mirror of
https://github.com/minetest/minetest.git
synced 2024-09-12 00:26:50 +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] =
|
u8 light_decode_table[LIGHT_MAX+1] =
|
||||||
{
|
{
|
||||||
0,
|
0,
|
||||||
|
7,
|
||||||
|
11,
|
||||||
|
15,
|
||||||
|
21,
|
||||||
|
29,
|
||||||
|
42,
|
||||||
|
53,
|
||||||
|
69,
|
||||||
|
85,
|
||||||
|
109,
|
||||||
|
135,
|
||||||
|
167,
|
||||||
|
205,
|
||||||
|
255,
|
||||||
|
};
|
||||||
|
/*u8 light_decode_table[LIGHT_MAX+1] =
|
||||||
|
{
|
||||||
|
0,
|
||||||
6,
|
6,
|
||||||
8,
|
8,
|
||||||
11,
|
11,
|
||||||
@ -43,7 +61,7 @@ u8 light_decode_table[LIGHT_MAX+1] =
|
|||||||
143,
|
143,
|
||||||
191,
|
191,
|
||||||
255,
|
255,
|
||||||
};
|
};*/
|
||||||
/*u8 light_decode_table[LIGHT_MAX+1] =
|
/*u8 light_decode_table[LIGHT_MAX+1] =
|
||||||
{
|
{
|
||||||
0,
|
0,
|
||||||
|
@ -348,6 +348,8 @@ Doing now:
|
|||||||
* Add some kind of erosion and other stuff that now is possible
|
* Add some kind of erosion and other stuff that now is possible
|
||||||
* Make client to fetch stuff asynchronously
|
* Make client to fetch stuff asynchronously
|
||||||
- Needs method SyncProcessData
|
- 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()");
|
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;
|
s16 max_spread_amount_sectors = 2;
|
||||||
assert(max_spread_amount_sectors <= m_chunksize);
|
assert(max_spread_amount_sectors <= m_chunksize);
|
||||||
s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
|
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)sectorpos_base_size*MAP_BLOCKSIZE
|
||||||
*(u32)h_blocks*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
|
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.
|
Now we have a big empty area.
|
||||||
@ -2310,7 +2322,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
u32 stone_obstacle_amount =
|
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
|
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(0, maxheight_randomized),
|
||||||
myrand_range(5, stone_obstacle_max_size)
|
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),
|
||||||
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
|
// Minimum space left on top of the obstacle
|
||||||
@ -2450,20 +2473,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||||||
Make dungeons
|
Make dungeons
|
||||||
*/
|
*/
|
||||||
u32 dungeons_count = relative_volume / 200000;
|
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++)
|
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
|
||||||
{
|
{
|
||||||
s16 min_tunnel_diameter = 1;
|
s16 min_tunnel_diameter = 3;
|
||||||
s16 max_tunnel_diameter = 5;
|
s16 max_tunnel_diameter = 6;
|
||||||
u16 tunnel_routepoints = 10;
|
u16 tunnel_routepoints = 15;
|
||||||
|
|
||||||
bool bruise_surface = (jj < bruises_count);
|
bool bruise_surface = (jj < bruises_count);
|
||||||
|
|
||||||
if(bruise_surface)
|
if(bruise_surface)
|
||||||
{
|
{
|
||||||
min_tunnel_diameter = 5;
|
min_tunnel_diameter = 5;
|
||||||
max_tunnel_diameter = myrand_range(8, 20);
|
max_tunnel_diameter = myrand_range(10, 20);
|
||||||
tunnel_routepoints = 7;
|
tunnel_routepoints = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Allowed route area size in nodes
|
// Allowed route area size in nodes
|
||||||
@ -2801,11 +2824,25 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||||||
for(s16 k=0; k<4; k++)
|
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<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||||
x++)
|
x++)
|
||||||
for(s16 z=0-max_spread_amount+1;
|
for(s16 z=0-max_spread_amount+1;
|
||||||
z<sectorpos_base_size*MAP_BLOCKSIZE+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++)
|
z++)
|
||||||
{
|
{
|
||||||
// Node position in 2d
|
// Node position in 2d
|
||||||
@ -3070,13 +3107,76 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||||||
// 750ms @cs=8, can't optimize more
|
// 750ms @cs=8, can't optimize more
|
||||||
//TimeTaker timer1("initial lighting");
|
//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 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
|
||||||
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
|
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<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||||
x++)
|
x++)
|
||||||
for(s16 z=0-max_spread_amount+1;
|
for(s16 z=0-max_spread_amount+1;
|
||||||
z<sectorpos_base_size*MAP_BLOCKSIZE+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++)
|
z++)
|
||||||
{
|
{
|
||||||
// Node position in 2d
|
// Node position in 2d
|
||||||
@ -3135,7 +3235,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
n->setLight(LIGHTBANK_DAY, light);
|
n->setLight(LIGHTBANK_DAY, light);
|
||||||
n->setLight(LIGHTBANK_NIGHT, 0);
|
n->setLight(LIGHTBANK_NIGHT, 0);
|
||||||
|
|
||||||
|
@ -140,7 +140,8 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
|
|||||||
|
|
||||||
i = CONTENT_WATERSOURCE;
|
i = CONTENT_WATERSOURCE;
|
||||||
f = &g_content_features[i];
|
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->setInventoryTexture(irrlicht->getTextureId("water.png"));
|
||||||
f->param_type = CPT_LIGHT;
|
f->param_type = CPT_LIGHT;
|
||||||
f->light_propagates = true;
|
f->light_propagates = true;
|
||||||
|
@ -510,9 +510,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
|||||||
}
|
}
|
||||||
else
|
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)
|
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
|
#if 0
|
||||||
|
Loading…
Reference in New Issue
Block a user