Weather: Clean up getHeat/getHumidity somewhat
parent
c9eb17aba3
commit
9bccd75e34
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "map.h" //for ManualMapVoxelManipulator
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#include "log.h"
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#include "util/numeric.h"
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#include "main.h"
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@ -203,3 +204,54 @@ u8 BiomeDefManager::getBiomeIdByName(const char *name) {
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return 0;
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}
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///////////////////////////// Weather
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s16 BiomeDefManager::calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime) {
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//variant 1: full random
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//f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed);
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//variant 2: season change based on default heat map
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const f32 offset = 20; // = np_heat->offset
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const f32 scale = 20; // = np_heat->scale
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const f32 range = 20;
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f32 heat = NoisePerlin2D(np_heat, p.X, p.Z, seed); // 0..50..100
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heat -= 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 (np_heat->scale)
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heat /= np_heat->scale / scale; // -20..0..+20
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f32 seasonv = totaltime;
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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(timeofday, -0.25) * M_PI) - 0.5); //-44..20..54
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return heat;
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}
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s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) {
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f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed);
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f32 seasonv = totaltime;
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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(timeofday, -0.1) * M_PI) - 0.5);
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humidity = rangelim(humidity, 0, 100);
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return humidity;
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}
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@ -91,6 +91,9 @@ public:
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void addBiome(Biome *b);
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void resolveNodeNames(INodeDefManager *ndef);
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u8 getBiomeIdByName(const char *name);
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s16 calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime);
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s16 calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime);
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};
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#endif
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@ -89,5 +89,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Maximum hit points of a player
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#define PLAYER_MAX_HP 20
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/*
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Environmental condition constants
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*/
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#define HEAT_UNDEFINED (-0x7fff-1)
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#define HUMIDITY_UNDEFINED (-0x7fff-1)
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#endif
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@ -253,7 +253,7 @@ class LiquidFreeze : public ActiveBlockModifier {
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ServerMap *map = &env->getServerMap();
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INodeDefManager *ndef = env->getGameDef()->ndef();
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float heat = map->getHeat(env, p);
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float heat = map->updateBlockHeat(env, p);
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//heater = rare
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content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
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//more chance to freeze if air at top
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@ -315,7 +315,7 @@ class LiquidMeltWeather : public ActiveBlockModifier {
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ServerMap *map = &env->getServerMap();
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INodeDefManager *ndef = env->getGameDef()->ndef();
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float heat = map->getHeat(env, p);
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float heat = map->updateBlockHeat(env, p);
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content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
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if (heat >= 1 && (heat >= 40 || ((myrand_range(heat, 40)) >= (c == CONTENT_AIR ? 10 : 20)))) {
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n.freezeMelt(ndef);
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@ -378,7 +378,7 @@ void add_legacy_abms(ServerEnvironment *env, INodeDefManager *nodedef) {
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env->addActiveBlockModifier(new LiquidDropABM(env, nodedef));
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env->addActiveBlockModifier(new LiquidMeltHot(env, nodedef));
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//env->addActiveBlockModifier(new LiquidMeltAround(env, nodedef));
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if (g_settings->getBool("weather")) {
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if (env->m_use_weather) {
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env->addActiveBlockModifier(new LiquidFreeze(env, nodedef));
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env->addActiveBlockModifier(new LiquidMeltWeather(env, nodedef));
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}
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@ -512,8 +512,7 @@ void *EmergeThread::Thread() {
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ign(&m_server->m_ignore_map_edit_events_area,
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VoxelArea(minp, maxp));
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{ // takes about 90ms with -O1 on an e3-1230v2
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m_server->getScriptIface()->
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environment_OnGenerated(
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m_server->getScriptIface()->environment_OnGenerated(
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minp, maxp, emerge->getBlockSeed(minp));
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}
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@ -535,14 +534,6 @@ void *EmergeThread::Thread() {
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if (block)
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modified_blocks[p] = block;
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// Update weather data in mapblock
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for(std::map<v3s16, MapBlock *>::iterator
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i = modified_blocks.begin();
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i != modified_blocks.end(); ++i) {
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map->getHeat(m_server->m_env, MAP_BLOCKSIZE*i->first ,i->second);
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map->getHumidity(m_server->m_env, MAP_BLOCKSIZE*i->first, i->second);
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}
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// Set the modified blocks unsent for all the clients
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for (std::map<u16, RemoteClient*>::iterator
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i = m_server->m_clients.begin();
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@ -322,6 +322,7 @@ ServerEnvironment::ServerEnvironment(ServerMap *map,
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m_recommended_send_interval(0.1),
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m_max_lag_estimate(0.1)
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{
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m_use_weather = g_settings->getBool("weather");
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}
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ServerEnvironment::~ServerEnvironment()
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@ -808,6 +809,16 @@ void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
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// Activate stored objects
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activateObjects(block, dtime_s);
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// Calculate weather conditions
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if (m_use_weather) {
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m_map->updateBlockHeat(this, block->getPos() * MAP_BLOCKSIZE, block);
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m_map->updateBlockHumidity(this, block->getPos() * MAP_BLOCKSIZE, block);
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} else {
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block->heat = HEAT_UNDEFINED;
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block->humidity = HUMIDITY_UNDEFINED;
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block->weather_update_time = 0;
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}
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// Run node timers
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std::map<v3s16, NodeTimer> elapsed_timers =
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@ -300,6 +300,10 @@ public:
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void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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float getMaxLagEstimate() { return m_max_lag_estimate; }
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// is weather active in this environment?
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bool m_use_weather;
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private:
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/*
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112
src/map.cpp
112
src/map.cpp
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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen_v6.h"
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#include "biome.h"
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#include "config.h"
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#include "server.h"
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#include "database.h"
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#include "database-dummy.h"
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#include "database-sqlite3.h"
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@ -2824,6 +2825,38 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
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/*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X
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<<","<<blockpos_requested.Y<<","
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<<blockpos_requested.Z<<")"<<std::endl;*/
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/*
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Update weather data in central blocks if needed
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*/
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ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
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if (senv->m_use_weather) {
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for(s16 x=blockpos_min.X-extra_borders.X;
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x<=blockpos_max.X+extra_borders.X; x++)
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for(s16 z=blockpos_min.Z-extra_borders.Z;
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z<=blockpos_max.Z+extra_borders.Z; z++)
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for(s16 y=blockpos_min.Y-extra_borders.Y;
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y<=blockpos_max.Y+extra_borders.Y; y++)
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{
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v3s16 p(x, y, z);
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updateBlockHeat(senv, p * MAP_BLOCKSIZE, NULL);
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updateBlockHumidity(senv, p * MAP_BLOCKSIZE, NULL);
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}
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} else {
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for(s16 x=blockpos_min.X-extra_borders.X;
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x<=blockpos_max.X+extra_borders.X; x++)
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for(s16 z=blockpos_min.Z-extra_borders.Z;
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z<=blockpos_max.Z+extra_borders.Z; z++)
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for(s16 y=blockpos_min.Y-extra_borders.Y;
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y<=blockpos_max.Y+extra_borders.Y; y++)
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{
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MapBlock *block = getBlockNoCreateNoEx(v3s16(x, y, z));
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block->heat = HEAT_UNDEFINED;
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block->humidity = HUMIDITY_UNDEFINED;
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block->weather_update_time = 0;
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}
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}
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#if 0
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if(enable_mapgen_debug_info)
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{
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@ -3888,74 +3921,41 @@ void ServerMap::PrintInfo(std::ostream &out)
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out<<"ServerMap: ";
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}
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s16 ServerMap::getHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
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s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
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{
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if(block == NULL)
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block = getBlockNoCreateNoEx(getNodeBlockPos(p));
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if(block != NULL) {
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if (env->getGameTime() - block->heat_time < 10)
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u32 gametime = env->getGameTime();
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if (block) {
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if (gametime - block->weather_update_time < 10)
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return block->heat;
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} else {
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block = getBlockNoCreateNoEx(getNodeBlockPos(p));
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}
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//variant 1: full random
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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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f32 heat = m_emerge->biomedef->calcBlockHeat(p, m_seed,
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env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
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//variant 2: season change based on default heat map
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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 -= 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); //-44..20..54
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if(block != NULL) {
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block->heat = heat;
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block->heat_time = env->getGameTime();
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}
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block->heat = heat;
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block->weather_update_time = gametime;
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return heat;
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}
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s16 ServerMap::getHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
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s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
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{
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if(block == NULL)
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block = getBlockNoCreateNoEx(getNodeBlockPos(p));
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if(block != NULL) {
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if (env->getGameTime() - block->humidity_time < 10)
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u32 gametime = env->getGameTime();
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if (block) {
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if (gametime - block->weather_update_time < 10)
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return block->humidity;
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} else {
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block = getBlockNoCreateNoEx(getNodeBlockPos(p));
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}
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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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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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block->humidity_time = env->getGameTime();
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}
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f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, m_seed,
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env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
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block->humidity = humidity;
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block->weather_update_time = gametime;
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return humidity;
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}
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@ -477,8 +477,8 @@ public:
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// Parameters fed to the Mapgen
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MapgenParams *m_mgparams;
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virtual s16 getHeat(ServerEnvironment *env, v3s16 p, MapBlock *block = NULL);
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virtual s16 getHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block = NULL);
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virtual s16 updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block = NULL);
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virtual s16 updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block = NULL);
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private:
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// Seed used for all kinds of randomness in generation
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@ -44,9 +44,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
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heat(0),
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heat_time(0),
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humidity(0),
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humidity_time(0),
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weather_update_time(0),
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m_parent(parent),
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m_pos(pos),
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m_gamedef(gamedef),
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@ -515,9 +515,8 @@ public:
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StaticObjectList m_static_objects;
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s16 heat;
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u32 heat_time;
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s16 humidity;
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u32 humidity_time;
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u32 weather_update_time;
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private:
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/*
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@ -764,7 +764,7 @@ int ModApiEnvMod::l_get_heat(lua_State *L)
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GET_ENV_PTR;
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v3s16 pos = read_v3s16(L, 1);
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lua_pushnumber(L, env->getServerMap().getHeat(env, pos));
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lua_pushnumber(L, env->getServerMap().updateBlockHeat(env, pos));
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return 1;
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}
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@ -775,7 +775,7 @@ int ModApiEnvMod::l_get_humidity(lua_State *L)
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GET_ENV_PTR;
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v3s16 pos = read_v3s16(L, 1);
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lua_pushnumber(L, env->getServerMap().getHumidity(env, pos));
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lua_pushnumber(L, env->getServerMap().updateBlockHumidity(env, pos));
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return 1;
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}
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@ -489,6 +489,7 @@ public:
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bool showFormspec(const char *name, const std::string &formspec, const std::string &formname);
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Map & getMap() { return m_env->getMap(); }
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ServerEnvironment & getEnv() { return *m_env; }
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u32 hudAdd(Player *player, HudElement *element);
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bool hudRemove(Player *player, u32 id);
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