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Mapgen flags: Add 'biomes' global mapgen flag (#7355)
Previously the only way to disable biomes was to 'clear' the registered biomes in a mod, but this method causes large amounts of unnecessary processing: 1. Calculation of 4 2D noises. 2. Looping through all nodes of a mapchunk replacing nodes with identical nodes. The new flag disables those operations.
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@ -1282,7 +1282,7 @@ mapgen_limit (Map generation limit) int 31000 0 31000
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# and junglegrass, in all other mapgens this flag controls all decorations.
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# Flags that are not enabled are not modified from the default.
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# Flags starting with 'no' are used to explicitly disable them.
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mg_flags (Mapgen flags) flags caves,dungeons,light,decorations caves,dungeons,light,decorations,nocaves,nodungeons,nolight,nodecorations
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mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes
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# Whether dungeons occasionally project from the terrain.
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projecting_dungeons (Projecting dungeons) bool true
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@ -56,7 +56,8 @@ FlagDesc flagdesc_mapgen[] = {
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{"dungeons", MG_DUNGEONS},
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{"light", MG_LIGHT},
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{"decorations", MG_DECORATIONS},
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{NULL, 0}
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{"biomes", MG_BIOMES},
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{NULL, 0}
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};
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FlagDesc flagdesc_gennotify[] = {
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@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define MG_FLAT 0x08 // Deprecated. Moved into mgv6 flags
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#define MG_LIGHT 0x10
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#define MG_DECORATIONS 0x20
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#define MG_BIOMES 0x40
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typedef u8 biome_t; // copy from mg_biome.h to avoid an unnecessary include
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@ -122,7 +123,7 @@ struct MapgenParams {
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u64 seed = 0;
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s16 water_level = 1;
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s16 mapgen_limit = MAX_MAP_GENERATION_LIMIT;
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u32 flags = MG_CAVES | MG_LIGHT | MG_DECORATIONS;
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u32 flags = MG_CAVES | MG_LIGHT | MG_DECORATIONS | MG_BIOMES;
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BiomeParams *bparams = nullptr;
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@ -247,8 +247,10 @@ void MapgenCarpathian::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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@ -284,7 +286,8 @@ void MapgenCarpathian::makeChunk(BlockMakeData *data)
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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if (flags & MG_BIOMES)
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dustTopNodes();
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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@ -195,8 +195,10 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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if (flags & MG_CAVES) {
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// Generate tunnels
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@ -217,7 +219,8 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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if (flags & MG_BIOMES)
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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@ -206,8 +206,10 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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if (flags & MG_CAVES) {
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// Generate tunnels
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@ -228,7 +230,8 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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if (flags & MG_BIOMES)
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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@ -206,8 +206,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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@ -243,7 +245,8 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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if (flags & MG_BIOMES)
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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@ -326,8 +326,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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@ -363,7 +365,8 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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if (flags & MG_BIOMES)
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dustTopNodes();
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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@ -231,7 +231,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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// Place biome-specific nodes and build biomemap
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generateBiomes();
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if (flags & MG_BIOMES)
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generateBiomes();
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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@ -265,7 +266,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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if (flags & MG_BIOMES)
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dustTopNodes();
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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@ -192,7 +192,12 @@ BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
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heatmap = noise_heat->result;
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humidmap = noise_humidity->result;
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biomemap = new biome_t[m_csize.X * m_csize.Z];
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// Initialise with the ID of the default biome so that cavegen can get
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// biomes when biome generation (which calculates the biomemap IDs) is
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// disabled.
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memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
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}
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BiomeGenOriginal::~BiomeGenOriginal()
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