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Mgv6: Add optional snow biomes

mutilcraft-mt53
paramat 2015-04-03 00:56:29 +01:00
parent ce8a9ed94b
commit 75cbd80e5b
2 changed files with 188 additions and 105 deletions

View File

@ -42,6 +42,7 @@ FlagDesc flagdesc_mapgen_v6[] = {
{"jungles", MGV6_JUNGLES},
{"biomeblend", MGV6_BIOMEBLEND},
{"mudflow", MGV6_MUDFLOW},
{"snowbiomes", MGV6_SNOWBIOMES},
{NULL, 0}
};
@ -73,7 +74,10 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
noise_biome = new Noise(&sp->np_biome, seed,
csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
noise_humidity = new Noise(&sp->np_humidity, seed,
csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
@ -88,6 +92,11 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
c_cobble = ndef->getId("mapgen_cobble");
c_desert_sand = ndef->getId("mapgen_desert_sand");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
c_snow = ndef->getId("mapgen_snow");
c_snowblock = ndef->getId("mapgen_snowblock");
c_ice = ndef->getId("mapgen_ice");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_sandbrick = ndef->getId("mapgen_sandstonebrick");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
@ -116,6 +125,7 @@ MapgenV6::~MapgenV6()
delete noise_mud;
delete noise_beach;
delete noise_biome;
delete noise_humidity;
delete[] heightmap;
}
@ -127,17 +137,17 @@ MapgenV6Params::MapgenV6Params()
freq_desert = 0.45;
freq_beach = 0.15;
np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
}
@ -194,10 +204,8 @@ s16 MapgenV6::find_stone_level(v2s16 p2d)
s16 y;
for (y = y_nodes_max; y >= y_nodes_min; y--) {
MapNode &n = vm->m_data[i];
content_t c = n.getContent();
if (c != CONTENT_IGNORE && (
c == c_stone || c == c_desert_stone))
content_t c = vm->m_data[i].getContent();
if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
break;
vm->m_area.add_y(em, i, -1);
@ -214,7 +222,7 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = water_level;
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
return false;
@ -266,7 +274,7 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
steepness, height_select);
steepness, height_select);
}
@ -288,7 +296,7 @@ float MapgenV6::baseTerrainLevelFromMap(int index)
float height_select = noise_height_select->result[index];
return baseTerrainLevel(terrain_base, terrain_higher,
steepness, height_select);
steepness, height_select);
}
@ -322,7 +330,8 @@ bool MapgenV6::getHaveBeach(v2s16 p)
BiomeV6Type MapgenV6::getBiome(v2s16 p)
{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ (p.X - full_node_min.X);
return getBiome(index, p);
}
@ -334,7 +343,9 @@ float MapgenV6::getHumidity(v2s16 p)
seed+72384, 4, 0.66);
noise = (noise + 1.0)/2.0;*/
float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ (p.X - full_node_min.X);
float noise = noise_humidity->result[index];
if (noise < 0.0)
noise = 0.0;
@ -355,7 +366,7 @@ float MapgenV6::getTreeAmount(v2s16 p)
if (noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
return 0.04 * (noise - zeroval) / (1.0 - zeroval);
}
@ -404,22 +415,44 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
seed+9130, 3, 0.50);*/
float d = noise_biome->result[index];
if (d > freq_desert)
return BT_DESERT;
float h = noise_humidity->result[index];
if ((spflags & MGV6_BIOMEBLEND) &&
(d > freq_desert - 0.10) &&
((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
return BT_DESERT;
if (spflags & MGV6_SNOWBIOMES) {
float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
return BT_NORMAL;
if (d > FREQ_HOT + blend) {
if (h > FREQ_JUNGLE + blend)
return BT_JUNGLE;
else
return BT_DESERT;
} else if (d < FREQ_SNOW + blend) {
if (h > FREQ_TAIGA + blend)
return BT_TAIGA;
else
return BT_TUNDRA;
} else {
return BT_NORMAL;
}
} else {
if (d > freq_desert)
return BT_DESERT;
if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
return BT_DESERT;
if ((spflags & MGV6_JUNGLES) && h > 0.75)
return BT_JUNGLE;
else
return BT_NORMAL;
}
}
u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
{
s32 x=p.X, y=p.Y, z=p.Z;
return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
s32 x = p.X, y = p.Y, z = p.Z;
return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
}
@ -446,14 +479,14 @@ void MapgenV6::makeChunk(BlockMakeData *data)
v3s16 blockpos_max = data->blockpos_max;
// Area of central chunk
node_min = blockpos_min*MAP_BLOCKSIZE;
node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Full allocated area
full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
central_area_size = node_max - node_min + v3s16(1,1,1);
central_area_size = node_max - node_min + v3s16(1, 1, 1);
assert(central_area_size.X == central_area_size.Z);
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
@ -511,17 +544,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
dp.np_density = nparams_dungeon_density;
dp.np_wetness = nparams_dungeon_wetness;
dp.c_water = c_water_source;
if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
dp.c_cobble = c_cobble;
dp.c_moss = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.diagonal_dirs = false;
dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON;
} else {
if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
dp.c_cobble = c_sandbrick;
dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
dp.c_stair = c_stair_sandstone;
@ -531,6 +554,16 @@ void MapgenV6::makeChunk(BlockMakeData *data)
dp.holesize = v3s16(2, 3, 2);
dp.roomsize = v3s16(2, 5, 2);
dp.notifytype = GENNOTIFY_TEMPLE;
} else {
dp.c_cobble = c_cobble;
dp.c_moss = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.diagonal_dirs = false;
dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(this, &dp);
@ -540,7 +573,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Grow grass
// Add surface nodes
growGrass();
// Generate some trees, and add grass, if a jungle
@ -565,6 +598,8 @@ void MapgenV6::calculateNoise()
{
int x = node_min.X;
int z = node_min.Z;
int fx = full_node_min.X;
int fz = full_node_min.Z;
if (!(flags & MG_FLAT)) {
noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
@ -575,7 +610,11 @@ void MapgenV6::calculateNoise()
}
noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
// Humidity map does not need range limiting 0 to 1,
// only humidity at point does
}
@ -584,9 +623,10 @@ int MapgenV6::generateGround()
//TimeTaker timer1("Generating ground level");
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
MapNode n_ice(c_ice);
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
u32 index = 0;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// Surface height
@ -596,7 +636,7 @@ int MapgenV6::generateGround()
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
BiomeV6Type bt = getBiome(index, v2s16(x, z));
BiomeV6Type bt = getBiome(v2s16(x, z));
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
@ -605,10 +645,12 @@ int MapgenV6::generateGround()
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[i] = (y >= DESERT_STONE_BASE
&& bt == BT_DESERT) ?
&& bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
vm->m_data[i] = n_water_source;
vm->m_data[i] = (y >= ICE_BASE
&& bt == BT_TUNDRA) ?
n_ice : n_water_source;
} else {
vm->m_data[i] = n_air;
}
@ -642,7 +684,7 @@ void MapgenV6::addMud()
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
BiomeV6Type bt = getBiome(index, v2s16(x, z));
BiomeV6Type bt = getBiome(v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
@ -650,25 +692,25 @@ void MapgenV6::addMud()
} else if (mud_add_amount <= 0) {
mud_add_amount = 1 - mud_add_amount;
addnode = n_gravel;
} else if (bt == BT_NORMAL && getHaveBeach(index) &&
} else if (bt != BT_DESERT && getHaveBeach(index) &&
surface_y + mud_add_amount <= water_level + 2) {
addnode = n_sand;
}
if (bt == BT_DESERT && surface_y > 20)
if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
// If topmost node is grass, change it to mud. It might be if it was
/* If topmost node is grass, change it to mud. It might be if it was
// flown to there from a neighboring chunk and then converted.
u32 i = vm->m_area.index(x, surface_y, z);
if (vm->m_data[i].getContent() == c_dirt_with_grass)
vm->m_data[i] = n_dirt;
vm->m_data[i] = n_dirt;*/
// Add mud on ground
s16 mudcount = 0;
v3s16 em = vm->m_area.getExtent();
s16 y_start = surface_y + 1;
i = vm->m_area.index(x, y_start, z);
u32 i = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y <= node_max.Y; y++) {
if (mudcount >= mud_add_amount)
break;
@ -685,10 +727,10 @@ void MapgenV6::addMud()
void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
{
// 340ms @cs=8
TimeTaker timer1("flow mud");
//TimeTaker timer1("flow mud");
// Iterate a few times
for(s16 k = 0; k < 3; k++) {
for (s16 k = 0; k < 3; k++) {
for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
// Invert coordinates every 2nd iteration
@ -704,18 +746,16 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
s16 y = node_max.Y;
while(y >= node_min.Y)
{
while (y >= node_min.Y) {
for(;; y--)
{
for (;; y--) {
MapNode *n = NULL;
// Find mud
for(; y >= node_min.Y; y--) {
for (; y >= node_min.Y; y--) {
n = &vm->m_data[i];
if (n->getContent() == c_dirt ||
n->getContent() == c_dirt_with_grass ||
n->getContent() == c_gravel)
n->getContent() == c_dirt_with_grass ||
n->getContent() == c_gravel)
break;
vm->m_area.add_y(em, i, -1);
@ -727,8 +767,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
break;
if (n->getContent() == c_dirt ||
n->getContent() == c_dirt_with_grass)
{
n->getContent() == c_dirt_with_grass) {
// Make it exactly mud
n->setContent(c_dirt);
@ -737,20 +776,20 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
u32 i2 = i;
vm->m_area.add_y(em, i2, -1);
// Cancel if out of area
if(vm->m_area.contains(i2) == false)
if (vm->m_area.contains(i2) == false)
continue;
MapNode *n2 = &vm->m_data[i2];
if (n2->getContent() != c_dirt &&
n2->getContent() != c_dirt_with_grass)
n2->getContent() != c_dirt_with_grass)
continue;
}
}
v3s16 dirs4[4] = {
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
v3s16(0, 0, 1), // back
v3s16(1, 0, 0), // right
v3s16(0, 0, -1), // front
v3s16(-1, 0, 0), // left
};
// Check that upper is air or doesn't exist.
@ -758,11 +797,11 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
u32 i3 = i;
vm->m_area.add_y(em, i3, 1);
if (vm->m_area.contains(i3) == true &&
ndef->get(vm->m_data[i3]).walkable)
ndef->get(vm->m_data[i3]).walkable)
continue;
// Drop mud on side
for(u32 di=0; di<4; di++) {
for(u32 di = 0; di < 4; di++) {
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
@ -788,7 +827,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
n2 = &vm->m_data[i2];
// if out of known area
if(vm->m_area.contains(i2) == false ||
n2->getContent() == CONTENT_IGNORE) {
n2->getContent() == CONTENT_IGNORE) {
dropped_to_unknown = true;
break;
}
@ -857,21 +896,22 @@ void MapgenV6::placeTreesAndJungleGrass()
node_min.Z + sidelen + sidelen * z0 - 1
);
// Amount of trees, jungle area
u32 tree_count = area * getTreeAmount(p2d_center);
// Get biome at center position of part of division
BiomeV6Type bt = getBiome(p2d_center);
float humidity;
bool is_jungle = false;
if (spflags & MGV6_JUNGLES) {
humidity = getHumidity(p2d_center);
if (humidity > 0.75) {
is_jungle = true;
// Amount of trees
u32 tree_count;
if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
tree_count = area * getTreeAmount(p2d_center);
if (bt == BT_JUNGLE)
tree_count *= 4;
}
} else {
tree_count = 0;
}
// Add jungle grass
if (is_jungle) {
if (bt == BT_JUNGLE) {
float humidity = getHumidity(p2d_center);
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
@ -900,24 +940,27 @@ void MapgenV6::placeTreesAndJungleGrass()
s16 y = heightmap[mapindex];
// Don't make a tree under water level
// Don't make a tree so high that it doesn't fit
if(y < water_level || y > node_max.Y - 6)
if (y < water_level || y > node_max.Y - 6)
continue;
v3s16 p(x,y,z);
v3s16 p(x, y, z);
// Trees grow only on mud and grass
{
u32 i = vm->m_area.index(p);
MapNode *n = &vm->m_data[i];
if (n->getContent() != c_dirt &&
n->getContent() != c_dirt_with_grass)
content_t c = vm->m_data[i].getContent();
if (c != c_dirt &&
c != c_dirt_with_grass &&
c != c_dirt_with_snow)
continue;
}
p.Y++;
// Make a tree
if (is_jungle) {
if (bt == BT_JUNGLE) {
treegen::make_jungletree(*vm, p, ndef, myrand());
} else {
} else if (bt == BT_TAIGA) {
treegen::make_pine_tree(*vm, p, ndef, myrand());
} else if (bt == BT_NORMAL) {
bool is_apple_tree = (myrand_range(0, 3) == 0) &&
getHaveAppleTree(v2s16(x, z));
treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
@ -928,32 +971,54 @@ void MapgenV6::placeTreesAndJungleGrass()
}
void MapgenV6::growGrass()
void MapgenV6::growGrass() // Add surface nodes
{
MapNode n_dirt_with_grass(c_dirt_with_grass);
MapNode n_dirt_with_snow(c_dirt_with_snow);
MapNode n_snowblock(c_snowblock);
MapNode n_snow(c_snow);
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
// Find the lowest surface to which enough light ends up to make
// grass grow. Basically just wait until not air and not leaves.
s16 surface_y = 0;
{
v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_max.Y, z);
s16 y;
// Go to ground level
for (y = node_max.Y; y >= full_node_min.Y; y--) {
MapNode &n = vm->m_data[i];
if (ndef->get(n).param_type != CPT_LIGHT ||
ndef->get(n).liquid_type != LIQUID_NONE)
ndef->get(n).liquid_type != LIQUID_NONE ||
n.getContent() == c_ice)
break;
vm->m_area.add_y(em, i, -1);
}
surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
}
BiomeV6Type bt = getBiome(index, v2s16(x, z));
u32 i = vm->m_area.index(x, surface_y, z);
MapNode *n = &vm->m_data[i];
if (n->getContent() == c_dirt && surface_y >= water_level - 20)
n->setContent(c_dirt_with_grass);
content_t c = vm->m_data[i].getContent();
if (surface_y >= water_level - 20) {
if (bt == BT_TAIGA && c == c_dirt) {
vm->m_data[i] = n_snowblock;
vm->m_area.add_y(em, i, -1);
vm->m_data[i] = n_dirt_with_snow;
} else if (bt == BT_TUNDRA) {
if (c == c_dirt) {
vm->m_data[i] = n_dirt_with_snow;
} else if (c == c_stone) {
vm->m_area.add_y(em, i, 1);
vm->m_data[i] = n_snow;
}
} else if (c == c_dirt) {
vm->m_data[i] = n_dirt_with_grass;
}
}
}
}

View File

@ -25,11 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define AVERAGE_MUD_AMOUNT 4
#define DESERT_STONE_BASE -32
#define ICE_BASE 0
#define FREQ_HOT 0.4
#define FREQ_SNOW -0.4
#define FREQ_TAIGA 0.5
#define FREQ_JUNGLE 0.7
/////////////////// Mapgen V6 flags
//////////// Mapgen V6 flags
#define MGV6_JUNGLES 0x01
#define MGV6_BIOMEBLEND 0x02
#define MGV6_MUDFLOW 0x04
#define MGV6_SNOWBIOMES 0x08
extern FlagDesc flagdesc_mapgen_v6[];
@ -38,9 +44,13 @@ extern FlagDesc flagdesc_mapgen_v6[];
enum BiomeV6Type
{
BT_NORMAL,
BT_DESERT
BT_DESERT,
BT_JUNGLE,
BT_TUNDRA,
BT_TAIGA,
};
struct MapgenV6Params : public MapgenSpecificParams {
u32 spflags;
float freq_desert;
@ -64,6 +74,7 @@ struct MapgenV6Params : public MapgenSpecificParams {
void writeParams(Settings *settings) const;
};
class MapgenV6 : public Mapgen {
public:
EmergeManager *m_emerge;
@ -85,6 +96,7 @@ public:
Noise *noise_mud;
Noise *noise_beach;
Noise *noise_biome;
Noise *noise_humidity;
NoiseParams *np_cave;
NoiseParams *np_humidity;
NoiseParams *np_trees;
@ -102,6 +114,10 @@ public:
content_t c_cobble;
content_t c_desert_sand;
content_t c_desert_stone;
content_t c_dirt_with_snow;
content_t c_snow;
content_t c_snowblock;
content_t c_ice;
content_t c_mossycobble;
content_t c_sandbrick;
@ -145,6 +161,7 @@ public:
virtual void generateCaves(int max_stone_y);
};
struct MapgenFactoryV6 : public MapgenFactory {
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge)
{
@ -157,4 +174,5 @@ struct MapgenFactoryV6 : public MapgenFactory {
};
};
#endif