Add jungle grass to jungles

This commit is contained in:
kwolekr 2013-03-17 23:07:51 -04:00
parent d207d359d1
commit 939397dd6e
4 changed files with 53 additions and 13 deletions

@ -111,7 +111,7 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
}
void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
bool block_is_underground = (water_level >= nmax.Y);
@ -174,7 +174,7 @@ void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
}
void Mapgen::updateLightingOld(v3s16 nmin, v3s16 nmax) {
void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,

@ -79,8 +79,8 @@ public:
void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
void lightSpread(VoxelArea &a, v3s16 p, u8 light);
void updateLighting(v3s16 nmin, v3s16 nmax);
void updateLightingOld(v3s16 nmin, v3s16 nmax);
void calcLighting(v3s16 nmin, v3s16 nmax);
void calcLightingOld(v3s16 nmin, v3s16 nmax);
virtual void makeChunk(BlockMakeData *data) {};
virtual int getGroundLevelAtPoint(v2s16 p) = 0;

@ -457,12 +457,12 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
// Grow grass
growGrass();
// Generate some trees
// Generate some trees, and add grass, if a jungle
if (flags & MG_TREES)
placeTrees();
placeTreesAndJungleGrass();
// Calculate lighting
updateLighting(node_min, node_max);
calcLighting(node_min, node_max);
this->generating = false;
}
@ -783,14 +783,26 @@ void MapgenV6::addDirtGravelBlobs() {
}
void MapgenV6::placeTrees() {
void MapgenV6::placeTreesAndJungleGrass() {
//TimeTaker t("placeTrees");
if (node_max.Y < water_level)
return;
PseudoRandom grassrandom(blockseed + 53);
content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
// if we don't have junglegrass, don't place cignore... that's bad
if (c_junglegrass == CONTENT_IGNORE)
c_junglegrass = CONTENT_AIR;
MapNode n_junglegrass(c_junglegrass);
v3s16 em = vm->m_area.getExtent();
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;
double area = sidelen * sidelen;
// N.B. We must add jungle grass first, since tree leaves will
// obstruct the ground, giving us a false ground level
for (s16 z0 = 0; z0 < div; z0++)
for (s16 x0 = 0; x0 < div; x0++) {
// Center position of part of division
@ -811,9 +823,36 @@ void MapgenV6::placeTrees() {
// Amount of trees, jungle area
u32 tree_count = area * getTreeAmount(p2d_center);
bool is_jungle = (flags & MGV6_JUNGLES) && (getHumidity(p2d_center) > 0.75);
if (is_jungle)
float humidity;
bool is_jungle = false;
if (flags & MGV6_JUNGLES) {
humidity = getHumidity(p2d_center);
if (humidity > 0.75) {
is_jungle = true;
tree_count *= 4;
}
}
// Add jungle grass
if (is_jungle) {
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
if (y < water_level || y < node_min.Y || y > node_max.Y)
continue;
u32 vi = vm->m_area.index(x, y, z);
// place on dirt_with_grass, since we know it is exposed to sunlight
if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = n_junglegrass;
}
}
}
// Put trees in random places on part of division
for (u32 i = 0; i < tree_count; i++) {
@ -846,7 +885,7 @@ void MapgenV6::placeTrees() {
}
}
}
//printf("placeTrees: %dms\n", t.stop());
//printf("placeTreesAndJungleGrass: %dms\n", t.stop());
}
@ -878,6 +917,7 @@ void MapgenV6::growGrass() {
}
}
void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
v3s16 node_min, bool large_cave) {
cave.min_tunnel_diameter = 2;

@ -163,7 +163,7 @@ public:
void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos);
void addDirtGravelBlobs();
void growGrass();
void placeTrees();
void placeTreesAndJungleGrass();
virtual void defineCave(Cave &cave, PseudoRandom ps,
v3s16 node_min, bool large_cave);
void generateCaves(int max_stone_y);