mirror of
https://github.com/minetest/minetest.git
synced 2024-08-18 20:44:16 +02:00
some tweaking
This commit is contained in:
parent
a75876f248
commit
9b1b57a523
@ -29,6 +29,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
u8 light_decode_table[LIGHT_MAX+1] =
|
||||
{
|
||||
0,
|
||||
7,
|
||||
11,
|
||||
15,
|
||||
21,
|
||||
29,
|
||||
42,
|
||||
53,
|
||||
69,
|
||||
85,
|
||||
109,
|
||||
135,
|
||||
167,
|
||||
205,
|
||||
255,
|
||||
};
|
||||
/*u8 light_decode_table[LIGHT_MAX+1] =
|
||||
{
|
||||
0,
|
||||
6,
|
||||
8,
|
||||
11,
|
||||
@ -43,7 +61,7 @@ u8 light_decode_table[LIGHT_MAX+1] =
|
||||
143,
|
||||
191,
|
||||
255,
|
||||
};
|
||||
};*/
|
||||
/*u8 light_decode_table[LIGHT_MAX+1] =
|
||||
{
|
||||
0,
|
||||
|
@ -348,6 +348,8 @@ Doing now:
|
||||
* Add some kind of erosion and other stuff that now is possible
|
||||
* Make client to fetch stuff asynchronously
|
||||
- Needs method SyncProcessData
|
||||
* What is the problem with the server constantly saving one or a few
|
||||
blocks? List the first saved block, maybe it explains.
|
||||
|
||||
======================================================================
|
||||
|
||||
|
124
src/map.cpp
124
src/map.cpp
@ -2145,7 +2145,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
|
||||
TimeTaker timer("generateChunkRaw()");
|
||||
|
||||
// The distance how far into the neighbors the generator is allowed to go
|
||||
// The distance how far into the neighbors the generator is allowed to go.
|
||||
s16 max_spread_amount_sectors = 2;
|
||||
assert(max_spread_amount_sectors <= m_chunksize);
|
||||
s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
|
||||
@ -2190,6 +2190,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
*(u32)sectorpos_base_size*MAP_BLOCKSIZE
|
||||
*(u32)h_blocks*MAP_BLOCKSIZE;
|
||||
|
||||
/*
|
||||
The limiting edges of the lighting update, inclusive.
|
||||
*/
|
||||
s16 lighting_min_d = 0-max_spread_amount;
|
||||
s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||
|
||||
/*
|
||||
Create the whole area of this and the neighboring chunks
|
||||
*/
|
||||
@ -2226,6 +2232,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Clear all light emitted
|
||||
*/
|
||||
|
||||
core::map<v3s16, u8> unlight_from;
|
||||
|
||||
/*
|
||||
Now we have a big empty area.
|
||||
@ -2310,7 +2322,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
*/
|
||||
|
||||
u32 stone_obstacle_amount =
|
||||
myrand_range(0, myrand_range(20, myrand_range(80,150)));
|
||||
myrand_range(0, myrand_range(20, 150));
|
||||
//myrand_range(0, myrand_range(20, myrand_range(80,150)));
|
||||
|
||||
/*
|
||||
Loop this part, it will make stuff look older and newer nicely
|
||||
@ -2346,9 +2359,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
myrand_range(0, maxheight_randomized),
|
||||
myrand_range(5, stone_obstacle_max_size)
|
||||
);
|
||||
v2s16 ob_place(
|
||||
/*v2s16 ob_place(
|
||||
myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
|
||||
myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
|
||||
);*/
|
||||
/*
|
||||
Limit by 1 to not obstruct sunlight at borders, because
|
||||
it would fuck up lighting in some places because we're
|
||||
leaving out removing light from the borders for optimization
|
||||
and simplicity.
|
||||
*/
|
||||
v2s16 ob_place(
|
||||
myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1),
|
||||
myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1)
|
||||
);
|
||||
|
||||
// Minimum space left on top of the obstacle
|
||||
@ -2450,20 +2473,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
Make dungeons
|
||||
*/
|
||||
u32 dungeons_count = relative_volume / 200000;
|
||||
u32 bruises_count = relative_volume * stone_surface_max_y / 15000000;
|
||||
u32 bruises_count = relative_volume * stone_surface_max_y / 200000 / 50;
|
||||
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
|
||||
{
|
||||
s16 min_tunnel_diameter = 1;
|
||||
s16 max_tunnel_diameter = 5;
|
||||
u16 tunnel_routepoints = 10;
|
||||
s16 min_tunnel_diameter = 3;
|
||||
s16 max_tunnel_diameter = 6;
|
||||
u16 tunnel_routepoints = 15;
|
||||
|
||||
bool bruise_surface = (jj < bruises_count);
|
||||
|
||||
if(bruise_surface)
|
||||
{
|
||||
min_tunnel_diameter = 5;
|
||||
max_tunnel_diameter = myrand_range(8, 20);
|
||||
tunnel_routepoints = 7;
|
||||
max_tunnel_diameter = myrand_range(10, 20);
|
||||
tunnel_routepoints = 3;
|
||||
}
|
||||
|
||||
// Allowed route area size in nodes
|
||||
@ -2801,11 +2824,25 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
for(s16 k=0; k<4; k++)
|
||||
{
|
||||
|
||||
for(s16 x=0-max_spread_amount+1;
|
||||
/*for(s16 x=0-max_spread_amount+1;
|
||||
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||
x++)
|
||||
for(s16 z=0-max_spread_amount+1;
|
||||
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||
z++)*/
|
||||
|
||||
/*
|
||||
Firstly, limit area by 1 because mud is flown into neighbors.
|
||||
Secondly, limit by 1 more to not obstruct sunlight at borders,
|
||||
because it would fuck up lighting in some places because we're
|
||||
leaving out removing light from the borders for optimization
|
||||
and simplicity.
|
||||
*/
|
||||
for(s16 x=0-max_spread_amount+2;
|
||||
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
|
||||
x++)
|
||||
for(s16 z=0-max_spread_amount+2;
|
||||
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
|
||||
z++)
|
||||
{
|
||||
// Node position in 2d
|
||||
@ -3070,13 +3107,76 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
// 750ms @cs=8, can't optimize more
|
||||
//TimeTaker timer1("initial lighting");
|
||||
|
||||
#if 0
|
||||
/*
|
||||
Go through the edges and add all nodes that have light to light_sources
|
||||
*/
|
||||
|
||||
// Four edges
|
||||
for(s16 i=0; i<4; i++)
|
||||
// Edge length
|
||||
for(s16 j=lighting_min_d;
|
||||
j<=lighting_max_d;
|
||||
j++)
|
||||
{
|
||||
s16 x;
|
||||
s16 z;
|
||||
// +-X
|
||||
if(i == 0 || i == 1)
|
||||
{
|
||||
x = (i==0) ? lighting_min_d : lighting_max_d;
|
||||
if(i == 0)
|
||||
z = lighting_min_d;
|
||||
else
|
||||
z = lighting_max_d;
|
||||
}
|
||||
// +-Z
|
||||
else
|
||||
{
|
||||
z = (i==0) ? lighting_min_d : lighting_max_d;
|
||||
if(i == 0)
|
||||
x = lighting_min_d;
|
||||
else
|
||||
x = lighting_max_d;
|
||||
}
|
||||
|
||||
// Node position in 2d
|
||||
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
|
||||
|
||||
{
|
||||
v3s16 em = vmanip.m_area.getExtent();
|
||||
s16 y_start = y_nodes_max;
|
||||
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
|
||||
for(s16 y=y_start; y>=y_nodes_min; y--)
|
||||
{
|
||||
MapNode *n = &vmanip.m_data[i];
|
||||
if(n->getLight(LIGHTBANK_DAY) != 0)
|
||||
{
|
||||
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
|
||||
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
|
||||
for(s16 x=0-max_spread_amount+1;
|
||||
/*for(s16 x=0-max_spread_amount+1;
|
||||
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||
x++)
|
||||
for(s16 z=0-max_spread_amount+1;
|
||||
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||
z++)*/
|
||||
|
||||
/*
|
||||
This has to be 1 smaller than the actual area, because
|
||||
neighboring nodes are checked.
|
||||
*/
|
||||
for(s16 x=lighting_min_d+1;
|
||||
x<=lighting_max_d-1;
|
||||
x++)
|
||||
for(s16 z=lighting_min_d+1;
|
||||
z<=lighting_max_d-1;
|
||||
z++)
|
||||
{
|
||||
// Node position in 2d
|
||||
@ -3135,7 +3235,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
n->setLight(LIGHTBANK_DAY, light);
|
||||
n->setLight(LIGHTBANK_NIGHT, 0);
|
||||
|
||||
|
@ -140,7 +140,8 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
|
||||
|
||||
i = CONTENT_WATERSOURCE;
|
||||
f = &g_content_features[i];
|
||||
f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
|
||||
//f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
|
||||
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
|
||||
f->setInventoryTexture(irrlicht->getTextureId("water.png"));
|
||||
f->param_type = CPT_LIGHT;
|
||||
f->light_propagates = true;
|
||||
|
@ -510,9 +510,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
||||
}
|
||||
else
|
||||
{
|
||||
// Limit the generating area vertically to 2/3
|
||||
/*// Limit the generating area vertically to 2/3
|
||||
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
|
||||
generate = false;
|
||||
generate = false;*/
|
||||
|
||||
// Limit the send area vertically to 2/3
|
||||
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
|
||||
continue;
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
Loading…
Reference in New Issue
Block a user