mgv7: Implement getGroundLevelAtPoint(), fix layer of topnodes at chunk Y boundaries, remove growGrass()

This commit is contained in:
kwolekr 2013-04-21 15:47:13 -04:00
parent daddd37706
commit 37e6d1356b
2 changed files with 45 additions and 47 deletions

@ -115,7 +115,23 @@ MapgenV7::~MapgenV7() {
int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
return 20;
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
s16 y = groundlevel;
if (y > water_level) {
int iters = 1024; // don't even bother iterating more than 1024 times..
while (iters--) {
float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
if (ridgenoise * (float)(y * y) < 15.0)
break;
y--;
}
}
return y + b->top_depth;
}
@ -169,12 +185,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
generateTerrain();
carveRidges();
//carveRivers();
generateCaves(stone_surface_max_y);
addTopNodes();
growGrass();
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
@ -193,7 +205,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
//setLighting(node_min, node_max, 0xFF);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
this->generating = false;
}
@ -404,7 +417,7 @@ void MapgenV7::addTopNodes() {
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = bmgr->biomes[biomemap[index]];
// First, add top nodes below the ridge
//////////////////// First, add top nodes below the ridge
s16 y = ridge_heightmap[index];
// This cutoff is good enough, but not perfect.
@ -415,7 +428,7 @@ void MapgenV7::addTopNodes() {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
content_t c = vm->m_data[vi].getContent();
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
if (ndef->get(c).walkable)
continue;
}
@ -425,15 +438,12 @@ void MapgenV7::addTopNodes() {
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
//if (vm->m_data[i].getContent() != CONTENT_AIR)
if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
if (y != node_min.Y - 1) {
if (y != node_min.Y - 1 && y >= water_level) {
ridge_heightmap[index] = y; //update ridgeheight
ntopnodes = biome->top_depth;
for (; y <= node_max.Y && ntopnodes; y++) {
@ -441,17 +451,28 @@ void MapgenV7::addTopNodes() {
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
//heightmap[index] = y;
// If dirt, grow grass on it.
if (vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
}
}
// Now, add top nodes on top of the ridge
//////////////////// Now, add top nodes on top of the ridge
y = heightmap[index];
if (y > node_max.Y) {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
content_t c = vm->m_data[vi].getContent();
if (ndef->get(c).walkable)
continue;
}
i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
//if (vm->m_data[i].getContent() != CONTENT_AIR)
if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
@ -467,39 +488,17 @@ void MapgenV7::addTopNodes() {
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
}
}
}
void MapgenV7::growGrass() {
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++) {
// Find the lowest surface to which enough light ends up to make
// grass grow. Basically just wait until not air and not leaves.
s16 surface_y = 0;
{
v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_max.Y, z);
s16 y;
// Go to ground level
for (y = node_max.Y; y >= node_min.Y; y--) {
MapNode &n = vm->m_data[i];
if (ndef->get(n).param_type != CPT_LIGHT ||
ndef->get(n).liquid_type != LIQUID_NONE)
break;
// If dirt, grow grass on it.
if (vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
}
surface_y = (y >= node_min.Y) ? y : node_min.Y;
}
u32 i = vm->m_area.index(x, surface_y, z);
MapNode *n = &vm->m_data[i];
if (n->getContent() == c_dirt && surface_y >= water_level - 20)
n->setContent(c_dirt_with_grass);
}
}
#include "mapgen_v6.h"
void MapgenV7::generateCaves(int max_stone_y) {
PseudoRandom ps(blockseed + 21343);

@ -109,7 +109,6 @@ public:
void testBiomes();
void addTopNodes();
void growGrass();
void generateCaves(int max_stone_y);
};