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Biome API: Add per-biome riverbed material and depth
Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
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@ -3723,6 +3723,9 @@ Definition tables
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### Biome definition (`register_biome`)
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**Note**
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The biome API is still in an experimental phase and subject to change.
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{
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name = "tundra",
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node_dust = "default:snow",
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@ -3742,6 +3745,9 @@ Definition tables
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-- ^ Node that replaces all seawater nodes not in the defined surface layer.
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node_river_water = "default:ice",
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-- ^ Node that replaces river water in mapgens that use default:river_water.
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node_riverbed = "default:gravel",
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depth_riverbed = 2,
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-- ^ Node placed under river water and thickness of this layer.
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y_min = 1,
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y_max = 31000,
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-- ^ Lower and upper limits for biome.
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@ -536,13 +536,15 @@ MgStoneType MapgenBasic::generateBiomes()
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u16 depth_top = 0;
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u16 base_filler = 0;
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u16 depth_water_top = 0;
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u16 depth_riverbed = 0;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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// Check node at base of mapchunk above, either a node of a previously
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
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bool river_water_above = c_above == c_river_water_source;
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bool water_above = c_above == c_water_source || river_water_above;
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// If there is air or water above enable top/filler placement, otherwise force
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// nplaced to stone level by setting a number exceeding any possible filler depth.
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@ -564,10 +566,11 @@ MgStoneType MapgenBasic::generateBiomes()
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biome = biomegen->getBiomeAtIndex(index, y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top
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+ biome->depth_filler
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+ noise_filler_depth->result[index], 0.f);
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base_filler = MYMAX(depth_top +
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biome->depth_filler +
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noise_filler_depth->result[index], 0.f);
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depth_water_top = biome->depth_water_top;
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depth_riverbed = biome->depth_riverbed;
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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@ -590,7 +593,15 @@ MgStoneType MapgenBasic::generateBiomes()
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|| c_below == c_river_water_source)
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nplaced = U16_MAX;
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if (nplaced < depth_top) {
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if (river_water_above) {
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if (nplaced < depth_riverbed) {
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vm->m_data[vi] = MapNode(biome->c_riverbed);
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nplaced++;
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} else {
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nplaced = U16_MAX; // Disable top/filler placement
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river_water_above = false;
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}
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} else if (nplaced < depth_top) {
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced++;
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} else if (nplaced < base_filler) {
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@ -610,9 +621,10 @@ MgStoneType MapgenBasic::generateBiomes()
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water_above = true;
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} else if (c == c_river_water_source) {
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vm->m_data[vi] = MapNode(biome->c_river_water);
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nplaced = depth_top; // Enable filler placement for next surface
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nplaced = 0; // Enable riverbed placement for next surface
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air_above = false;
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water_above = true;
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river_water_above = true;
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} else if (c == CONTENT_AIR) {
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = true;
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@ -114,11 +114,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
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// Resolve content to be used
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_sand = ndef->getId("mapgen_sand");
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// Fall back to more basic content if not defined
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if (c_sand == CONTENT_IGNORE)
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c_sand = c_stone;
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}
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@ -493,7 +488,6 @@ int MapgenValleys::generateTerrain()
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MapNode n_air(CONTENT_AIR);
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MapNode n_river_water(c_river_water_source);
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MapNode n_sand(c_sand);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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@ -537,10 +531,7 @@ int MapgenValleys::generateTerrain()
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float surface_delta = (float)y - surface_y;
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bool river = y + 1 < river_y;
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if (fabs(surface_delta) <= 0.5f && y > water_level && river) {
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// river bottom
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vm->m_data[index_data] = n_sand;
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} else if (slope * fill > surface_delta) {
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if (slope * fill > surface_delta) {
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// ground
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vm->m_data[index_data] = n_stone;
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if (y > heightmap[index_2d])
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@ -553,7 +544,7 @@ int MapgenValleys::generateTerrain()
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} else if (river) {
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// river
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vm->m_data[index_data] = n_river_water;
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} else {
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} else { // air
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vm->m_data[index_data] = n_air;
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}
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}
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@ -46,6 +46,7 @@ BiomeManager::BiomeManager(IGameDef *gamedef) :
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b->depth_top = 0;
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b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
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b->depth_water_top = 0;
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b->depth_riverbed = 0;
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b->y_min = -MAX_MAP_GENERATION_LIMIT;
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b->y_max = MAX_MAP_GENERATION_LIMIT;
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b->heat_point = 0.0;
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@ -57,6 +58,7 @@ BiomeManager::BiomeManager(IGameDef *gamedef) :
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_river_water_source");
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("ignore");
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m_ndef->pendNodeResolve(b);
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@ -237,5 +239,6 @@ void Biome::resolveNodeNames()
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getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE);
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}
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@ -54,11 +54,13 @@ public:
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content_t c_water_top;
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content_t c_water;
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content_t c_river_water;
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content_t c_riverbed;
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content_t c_dust;
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s16 depth_top;
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s16 depth_filler;
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s16 depth_water_top;
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s16 depth_riverbed;
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s16 y_min;
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s16 y_max;
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@ -378,6 +378,7 @@ Biome *read_biome_def(lua_State *L, int index, INodeDefManager *ndef)
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b->depth_top = getintfield_default(L, index, "depth_top", 0);
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b->depth_filler = getintfield_default(L, index, "depth_filler", -31000);
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b->depth_water_top = getintfield_default(L, index, "depth_water_top", 0);
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b->depth_riverbed = getintfield_default(L, index, "depth_riverbed", 0);
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b->y_min = getintfield_default(L, index, "y_min", -31000);
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b->y_max = getintfield_default(L, index, "y_max", 31000);
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b->heat_point = getfloatfield_default(L, index, "heat_point", 0.f);
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@ -391,6 +392,7 @@ Biome *read_biome_def(lua_State *L, int index, INodeDefManager *ndef)
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nn.push_back(getstringfield_default(L, index, "node_water_top", ""));
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nn.push_back(getstringfield_default(L, index, "node_water", ""));
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nn.push_back(getstringfield_default(L, index, "node_river_water", ""));
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nn.push_back(getstringfield_default(L, index, "node_riverbed", ""));
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nn.push_back(getstringfield_default(L, index, "node_dust", ""));
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ndef->pendNodeResolve(b);
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