mgv7: Implement getGroundLevelAtPoint(), fix layer of topnodes at chunk Y boundaries, remove growGrass()
parent
daddd37706
commit
37e6d1356b
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@ -115,7 +115,23 @@ MapgenV7::~MapgenV7() {
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int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
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return 20;
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s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
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float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
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float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
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Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
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s16 y = groundlevel;
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if (y > water_level) {
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int iters = 1024; // don't even bother iterating more than 1024 times..
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while (iters--) {
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float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
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if (ridgenoise * (float)(y * y) < 15.0)
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break;
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y--;
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}
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}
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return y + b->top_depth;
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}
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@ -169,12 +185,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
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generateTerrain();
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carveRidges();
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//carveRivers();
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generateCaves(stone_surface_max_y);
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addTopNodes();
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growGrass();
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//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
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if (flags & MG_DUNGEONS) {
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@ -193,7 +205,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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//setLighting(node_min, node_max, 0xFF);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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@ -256,7 +269,7 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
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}
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float MapgenV7::baseTerrainLevelFromMap(int index) {
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float MapgenV7::baseTerrainLevelFromMap(int index) {
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float terrain_mod = noise_terrain_mod->result[index];
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float hselect = noise_height_select->result[index];
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float terrain_base = noise_terrain_base->result[index];
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@ -399,12 +412,12 @@ void MapgenV7::addTopNodes() {
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v3s16 em = vm->m_area.getExtent();
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s16 ntopnodes;
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = bmgr->biomes[biomemap[index]];
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// First, add top nodes below the ridge
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//////////////////// First, add top nodes below the ridge
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s16 y = ridge_heightmap[index];
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// This cutoff is good enough, but not perfect.
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@ -415,7 +428,7 @@ void MapgenV7::addTopNodes() {
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y = node_max.Y; // Let's see if we can still go downward anyway
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u32 vi = vm->m_area.index(x, y, z);
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content_t c = vm->m_data[vi].getContent();
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if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
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if (ndef->get(c).walkable)
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continue;
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}
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@ -425,15 +438,12 @@ void MapgenV7::addTopNodes() {
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u32 i = vm->m_area.index(x, y, z);
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for (; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
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//if (vm->m_data[i].getContent() != CONTENT_AIR)
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if (ndef->get(c).walkable)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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if (y != node_min.Y - 1) {
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if (y != node_min.Y - 1 && y >= water_level) {
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ridge_heightmap[index] = y; //update ridgeheight
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ntopnodes = biome->top_depth;
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for (; y <= node_max.Y && ntopnodes; y++) {
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@ -441,17 +451,28 @@ void MapgenV7::addTopNodes() {
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vm->m_data[i] = MapNode(biome->c_top);
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vm->m_area.add_y(em, i, 1);
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}
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//heightmap[index] = y;
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// If dirt, grow grass on it.
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if (vm->m_data[i].getContent() == CONTENT_AIR) {
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vm->m_area.add_y(em, i, -1);
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if (vm->m_data[i].getContent() == c_dirt)
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vm->m_data[i] = MapNode(c_dirt_with_grass);
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}
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}
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// Now, add top nodes on top of the ridge
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//////////////////// Now, add top nodes on top of the ridge
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y = heightmap[index];
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if (y > node_max.Y) {
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y = node_max.Y; // Let's see if we can still go downward anyway
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u32 vi = vm->m_area.index(x, y, z);
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content_t c = vm->m_data[vi].getContent();
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if (ndef->get(c).walkable)
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continue;
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}
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i = vm->m_area.index(x, y, z);
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for (; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
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//if (vm->m_data[i].getContent() != CONTENT_AIR)
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if (ndef->get(c).walkable)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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@ -467,39 +488,17 @@ void MapgenV7::addTopNodes() {
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vm->m_data[i] = MapNode(biome->c_top);
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vm->m_area.add_y(em, i, 1);
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}
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}
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}
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}
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void MapgenV7::growGrass() {
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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// Find the lowest surface to which enough light ends up to make
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// grass grow. Basically just wait until not air and not leaves.
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s16 surface_y = 0;
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{
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v3s16 em = vm->m_area.getExtent();
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u32 i = vm->m_area.index(x, node_max.Y, z);
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s16 y;
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// Go to ground level
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for (y = node_max.Y; y >= node_min.Y; y--) {
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MapNode &n = vm->m_data[i];
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if (ndef->get(n).param_type != CPT_LIGHT ||
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ndef->get(n).liquid_type != LIQUID_NONE)
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break;
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// If dirt, grow grass on it.
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if (vm->m_data[i].getContent() == CONTENT_AIR) {
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vm->m_area.add_y(em, i, -1);
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if (vm->m_data[i].getContent() == c_dirt)
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vm->m_data[i] = MapNode(c_dirt_with_grass);
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}
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surface_y = (y >= node_min.Y) ? y : node_min.Y;
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}
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u32 i = vm->m_area.index(x, surface_y, z);
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MapNode *n = &vm->m_data[i];
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if (n->getContent() == c_dirt && surface_y >= water_level - 20)
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n->setContent(c_dirt_with_grass);
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}
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}
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#include "mapgen_v6.h"
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void MapgenV7::generateCaves(int max_stone_y) {
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PseudoRandom ps(blockseed + 21343);
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@ -109,7 +109,6 @@ public:
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void testBiomes();
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void addTopNodes();
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void growGrass();
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void generateCaves(int max_stone_y);
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};
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