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Normalized heat and adjusted humidity
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parent
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commit
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42
src/map.cpp
42
src/map.cpp
@ -4085,17 +4085,29 @@ s16 ServerMap::getHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
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//f32 heat = NoisePerlin3D(m_emerge->biomedef->np_heat, p.X, env->getGameTime()/100, p.Z, m_emerge->params->seed);
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//variant 2: season change based on default heat map
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f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z, m_emerge->params->seed);
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heat += -30; // -30 - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
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f32 base = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
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base /= ( 86400 * g_settings->getS16("year_days") );
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base += (f32)p.X / 3000;
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heat += 30 * sin(base * M_PI); // season
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const f32 offset = 20; // = m_emerge->biomedef->np_heat->offset
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const f32 scale = 20; // = m_emerge->biomedef->np_heat->scale
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const f32 range = 20;
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f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z,
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m_emerge->params->seed); // 0..50..100
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heat += p.Y / -333; // upper=colder, lower=hotter
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heat -= m_emerge->biomedef->np_heat->offset; // -50..0..+50
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// normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
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if(m_emerge->biomedef->np_heat->scale)
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heat /= m_emerge->biomedef->np_heat->scale / scale; // -20..0..+20
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f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
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seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
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seasonv += (f32)p.X / 3000; // you can walk to area with other season
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seasonv = sin(seasonv * M_PI);
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heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
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heat += offset; // -40..0..50
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heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
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// daily change, hotter at sun +4, colder at night -4
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heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5);
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heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5); //-44..20..54
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if(block != NULL) {
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block->heat = heat;
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@ -4113,14 +4125,16 @@ s16 ServerMap::getHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
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return block->humidity;
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}
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f32 humidity = NoisePerlin3D( m_emerge->biomedef->np_humidity,
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p.X, env->getGameTime()/10, p.Z,
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f32 humidity = NoisePerlin2D(m_emerge->biomedef->np_humidity, p.X, p.Z,
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m_emerge->params->seed);
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humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
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//todo like heat//humidity += 20 * ( sin(((f32)p.Z / 300) * M_PI) - 0.5);
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if (humidity > 100) humidity = 100;
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if (humidity < 0) humidity = 0;
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f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
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seasonv /= 86400 * 2; // bad weather change speed (2 days)
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seasonv += (f32)p.Z / 300;
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humidity += 30 * sin(seasonv * M_PI);
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humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
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humidity = rangelim(humidity, 0, 100);
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if(block != NULL) {
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block->humidity = humidity;
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