Add Mapgen V7, reorganize biomes

This commit is contained in:
kwolekr 2013-04-06 11:19:59 -04:00
parent d50b2ede92
commit 8ec3fc35c6
16 changed files with 871 additions and 384 deletions

1
.gitignore vendored

@ -37,6 +37,7 @@ src/jthread/Makefile
src/jthread/cmake_config.h
src/jthread/cmake_install.cmake
src/jthread/libjthread.a
src/json/libjson.a
src/lua/build/
src/lua/CMakeFiles/
src/cguittfont/CMakeFiles/

@ -1588,99 +1588,6 @@ minetest.register_alias("mapgen_stone_with_coal", "default:stone_with_coal")
minetest.register_alias("mapgen_stone_with_iron", "default:stone_with_iron")
minetest.register_alias("mapgen_mese", "default:mese")
minetest.register_biome_groups({
0.35, 0.10, 0.30
})
--
-- Register the biomes for the map generator
--
minetest.register_biome({
group_id = 0,
name = "Ocean",
terrain_type = "liquid",
node_top = "default:gravel",
node_filler = "default:stone",
num_top_nodes = 4,
height_min = -3000,
height_max = 3000,
heat_min = -20.0,
heat_max = 100.0,
humidity_min = 0.0,
humidity_max = 100.0,
scale = 10.0,
offset = -10.0,
})
minetest.register_biome({
group_id = 1,
name = "Beach",
terrain_type = "normal",
node_top = "default:sand",
node_filler = "default:stone",
num_top_nodes = 5,
height_min = -3000,
height_max = 3000,
heat_min = 5.0,
heat_max = 100.0,
humidity_min = 0.0,
humidity_max = 100.0,
scale = 5.0,
offset = 5.0,
})
minetest.register_biome({
group_id = 1,
name = "Gravel Beach",
terrain_type = "normal",
node_top = "default:gravel",
node_filler = "default:cobble",
num_top_nodes = 5,
height_min = -3000,
height_max = 3000,
heat_min = -50.0,
heat_max = 5.0,
humidity_min = 0.0,
humidity_max = 100.0,
scale = 5.0,
offset = 5.0,
})
minetest.register_biome({
group_id = 2,
name = "Land",
terrain_type = "normal",
node_top = "default:dirt_with_grass",
node_filler = "default:stone",
num_top_nodes = 5,
height_min = -3000,
height_max = 3000,
heat_min = -50.0,
heat_max = 100.0,
humidity_min = 0.0,
humidity_max = 100.0,
scale = 12.0,
offset = 20.0,
})
minetest.register_biome({
group_id = 3,
name = "Hills",
terrain_type = "normal",
node_top = "default:dirt",
node_filler = "default:stone",
num_top_nodes = 3,
height_min = -3000,
height_max = 3000,
heat_min = -50.0,
heat_max = 100.0,
humidity_min = 0.0,
humidity_max = 100.0,
scale = 60.0,
offset = 20.0,
})
-- Support old code
function default.spawn_falling_node(p, nodename)
spawn_falling_node(p, nodename)

@ -227,6 +227,7 @@ set(common_SRCS
emerge.cpp
mapgen.cpp
mapgen_v6.cpp
mapgen_v7.cpp
mapgen_indev.cpp
mapgen_singlenode.cpp
treegen.cpp

@ -1,6 +1,6 @@
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr2@cs.scranton.edu>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@ -23,68 +23,50 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "main.h"
#define BT_NONE 0
#define BT_OCEAN 1
#define BT_LAKE 2
#define BT_SBEACH 3
#define BT_GBEACH 4
#define BT_PLAINS 5
#define BT_HILLS 6
#define BT_EXTREMEHILLS 7
#define BT_MOUNTAINS 8
#define BT_DESERT 9
#define BT_DESERTHILLS 10
#define BT_HELL 11
#define BT_AETHER 12
#define BT_BTMASK 0x3F
#define BTF_SNOW 0x40
#define BTF_FOREST 0x80
#define BGFREQ_1 ( 0.40)
#define BGFREQ_2 (BGFREQ_1 + 0.05)
#define BGFREQ_3 (BGFREQ_2 + 0.08)
#define BGFREQ_4 (BGFREQ_3 + 0.35)
#define BGFREQ_5 (BGFREQ_4 + 0.18)
//BGFREQ_5 is not checked as an upper bound; it ought to sum up to 1.00, but it's okay if it doesn't.
NoiseParams nparams_biome_def_heat =
{50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70};
NoiseParams nparams_biome_def_humidity =
{50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55};
/*float bg1_temps[] = {0.0};
int bg1_biomes[] = {BT_OCEAN};
BiomeDefManager::BiomeDefManager() {
biome_registration_finished = false;
np_heat = &nparams_biome_def_heat;
np_humidity = &nparams_biome_def_humidity;
float bg2_temps[] = {10.0};
int bg2_biomes[] = {BT_GBEACH, BT_SBEACH};
// Create default biome to be used in case none exist
Biome *b = new Biome;
float bg3_temps[] = {30.0, 40.0};
int bg3_biomes[] = {BT_HILLS, BT_EXTREMEHILLS, BT_MOUNTAINS};
b->id = 0;
b->name = "Default";
b->flags = 0;
float bg4_temps[] = {25.0, 30.0, 35.0, 40.0};
int bg4_biomes[] = {BT_HILLS, BT_EXTREMEHILLS, BT_MOUNTAINS, BT_DESERT, BT_DESERTHILLS};
b->c_top = CONTENT_AIR;
b->top_depth = 0;
b->c_filler = b->c_top;
b->filler_height = MAP_GENERATION_LIMIT;
float bg5_temps[] = {5.0, 40.0};
int bg5_biomes[] = {BT_LAKE, BT_PLAINS, BT_DESERT};*/
b->height_min = -MAP_GENERATION_LIMIT;
b->height_max = MAP_GENERATION_LIMIT;
b->heat_point = 0.0;
b->humidity_point = 0.0;
NoiseParams np_default = {20.0, 15.0, v3f(250., 250., 250.), 82341, 5, 0.6};
BiomeDefManager::BiomeDefManager(IGameDef *gamedef) {
this->m_gamedef = gamedef;
this->ndef = gamedef->ndef();
//the initial biome group
bgroups.push_back(new std::vector<Biome *>);
biomes.push_back(b);
}
BiomeDefManager::~BiomeDefManager() {
for (unsigned int i = 0; i != bgroups.size(); i++)
delete bgroups[i];
//if (biomecache)
// delete[] biomecache;
for (size_t i = 0; i != biomes.size(); i++)
delete biomes[i];
}
Biome *BiomeDefManager::createBiome(BiomeTerrainType btt) {
switch (btt) {
/*switch (btt) {
case BIOME_TERRAIN_NORMAL:
return new Biome;
case BIOME_TERRAIN_LIQUID:
@ -92,142 +74,97 @@ Biome *BiomeDefManager::createBiome(BiomeTerrainType btt) {
case BIOME_TERRAIN_NETHER:
return new BiomeHell;
case BIOME_TERRAIN_AETHER:
return new BiomeAether;
return new BiomeSky;
case BIOME_TERRAIN_FLAT:
return new BiomeSuperflat;
}
return NULL;
return NULL;*/
return new Biome;
}
void BiomeDefManager::addBiomeGroup(float freq) {
int size = bgroup_freqs.size();
float newfreq = freq;
// just a PoC, obviously needs optimization later on (precalculate this)
void BiomeDefManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map) {
int i = 0;
for (int y = 0; y != input->mapsize.Y; y++) {
for (int x = 0; x != input->mapsize.X; x++, i++) {
float heat = (input->heat_map[i] + 1) * 50;
float humidity = (input->humidity_map[i] + 1) * 50;
biomeid_map[i] = getBiome(heat, humidity, input->height_map[i])->id;
}
}
}
if (size)
newfreq += bgroup_freqs[size - 1];
bgroup_freqs.push_back(newfreq);
bgroups.push_back(new std::vector<Biome *>);
verbosestream << "BiomeDefManager: added biome group with frequency " <<
newfreq << std::endl;
void BiomeDefManager::resolveNodeNames(INodeDefManager *ndef) {
Biome *b;
biome_registration_finished = true;
for (size_t i = 0; i != biomes.size(); i++) {
b = biomes[i];
if (b->c_top == CONTENT_IGNORE) {
b->c_top = ndef->getId(b->top_nodename);
if (b->c_top == CONTENT_IGNORE) {
errorstream << "BiomeDefManager::resolveNodeNames: node '"
<< b->top_nodename << "' not defined" << std::endl;
b->c_top = CONTENT_AIR;
b->top_depth = 0;
}
}
if (b->c_filler == CONTENT_IGNORE) {
b->c_filler = ndef->getId(b->filler_nodename);
if (b->c_filler == CONTENT_IGNORE) {
errorstream << "BiomeDefManager::resolveNodeNames: node '"
<< b->filler_nodename << "' not defined" << std::endl;
b->c_filler = CONTENT_AIR;
b->filler_height = MAP_GENERATION_LIMIT;
}
}
}
}
void BiomeDefManager::addBiome(Biome *b) {
std::vector<Biome *> *bgroup;
if ((unsigned int)b->groupid >= bgroups.size()) {
errorstream << "BiomeDefManager: attempted to add biome '" << b->name
<< "' to nonexistent biome group " << b->groupid << std::endl;
if (biome_registration_finished) {
errorstream << "BIomeDefManager: biome registration already finished, dropping " << b->name <<std::endl;
delete b;
return;
}
bgroup = bgroups[b->groupid];
bgroup->push_back(b);
size_t nbiomes = biomes.size();
if (nbiomes >= 0xFF) {
errorstream << "BiomeDefManager: too many biomes, dropping " << b->name << std::endl;
delete b;
return;
}
verbosestream << "BiomeDefManager: added biome '" << b->name <<
"' to biome group " << (int)b->groupid << std::endl;
b->id = (u8)nbiomes;
biomes.push_back(b);
verbosestream << "BiomeDefManager: added biome " << b->name << std::endl;
}
void BiomeDefManager::addDefaultBiomes() {
Biome *b;
Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 y) {
Biome *b, *biome_closest = NULL;
float dist_min = FLT_MAX;
b = new Biome;
b->name = "Default";
b->n_top = MapNode(ndef->getId("mapgen_stone"));
b->n_filler = b->n_top;
b->ntopnodes = 0;
b->height_min = -MAP_GENERATION_LIMIT;
b->height_max = MAP_GENERATION_LIMIT;
b->heat_min = FLT_MIN;
b->heat_max = FLT_MAX;
b->humidity_min = FLT_MIN;
b->humidity_max = FLT_MAX;
b->np = &np_default;
biome_default = b;
for (size_t i = 1; i < biomes.size(); i++) {
b = biomes[i];
if (y > b->height_max || y < b->height_min)
continue;
float d_heat = heat - b->heat_point;
float d_humidity = humidity - b->humidity_point;
float dist = (d_heat * d_heat) +
(d_humidity * d_humidity);
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
}
}
Biome *BiomeDefManager::getBiome(float bgfreq, float heat, float humidity) {
std::vector<Biome *> *bgroup;
Biome *b;
int i;
int ngroups = bgroup_freqs.size();
if (!ngroups)
return biome_default;
for (i = 0; (i != ngroups) && (bgfreq > bgroup_freqs[i]); i++);
bgroup = bgroups[i];
int nbiomes = bgroup->size();
for (i = 0; i != nbiomes; i++) {
b = bgroup->operator[](i);
if (heat >= b->heat_min && heat <= b->heat_max &&
humidity >= b->humidity_min && humidity <= b->humidity_max)
return b;
}
return biome_default;
}
//////////////////////////// [ Generic biome ] ////////////////////////////////
int Biome::getSurfaceHeight(float noise_terrain) {
return np->offset + np->scale * noise_terrain;
}
void Biome::genColumn(Mapgen *mapgen, int x, int z, int y1, int y2) {
}
///////////////////////////// [ Ocean biome ] /////////////////////////////////
void BiomeLiquid::genColumn(Mapgen *mapgen, int x, int z, int y1, int y2) {
}
///////////////////////////// [ Nether biome ] /////////////////////////////////
int BiomeHell::getSurfaceHeight(float noise_terrain) {
return np->offset + np->scale * noise_terrain;
}
void BiomeHell::genColumn(Mapgen *mapgen, int x, int z, int y1, int y2) {
}
///////////////////////////// [ Aether biome ] ////////////////////////////////
int BiomeAether::getSurfaceHeight(float noise_terrain) {
return np->offset + np->scale * noise_terrain;
}
void BiomeAether::genColumn(Mapgen *mapgen, int x, int z, int y1, int y2) {
}
/////////////////////////// [ Superflat biome ] ///////////////////////////////
int BiomeSuperflat::getSurfaceHeight(float noise_terrain) {
return ntopnodes;
}
void BiomeSuperflat::genColumn(Mapgen *mapgen, int x, int z, int y1, int y2) {
return biome_closest ? biome_closest : biomes[0];
}

@ -1,6 +1,6 @@
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr2@cs.scranton.edu>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "noise.h"
#include "mapgen.h"
enum BiomeTerrainType
{
BIOME_TERRAIN_NORMAL,
@ -37,62 +36,54 @@ enum BiomeTerrainType
BIOME_TERRAIN_FLAT
};
extern NoiseParams nparams_biome_def_heat;
extern NoiseParams nparams_biome_def_humidity;
class Biome {
public:
MapNode n_top;
MapNode n_filler;
s16 ntopnodes;
s8 groupid;
s8 flags;
u8 id;
std::string name;
u32 flags;
std::string top_nodename;
std::string filler_nodename;
content_t c_top;
s16 top_depth;
content_t c_filler;
s16 filler_height;
s16 height_min;
s16 height_max;
float heat_min;
float heat_max;
float humidity_min;
float humidity_max;
std::string name;
NoiseParams *np;
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
float heat_point;
float humidity_point;
};
class BiomeLiquid : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
};
class BiomeHell : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeAether : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeSuperflat : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
struct BiomeNoiseInput {
v2s16 mapsize;
float *heat_map;
float *humidity_map;
s16 *height_map;
};
class BiomeDefManager {
public:
std::vector<float> bgroup_freqs;
std::vector<std::vector<Biome *> *> bgroups;
Biome *biome_default;
IGameDef *m_gamedef;
INodeDefManager *ndef;
std::vector<Biome *> biomes;
BiomeDefManager(IGameDef *gamedef);
bool biome_registration_finished;
NoiseParams *np_heat;
NoiseParams *np_humidity;
BiomeDefManager();
~BiomeDefManager();
Biome *createBiome(BiomeTerrainType btt);
Biome *getBiome(float bgfreq, float heat, float humidity);
void calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map);
Biome *getBiome(float heat, float humidity, s16 y);
void addBiomeGroup(float freq);
void addBiome(Biome *b);
void addDefaultBiomes();
void resolveNodeNames(INodeDefManager *ndef);
};
#endif

@ -231,10 +231,12 @@ void set_default_settings(Settings *settings)
settings->setDefault("mgv6_np_trees", "0, 1, (125, 125, 125), 2, 4, 0.66");
settings->setDefault("mgv6_np_apple_trees", "0, 1, (100, 100, 100), 342902, 3, 0.45");
settings->setDefault("mgv7_np_terrain", "10, 12, (350, 350, 350), 82341, 5, 0.6");
settings->setDefault("mgv7_np_bgroup", "0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6");
settings->setDefault("mgv7_np_heat", "25, 50, (500, 500, 500), 35293, 1, 0");
settings->setDefault("mgv7_np_humidity", "50, 31.25, (750, 750, 750), 12094, 2, 0.6");
settings->setDefault("mgv7_np_terrain_base", "0, 80, (250, 250, 250), 82341, 5, 0.6");
settings->setDefault("mgv7_np_terrain_alt", "0, 20, (250, 250, 250), 5934, 5, 0.6");
settings->setDefault("mgv7_np_terrain_mod", "0, 1, (350, 350, 350), 85039, 5, 0.6");
settings->setDefault("mgv7_np_terrain_persist", "0, 1, (500, 500, 500), 539, 3, 0.6");
settings->setDefault("mgv7_np_height_select", "0.5, 0.5, (250, 250, 250), 4213, 5, 0.69");
settings->setDefault("mgv7_np_ridge", "0.5, 1, (100, 100, 100), 6467, 4, 0.75");
settings->setDefault("mgindev_np_terrain_base", "-4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10");
settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10");
@ -245,7 +247,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("mgindev_np_float_islands3", "0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5");
settings->setDefault("mgindev_np_biome", "0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10");
settings->setDefault("mgindev_float_islands", "500");
}
void override_default_settings(Settings *settings, Settings *from)

@ -1,6 +1,7 @@
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@ -39,19 +40,22 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "biome.h"
#include "emerge.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mapgen_indev.h"
#include "mapgen_singlenode.h"
/////////////////////////////// Emerge Manager ////////////////////////////////
EmergeManager::EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef) {
EmergeManager::EmergeManager(IGameDef *gamedef) {
//register built-in mapgens
registerMapgen("v6", new MapgenFactoryV6());
//registerMapgen("v7", new MapgenFactoryV7());
registerMapgen("indev", new MapgenFactoryIndev());
registerMapgen("singlenode", new MapgenFactorySinglenode());
this->biomedef = bdef ? bdef : new BiomeDefManager(gamedef);
this->ndef = gamedef->getNodeDefManager();
this->biomedef = new BiomeDefManager();
this->params = NULL;
mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");
@ -104,6 +108,8 @@ void EmergeManager::initMapgens(MapgenParams *mgparams) {
if (mapgen.size())
return;
biomedef->resolveNodeNames(ndef);
this->params = mgparams;
for (unsigned int i = 0; i != emergethread.size(); i++) {
mg = createMapgen(params->mg_name, 0, params);

@ -1,3 +1,22 @@
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef EMERGE_HEADER
#define EMERGE_HEADER
@ -46,6 +65,8 @@ struct BlockEmergeData {
class EmergeManager {
public:
INodeDefManager *ndef;
std::map<std::string, MapgenFactory *> mglist;
std::vector<Mapgen *> mapgen;
@ -67,7 +88,7 @@ public:
BiomeDefManager *biomedef;
std::vector<Ore *> ores;
EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef);
EmergeManager(IGameDef *gamedef);
~EmergeManager();
void initMapgens(MapgenParams *mgparams);

@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // For g_profiler
#include "treegen.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
FlagDesc flagdesc_mapgen[] = {
{"trees", MG_TREES},
@ -409,6 +410,31 @@ void MapgenV6Params::writeParams(Settings *settings) {
}
bool MapgenV7Params::readParams(Settings *settings) {
np_terrain_base = settings->getNoiseParams("mgv7_np_terrain_base");
np_terrain_alt = settings->getNoiseParams("mgv7_np_terrain_alt");
np_terrain_mod = settings->getNoiseParams("mgv7_np_terrain_mod");
np_terrain_persist = settings->getNoiseParams("mgv7_np_terrain_persist");
np_height_select = settings->getNoiseParams("mgv7_np_height_select");
np_ridge = settings->getNoiseParams("mgv7_np_ridge");
bool success =
np_terrain_base && np_terrain_alt && np_terrain_mod &&
np_terrain_persist && np_height_select && np_ridge;
return success;
}
void MapgenV7Params::writeParams(Settings *settings) {
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_mod", np_terrain_mod);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
}
/////////////////////////////////// legacy static functions for farmesh

488
src/mapgen_v7.cpp Normal file

@ -0,0 +1,488 @@
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "treegen.h"
#include "biome.h"
#include "mapgen_v7.h"
/////////////////// Mapgen V7 perlin noise default values
NoiseParams nparams_v7_def_terrain_base =
{0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
NoiseParams nparams_v7_def_terrain_alt =
{0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
NoiseParams nparams_v7_def_terrain_mod =
{0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
NoiseParams nparams_v7_def_terrain_persist =
{0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
NoiseParams nparams_v7_def_height_select =
{0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
NoiseParams nparams_v7_def_ridge =
{0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
/*
NoiseParams nparams_v6_def_beach =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
NoiseParams nparams_v6_def_cave =
{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
NoiseParams nparams_v6_def_humidity =
{0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
NoiseParams nparams_v6_def_trees =
{0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
NoiseParams nparams_v6_def_apple_trees =
{0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
*/
///////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
this->generating = false;
this->id = mapgenid;
this->emerge = emerge;
this->bmgr = emerge->biomedef;
this->seed = (int)params->seed;
this->water_level = params->water_level;
this->flags = params->flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
// this->ystride = csize.X; //////fix this
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->ridge_heightmap = new s16[csize.X * csize.Z];
// Terrain noise
noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_mod = new Noise(params->np_terrain_mod, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Z);
noise_ridge = new Noise(params->np_ridge, seed, csize.X, csize.Y, csize.Z);
// Biome noise
noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
}
MapgenV7::~MapgenV7() {
delete noise_terrain_base;
delete noise_terrain_mod;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
delete noise_ridge;
delete noise_heat;
delete noise_humidity;
delete[] ridge_heightmap;
delete[] heightmap;
delete[] biomemap;
}
int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
return 20;
}
void MapgenV7::makeChunk(BlockMakeData *data) {
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
//TimeTaker t("makeChunk");
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1);
v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1);
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
//blockseed = emerge->getBlockSeed(full_node_min);
// Make some noise
calculateNoise();
// Calculate height map
s16 stone_surface_max_y = calcHeightMap();
// Calculate biomes
BiomeNoiseInput binput;
binput.mapsize = v2s16(csize.X, csize.Z);
binput.heat_map = noise_heat->result;
binput.humidity_map = noise_humidity->result;
binput.height_map = heightmap;
bmgr->calcBiomes(&binput, biomemap);
c_stone = ndef->getId("mapgen_stone");
c_dirt = ndef->getId("mapgen_dirt");
c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
c_sand = ndef->getId("mapgen_sand");
c_water_source = ndef->getId("mapgen_water_source");
generateTerrain();
carveRidges();
//carveRivers();
addTopNodes();
growGrass();
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
DungeonGen dgen(ndef, data->seed, water_level);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
for (size_t i = 0; i != emerge->ores.size(); i++) {
Ore *ore = emerge->ores[i];
ore->generate(this, blockseed + i, node_min, node_max);
}
//printf("makeChunk: %dms\n", t.stop());
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
calcLighting(node_min, node_max);
//setLighting(node_min, node_max, 0xFF);
this->generating = false;
}
void MapgenV7::calculateNoise() {
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y;
int z = node_min.Z;
noise_terrain_mod->perlinMap2D(x, z);
noise_height_select->perlinMap2D(x, z);
noise_height_select->transformNoiseMap();
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
for (int i = 0; i != csize.X * csize.Z; i++)
persistmap[i] = abs(persistmap[i]);
noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
noise_terrain_base->transformNoiseMap();
noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
noise_terrain_alt->transformNoiseMap();
noise_ridge->perlinMap3D(x, y, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
//printf("calculateNoise: %dus\n", t.stop());
}
Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
}
float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
noise_terrain_base->np->persist = persist;
float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
float height_base = terrain_base * terrain_mod;
noise_terrain_alt->np->persist = persist;
float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index) {
float terrain_mod = noise_terrain_mod->result[index];
float hselect = noise_height_select->result[index];
float terrain_base = noise_terrain_base->result[index];
float height_base = terrain_base * terrain_mod;
float height_alt = noise_terrain_alt->result[index];
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
#if 0
// Crap code to test log rivers as a proof-of-concept. Didn't work out too well.
void MapgenV7::carveRivers() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
u32 index = 0;
int river_depth = 4;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float terrain_mod = noise_terrain_mod->result[index];
NoiseParams *np = noise_terrain_river->np;
np->persist = noise_terrain_persist->result[index];
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
float height = terrain_river * (1 - abs(terrain_mod)) *
noise_terrain_river->np->scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
s16 y = heightmap[index];
if (height < 1.0 && y > river_depth &&
y - river_depth >= node_min.Y && y <= node_max.Y) {
for (s16 ry = y; ry != y - river_depth; ry--) {
u32 vi = vm->m_area.index(x, ry, z);
vm->m_data[vi] = n_air;
}
u32 vi = vm->m_area.index(x, y - river_depth, z);
vm->m_data[vi] = n_water_source;
}
}
}
#endif
int MapgenV7::calcHeightMap() {
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float surface_height = baseTerrainLevelFromMap(index);
s16 surface_y = (s16)surface_height;
heightmap[index] = surface_y;
ridge_heightmap[index] = surface_y;
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
}
return stone_surface_max_y;
}
void MapgenV7::generateTerrain() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
s16 surface_y = heightmap[index];
Biome *biome = bmgr->biomes[biomemap[index]];
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[i] = (y > water_level + biome->filler_height) ?
MapNode(biome->c_filler) : n_stone;
} else if (y <= water_level) {
vm->m_data[i] = n_water_source;
} else {
vm->m_data[i] = n_air;
}
}
vm->m_area.add_y(em, i, 1);
}
}
}
void MapgenV7::carveRidges() {
if (node_max.Y <= water_level)
return;
MapNode n_air(CONTENT_AIR);
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
// Removing this check will create huge underwater caverns,
// which are interesting but not desirable for gameplay
if (y <= water_level)
continue;
if (noise_ridge->result[index] * (float)(y * y) < 15.0)
continue;
int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
if (y < ridge_heightmap[j])
ridge_heightmap[j] = y - 1;
vm->m_data[vi] = n_air;
}
}
}
/*
void MapgenV7::testBiomes() {
u32 index = 0;
for (s16 z = node_min.Z; z <= node_min.Z; z++)
for (s16 x = node_min.X; x <= node_min.X; x++) {;
Biome *b = bmgr->getBiome(heat, humidity, 0);
}
// make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
// clear out y space for it first with air
// use absolute positioning, each chunk will be a +1 height
}*/
void MapgenV7::addTopNodes() {
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// First, add top nodes below the ridge
s16 y = ridge_heightmap[index];
// This cutoff is good enough, but not perfect.
// It will cut off potentially placed top nodes at chunk boundaries
if (y < node_min.Y)
continue;
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);
if (vm->m_data[vi].getContent() != CONTENT_AIR)
continue;
}
// N.B. It is necessary to search downward since range_heightmap[i]
// might not be the actual height, just the lowest part in the chunk
// where a ridge had been carved
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
if (vm->m_data[i].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, i, -1);
}
Biome *biome = bmgr->biomes[biomemap[index]];
if (y != node_min.Y - 1) {
ridge_heightmap[index] = y; //update ridgeheight
ntopnodes = biome->top_depth;
for (; y <= node_max.Y && ntopnodes; y++) {
ntopnodes--;
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
//heightmap[index] = y;
}
// Now, add top nodes on top of the ridge
y = heightmap[index];
i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
if (vm->m_data[i].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, i, -1);
}
if (y != node_min.Y - 1) {
ntopnodes = biome->top_depth;
// Let's see if we've already added it...
if (y == ridge_heightmap[index] + ntopnodes - 1)
continue;
for (; y <= node_max.Y && ntopnodes; y++) {
ntopnodes--;
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;
vm->m_area.add_y(em, i, -1);
}
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);
}
}

125
src/mapgen_v7.h Normal file

@ -0,0 +1,125 @@
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPGEN_V7_HEADER
#define MAPGEN_V7_HEADER
#include "mapgen.h"
extern NoiseParams nparams_v7_def_terrain_base;
extern NoiseParams nparams_v7_def_terrain_alt;
extern NoiseParams nparams_v7_def_terrain_mod;
extern NoiseParams nparams_v7_def_terrain_persist;
extern NoiseParams nparams_v7_def_height_select;
extern NoiseParams nparams_v7_def_ridge;
struct MapgenV7Params : public MapgenParams {
NoiseParams *np_terrain_base;
NoiseParams *np_terrain_alt;
NoiseParams *np_terrain_mod;
NoiseParams *np_terrain_persist;
NoiseParams *np_height_select;
NoiseParams *np_ridge;
MapgenV7Params() {
np_terrain_base = &nparams_v7_def_terrain_base;
np_terrain_alt = &nparams_v7_def_terrain_alt;
np_terrain_mod = &nparams_v7_def_terrain_mod;
np_terrain_persist = &nparams_v7_def_terrain_persist;
np_height_select = &nparams_v7_def_height_select;
np_ridge = &nparams_v7_def_ridge;
}
bool readParams(Settings *settings);
void writeParams(Settings *settings);
};
class MapgenV7 : public Mapgen {
public:
EmergeManager *emerge;
BiomeDefManager *bmgr;
int ystride;
v3s16 csize;
u32 flags;
u32 blockseed;
v3s16 node_min;
v3s16 node_max;
v3s16 full_node_min;
v3s16 full_node_max;
s16 *heightmap;
s16 *ridge_heightmap;
u8 *biomemap;
Noise *noise_terrain_base;
Noise *noise_terrain_alt;
Noise *noise_terrain_mod;
Noise *noise_terrain_persist;
Noise *noise_height_select;
Noise *noise_ridge;
Noise *noise_heat;
Noise *noise_humidity;
content_t c_stone;
content_t c_dirt;
content_t c_dirt_with_grass;
content_t c_sand;
content_t c_water_source;
content_t c_lava_source;
content_t c_gravel;
content_t c_cobble;
content_t c_desert_sand;
content_t c_desert_stone;
MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge);
~MapgenV7();
void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
Biome *getBiomeAtPoint(v3s16 p);
float baseTerrainLevelAtPoint(int x, int z);
float baseTerrainLevelFromMap(int index);
void calculateNoise();
int calcHeightMap();
void generateTerrain();
void carveRidges();
//void carveRivers(); //experimental
void testBiomes();
void addTopNodes();
void growGrass();
};
struct MapgenFactoryV7 : public MapgenFactory {
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) {
return new MapgenV7(mgid, (MapgenV7Params *)params, emerge);
};
MapgenParams *createMapgenParams() {
return new MapgenV7Params();
};
};
#endif

@ -1,6 +1,7 @@
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@ -536,6 +537,41 @@ float *Noise::perlinMap2D(float x, float y) {
}
float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
float f = 1.0;
int i, j, index, oct;
x /= np->spread.X;
y /= np->spread.Y;
memset(result, 0, sizeof(float) * sx * sy);
float *g = new float[sx * sy];
for (index = 0; index != sx * sy; index++)
g[index] = 1.0;
for (oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
index = 0;
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g[index] * buf[index];
g[index] *= persist_map[index];
index++;
}
}
f *= 2.0;
}
delete[] g;
return result;
}
float *Noise::perlinMap3D(float x, float y, float z) {
float f = 1.0, g = 1.0;
int i, j, k, index, oct;

@ -1,6 +1,7 @@
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@ -105,6 +106,7 @@ public:
float step_x, float step_y, float step_z,
int seed);
float *perlinMap2D(float x, float y);
float *perlinMap2DModulated(float x, float y, float *persist_map);
float *perlinMap3D(float x, float y, float z);
void transformNoiseMap();
};

@ -616,76 +616,36 @@ static int l_get_server_status(lua_State *L)
return 1;
}
// register_biome_groups({frequencies})
static int l_register_biome_groups(lua_State *L)
{
luaL_checktype(L, 1, LUA_TTABLE);
int index = 1;
BiomeDefManager *bmgr = get_server(L)->getBiomeDef();
if (!bmgr) {
verbosestream << "register_biome_groups: BiomeDefManager not active" << std::endl;
return 0;
}
lua_pushnil(L);
for (int i = 1; lua_next(L, index) != 0; i++) {
bmgr->addBiomeGroup(lua_tonumber(L, -1));
lua_pop(L, 1);
}
lua_pop(L, 1);
return 0;
}
// register_biome({lots of stuff})
static int l_register_biome(lua_State *L)
{
luaL_checktype(L, 1, LUA_TTABLE);
int index = 1, groupid;
std::string nodename;
int index = 1;
luaL_checktype(L, index, LUA_TTABLE);
IWritableNodeDefManager *ndef = get_server(L)->getWritableNodeDefManager();
BiomeDefManager *bmgr = get_server(L)->getBiomeDef();
BiomeDefManager *bmgr = get_server(L)->getEmergeManager()->biomedef;
if (!bmgr) {
verbosestream << "register_biome: BiomeDefManager not active" << std::endl;
return 0;
}
groupid = getintfield_default(L, index, "group_id", 0);
enum BiomeTerrainType terrain = (BiomeTerrainType)getenumfield(L, index,
"terrain_type", es_BiomeTerrainType, BIOME_TERRAIN_NORMAL);
Biome *b = bmgr->createBiome(terrain);
b->name = getstringfield_default(L, index, "name", "");
if (getstringfield(L, index, "node_top", nodename))
b->n_top = MapNode(ndef->getId(nodename));
else
b->n_top = MapNode(CONTENT_IGNORE);
if (getstringfield(L, index, "node_filler", nodename))
b->n_filler = MapNode(ndef->getId(nodename));
else
b->n_filler = b->n_top;
b->ntopnodes = getintfield_default(L, index, "num_top_nodes", 0);
b->top_nodename = getstringfield_default(L, index, "top_node", "");
b->top_depth = getintfield_default(L, index, "top_depth", 0);
b->filler_nodename = getstringfield_default(L, index, "filler_node", "");
b->filler_height = getintfield_default(L, index, "filler_height", 0);
b->height_min = getintfield_default(L, index, "height_min", 0);
b->height_max = getintfield_default(L, index, "height_max", 0);
b->heat_min = getfloatfield_default(L, index, "heat_min", 0.);
b->heat_max = getfloatfield_default(L, index, "heat_max", 0.);
b->humidity_min = getfloatfield_default(L, index, "humidity_min", 0.);
b->humidity_max = getfloatfield_default(L, index, "humidity_max", 0.);
b->heat_point = getfloatfield_default(L, index, "heat_point", 0.);
b->humidity_point = getfloatfield_default(L, index, "humidity_point", 0.);
b->np = new NoiseParams; // should read an entire NoiseParams later on...
getfloatfield(L, index, "scale", b->np->scale);
getfloatfield(L, index, "offset", b->np->offset);
b->groupid = (s8)groupid;
b->flags = 0; //reserved
b->c_top = CONTENT_IGNORE;
b->c_filler = CONTENT_IGNORE;
bmgr->addBiome(b);
verbosestream << "register_biome: " << b->name << std::endl;
@ -698,7 +658,6 @@ static int l_register_ore(lua_State *L)
int index = 1;
luaL_checktype(L, index, LUA_TTABLE);
IWritableNodeDefManager *ndef = get_server(L)->getWritableNodeDefManager();
EmergeManager *emerge = get_server(L)->getEmergeManager();
enum OreType oretype = (OreType)getenumfield(L, index,
@ -1113,7 +1072,6 @@ static const struct luaL_Reg minetest_f [] = {
{"register_alias_raw", l_register_alias_raw},
{"register_craft", l_register_craft},
{"register_biome", l_register_biome},
{"register_biome_groups", l_register_biome_groups},
{"register_ore", l_register_ore},
{"setting_set", l_setting_set},
{"setting_get", l_setting_get},

@ -646,7 +646,6 @@ Server::Server(
m_rollback_sink_enabled(true),
m_enable_rollback_recording(false),
m_emerge(NULL),
m_biomedef(NULL),
m_lua(NULL),
m_itemdef(createItemDefManager()),
m_nodedef(createNodeDefManager()),
@ -695,11 +694,8 @@ Server::Server(
getGameMinetestConfig(gamespec.path, gamedefaults);
override_default_settings(g_settings, &gamedefaults);
// Create biome definition manager
m_biomedef = new BiomeDefManager(this);
// Create emerge manager
m_emerge = new EmergeManager(this, m_biomedef);
m_emerge = new EmergeManager(this);
// Create rollback manager
std::string rollback_path = m_path_world+DIR_DELIM+"rollback.txt";
@ -813,9 +809,6 @@ Server::Server(
// Apply item aliases in the node definition manager
m_nodedef->updateAliases(m_itemdef);
// Add default biomes after nodedef had its aliases added
m_biomedef->addDefaultBiomes();
// Initialize Environment
ServerMap *servermap = new ServerMap(path_world, this, m_emerge);
m_env = new ServerEnvironment(servermap, m_lua, this, this);

@ -485,7 +485,6 @@ public:
void deleteParticleSpawner(const char *playername, u32 id);
void deleteParticleSpawnerAll(u32 id);
void queueBlockEmerge(v3s16 blockpos, bool allow_generate);
// Creates or resets inventory
@ -497,11 +496,9 @@ public:
// Envlock should be locked when using the rollback manager
IRollbackManager *getRollbackManager(){ return m_rollback; }
//TODO: determine what should be locked when accessing the emerge manager
//TODO: determine what (if anything) should be locked to access EmergeManager
EmergeManager *getEmergeManager(){ return m_emerge; }
BiomeDefManager *getBiomeDef(){ return m_biomedef; }
// actions: time-reversed list
// Return value: success/failure
bool rollbackRevertActions(const std::list<RollbackAction> &actions,
@ -734,9 +731,6 @@ private:
// Emerge manager
EmergeManager *m_emerge;
// Biome Definition Manager
BiomeDefManager *m_biomedef;
// Scripting
// Envlock and conlock should be locked when using Lua
lua_State *m_lua;