Generate biomes: Recalculate biome at biome lower limit

Prevents biome nodes passing below the defined y_min of that biome.
master
paramat 2017-09-16 02:46:26 +01:00 committed by paramat
parent 808ada11db
commit a1389c3865
2 changed files with 9 additions and 18 deletions

View File

@ -4630,9 +4630,6 @@ Definition tables
### Biome definition (`register_biome`) ### Biome definition (`register_biome`)
**Note**
The Biome API is still in an experimental phase and subject to change.
{ {
name = "tundra", name = "tundra",
node_dust = "default:snow", node_dust = "default:snow",
@ -4659,13 +4656,6 @@ The Biome API is still in an experimental phase and subject to change.
y_max = 31000, y_max = 31000,
-- ^ Lower and upper limits for biome. -- ^ Lower and upper limits for biome.
-- ^ Limits are relative to y = water_level - 1. -- ^ Limits are relative to y = water_level - 1.
-- ^ Because biome is not recalculated for every node in a node column
-- ^ some biome materials can exceed their limits, especially stone.
-- ^ For each node column in a mapchunk, biome is only recalculated at column
-- ^ top and at each of these surfaces:
-- ^ Ground below air, water below air, ground below water.
-- ^ The selected biome then stays in effect for all nodes below until
-- ^ column base or the next biome recalculation.
heat_point = 0, heat_point = 0,
humidity_point = 50, humidity_point = 50,
-- ^ Characteristic average temperature and humidity for the biome. -- ^ Characteristic average temperature and humidity for the biome.

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@ -633,6 +633,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
u16 base_filler = 0; u16 base_filler = 0;
u16 depth_water_top = 0; u16 depth_water_top = 0;
u16 depth_riverbed = 0; u16 depth_riverbed = 0;
s16 biome_y_min = -MAX_MAP_GENERATION_LIMIT;
u32 vi = vm->m_area.index(x, node_max.Y, z); u32 vi = vm->m_area.index(x, node_max.Y, z);
// Check node at base of mapchunk above, either a node of a previously // Check node at base of mapchunk above, either a node of a previously
@ -650,22 +651,20 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
for (s16 y = node_max.Y; y >= node_min.Y; y--) { for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[vi].getContent(); content_t c = vm->m_data[vi].getContent();
// Biome is (re)calculated:
// Biome is recalculated each time an upper surface is detected while
// working down a column. The selected biome then remains in effect for
// all nodes below until the next surface and biome recalculation.
// Biome is recalculated:
// 1. At the surface of stone below air or water. // 1. At the surface of stone below air or water.
// 2. At the surface of water below air. // 2. At the surface of water below air.
// 3. When stone or water is detected but biome has not yet been calculated. // 3. When stone or water is detected but biome has not yet been calculated.
// 4. When stone or water is detected just below a biome's lower limit.
bool is_stone_surface = (c == c_stone) && bool is_stone_surface = (c == c_stone) &&
(air_above || water_above || !biome); (air_above || water_above || !biome || y < biome_y_min); // 1, 3, 4
bool is_water_surface = bool is_water_surface =
(c == c_water_source || c == c_river_water_source) && (c == c_water_source || c == c_river_water_source) &&
(air_above || !biome); (air_above || !biome || y < biome_y_min); // 2, 3, 4
if (is_stone_surface || is_water_surface) { if (is_stone_surface || is_water_surface) {
// (Re)calculate biome
// Limit to +-MAX MAP GENERATION LIMIT to work with biome y_min / y_max. // Limit to +-MAX MAP GENERATION LIMIT to work with biome y_min / y_max.
s32 relative_y = rangelim(y - biome_zero_level, s32 relative_y = rangelim(y - biome_zero_level,
-MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT); -MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
@ -677,9 +676,11 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
depth_top = biome->depth_top; depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + base_filler = MYMAX(depth_top +
biome->depth_filler + biome->depth_filler +
noise_filler_depth->result[index], 0.f); noise_filler_depth->result[index], 0.0f);
depth_water_top = biome->depth_water_top; depth_water_top = biome->depth_water_top;
depth_riverbed = biome->depth_riverbed; depth_riverbed = biome->depth_riverbed;
biome_y_min = rangelim(biome->y_min + biome_zero_level,
-MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
// Detect stone type for dungeons during every biome calculation. // Detect stone type for dungeons during every biome calculation.
// If none detected the last selected biome stone is chosen. // If none detected the last selected biome stone is chosen.