrandom(blockseed);
/*
Add meseblocks
*/
for(s16 i=0; i<approx_ground_depth/4; i++)
{
if(myrand()%50 == 0)
if(mineralrandom.next()%50 == 0)
{
s16 x = myrand_range(node_min.X+1, node_max.X-1);
s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
for(u16 i=0; i<27; i++)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_data[vi].d == CONTENT_STONE)
if(myrand()%8 == 0)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(CONTENT_MESE);
}
@ -3272,14 +3390,14 @@ void makeBlock(BlockMakeData *data)
Add others
*/
{
u16 a = myrand_range(0,15);
u16 a = mineralrandom.range(0,15);
a = a*a*a;
u16 amount = 20 * a/1000;
for(s16 i=0; i<amount; i++)
{
s16 x = myrand_range(node_min.X+1, node_max.X-1);
s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
u8 base_content = CONTENT_STONE;
MapNode new_content(CONTENT_IGNORE);
@ -3310,7 +3428,7 @@ void makeBlock(BlockMakeData *data)
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_data[vi].d == base_content)
{
if(myrand()%sparseness == 0)
if(mineralrandom.next()%sparseness == 0)
vmanip.m_data[vi] = new_content;
}
}
@ -3326,21 +3444,21 @@ void makeBlock(BlockMakeData *data)
u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
if(myrand()%coal_rareness == 0)
if(mineralrandom.next()%coal_rareness == 0)
{
u16 a = myrand() % 16;
u16 a = mineralrandom.next() % 16;
u16 amount = coal_amount * a*a*a / 1000;
for(s16 i=0; i<amount; i++)
{
s16 x = myrand_range(node_min.X+1, node_max.X-1);
s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
for(u16 i=0; i<27; i++)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_data[vi].d == CONTENT_STONE)
if(myrand()%8 == 0)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
}
}
@ -3352,21 +3470,21 @@ void makeBlock(BlockMakeData *data)
u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
if(myrand()%iron_rareness == 0)
if(mineralrandom.next()%iron_rareness == 0)
{
u16 a = myrand() % 16;
u16 a = mineralrandom.next() % 16;
u16 amount = iron_amount * a*a*a / 1000;
for(s16 i=0; i<amount; i++)
{
s16 x = myrand_range(node_min.X+1, node_max.X-1);
s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
for(u16 i=0; i<27; i++)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_data[vi].d == CONTENT_STONE)
if(myrand()%8 == 0)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
}
}
@ -3416,7 +3534,12 @@ void makeBlock(BlockMakeData *data)
//if(node_min.Y < approx_groundlevel)
//if(myrand() % 3 == 0)
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
float dungeon_rarity = 0.02;
if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
< dungeon_rarity
&& node_min.Y < approx_groundlevel)
{
// Dungeon generator doesn't modify places which have this set
data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
@ -3433,7 +3556,7 @@ void makeBlock(BlockMakeData *data)
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
for(s16 y=node_max.Y; y>=full_node_min.Y; y--)
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
{
if(vmanip.m_data[i].d == CONTENT_AIR)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
@ -3444,17 +3567,10 @@ void makeBlock(BlockMakeData *data)
}
}
/*s16 x = myrand_range(node_min.X, node_max.X);
s16 z = myrand_range(node_min.Z, node_max.Z);
s16 y = myrand_range(node_min.Y, node_max.Y);*/
// Add it
make_dungeon1(data->vmanip);
PseudoRandom random(blockseed+2);
// Take different seed for every dungeon for not blending their
// mossyness together
//u32 mossyseed = z*38134234+y*42123+x*23;
u32 mossyseed = full_node_min.Z*38134234
+full_node_min.Y*42123+full_node_min.X*23;
// Add it
make_dungeon1(data->vmanip, random);
// Convert some cobble to mossy cobble
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
@ -3466,20 +3582,27 @@ void makeBlock(BlockMakeData *data)
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
for(s16 y=node_max.Y; y>=full_node_min.Y; y--)
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
{
// No mossy in dry places
// (noisebuf not used because it's smaller in size)
if(noise3d_param(get_ground_wetness_params(data->seed), x,y,z)
< -0.6)
continue;
double d = noise3d_perlin((float)x/4.,
(float)y/4.,(float)z/4.,
mossyseed, 2, 0.9);
if(d < 0.0)
continue;
// (noisebuf not used because it doesn't contain the
// full area)
double wetness = noise3d_param(
get_ground_wetness_params(data->seed), x,y,z);
double d = noise3d_perlin((float)x/2.5,
(float)y/2.5,(float)z/2.5,
blockseed, 2, 1.4);
if(vmanip.m_data[i].d == CONTENT_COBBLE)
{
if(d < wetness/3.0)
{
vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
}
}
/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
{
if(wetness > 1.2)
vmanip.m_data[i].d = CONTENT_MUD;
}*/
data->vmanip.m_area.add_y(em, i, -1);
}
}
@ -3533,7 +3656,8 @@ void makeBlock(BlockMakeData *data)
If close to ground level
*/
if(abs(approx_ground_depth) < 20)
//if(abs(approx_ground_depth) < 30)
if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
{
/*
Add grass and mud
@ -3547,14 +3671,14 @@ void makeBlock(BlockMakeData *data)
{
bool possibly_have_sand = get_have_sand(data->seed, p2d);
bool have_sand = false;
u32 mud_count = 0;
u32 current_depth = 0;
bool air_detected = false;
bool water_detected = false;
// Use fast index incrementing
s16 start_y = node_max.Y+2;
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
for(s16 y=start_y; y>=node_min.Y-2; y--)
for(s16 y=start_y; y>=node_min.Y-3; y--)
{
if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
water_detected = true;
@ -3568,24 +3692,37 @@ void makeBlock(BlockMakeData *data)
|| vmanip.m_data[i].d == CONTENT_GRAVEL
) && (air_detected || water_detected))
{
if(mud_count == 0 && y <= WATER_LEVEL+2
if(current_depth == 0 && y <= WATER_LEVEL+2
&& possibly_have_sand)
have_sand = true;
if(current_depth < 4)
{
if(have_sand)
{
vmanip.m_data[i] = MapNode(CONTENT_SAND);
}
else if(mud_count==0 && !water_detected && y >= WATER_LEVEL)
#if 1
else if(current_depth==0 && !water_detected
&& y >= WATER_LEVEL && air_detected)
vmanip.m_data[i] = MapNode(CONTENT_GRASS);
#endif
else
vmanip.m_data[i] = MapNode(CONTENT_MUD);
}
else
{
if(vmanip.m_data[i].d == CONTENT_MUD
|| vmanip.m_data[i].d == CONTENT_GRASS)
vmanip.m_data[i] = MapNode(CONTENT_STONE);
}
mud_count++;
if(mud_count >= 4)
current_depth++;
if(current_depth >= 8)
break;
}
else if(mud_count != 0)
else if(current_depth != 0)
break;
data->vmanip.m_area.add_y(em, i, -1);
@ -3599,11 +3736,12 @@ void makeBlock(BlockMakeData *data)
// Amount of trees
u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
PseudoRandom treerandom(blockseed);
// Put trees in random places on part of division
for(u32 i=0; i<tree_count; i++)
{
s16 x = myrand_range(node_min.X, node_max.X);
s16 z = myrand_range(node_min.Z, node_max.Z);
s16 x = treerandom.range(node_min.X, node_max.X);
s16 z = treerandom.range(node_min.Z, node_max.Z);
//s16 y = find_ground_level(data->vmanip, v2s16(x,z));
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
// Don't make a tree under water level
@ -3800,15 +3938,17 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
/*
Blit generated stuff to map
NOTE: blitBackAll adds nearly everything to changed_blocks
*/
{
// 70ms @cs=8
//TimeTaker timer("finishBlockMake() blitBackAll");
data->vmanip.blitBackAll(&changed_blocks);
}
//dstream<<"changed_blocks.size()="<<changed_blocks.size()<<std::endl;
#if 1
dstream<<"finishBlockMake: changed_blocks.size()="
<<changed_blocks.size()<<std::endl;
#endif
/*
Copy transforming liquid information
*/
@ -3854,15 +3994,20 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
/*
Update lighting
*/
core::map<v3s16, MapBlock*> lighting_update_blocks;
// Center block
lighting_update_blocks.insert(block->getPos(), block);
/*for(core::map<v3s16, MapBlock*>::Iterator
i = modified_blocks.getIterator();
#if 0
// All modified blocks
for(core::map<v3s16, MapBlock*>::Iterator
i = changed_blocks.getIterator();
i.atEnd() == false; i++)
{
lighting_update_blocks.insert(i.getNode()->getKey(),
i.getNode()->getValue());
}*/
}
#endif
updateLighting(lighting_update_blocks, changed_blocks);
/*
@ -3977,6 +4122,8 @@ MapBlock * ServerMap::generateBlock(
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<std::endl;*/
TimeTaker timer("generateBlock");
//MapBlock *block = original_dummy;
v2s16 p2d(p.X, p.Z);

@ -347,7 +347,9 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
for(u32 i=0; i<8; i++)
{
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
if(content_features(n.d).param_type == CPT_LIGHT)
if(content_features(n.d).param_type == CPT_LIGHT
// Fast-style leaves look better this way
&& content_features(n.d).solidness != 2)
{
light += decode_light(n.getLightBlend(daynight_ratio));
light_count++;

@ -20,6 +20,45 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef NOISE_HEADER
#define NOISE_HEADER
#include "debug.h"
class PseudoRandom
{
public:
PseudoRandom(): m_next(0)
{
}
PseudoRandom(int seed): m_next(seed)
{
}
void seed(int seed)
{
m_next = seed;
}
// Returns 0...32767
int next()
{
m_next = m_next * 1103515245 + 12345;
return((unsigned)(m_next/65536) % 32768);
}
int range(int min, int max)
{
if(max-min > 32768/10)
{
//dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
assert(0);
}
if(min > max)
{
assert(0);
return max;
}
return (next()%(max-min+1))+min;
}
private:
int m_next;
};
double easeCurve(double t);
// Return value: -1 ... 1

@ -1720,7 +1720,7 @@ void Server::AsyncRunStep()
// Don't send too many at a time
count++;
if(count >= 2 && m_unsent_map_edit_queue.size() < 50)
if(count >= 1 && m_unsent_map_edit_queue.size() < 100)
break;
}
}

@ -1741,6 +1741,11 @@ void mysrand(unsigned seed);
inline int myrand_range(int min, int max)
{
if(max-min > MYRAND_MAX)
{
dstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
assert(0);
}
if(min > max)
{
assert(0);