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author | Perttu Ahola <celeron55@gmail.com> | 2011-04-03 12:14:23 +0300 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-04-03 12:14:23 +0300 |
commit | ee89e29ae10d58a2a3d00641f4e459600a49e09e (patch) | |
tree | c15415dae2e47243a5f89d754a646ef8b6ff65f1 /src/map.cpp | |
parent | 685a635aea4a5c61b899e36ef87ece3d5f9e25a9 (diff) | |
download | minetest-ee89e29ae10d58a2a3d00641f4e459600a49e09e.tar.gz minetest-ee89e29ae10d58a2a3d00641f4e459600a49e09e.tar.bz2 minetest-ee89e29ae10d58a2a3d00641f4e459600a49e09e.zip |
Revert mapgen to best working version (2)
Diffstat (limited to 'src/map.cpp')
-rw-r--r-- | src/map.cpp | 2934 |
1 files changed, 218 insertions, 2716 deletions
diff --git a/src/map.cpp b/src/map.cpp index 651bece4f..0ed2d7da2 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -183,9 +183,6 @@ bool Map::isNodeUnderground(v3s16 p) light_sources to re-light the area without the removed light. values of from_nodes are lighting values. - - There is a duplicate implementation of this in VoxelManipulator, - which is faster for large volumes */ void Map::unspreadLight(enum LightBank bank, core::map<v3s16, u8> & from_nodes, @@ -369,9 +366,6 @@ void Map::unLightNeighbors(enum LightBank bank, /* Lights neighbors of from_nodes, collects all them and then goes on recursively. - - There is a duplicate implementation of this in VoxelManipulator, - which is faster for large volumes */ void Map::spreadLight(enum LightBank bank, core::map<v3s16, bool> & from_nodes, @@ -846,8 +840,6 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks, This is called after changing a node from transparent to opaque. The lighting value of the node should be left as-is after changing other values. This sets the lighting value to 0. - - NOTE: This takes almost no time, the slow one is updateMeshes. */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map<v3s16, MapBlock*> &modified_blocks) @@ -1044,7 +1036,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, } /* - NOTE: This takes almost no time, the slow one is updateMeshes. */ void Map::removeNodeAndUpdate(v3s16 p, core::map<v3s16, MapBlock*> &modified_blocks) @@ -1431,9 +1422,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) while(m_transforming_liquid.size() != 0) { - try - { - /* Get a queued transforming liquid node */ @@ -1692,12 +1680,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) } loopcount++; - if(loopcount >= initial_size * 1 || loopcount >= 1000) + //if(loopcount >= 100000) + if(loopcount >= initial_size * 1) break; - - }catch(InvalidPositionException &e) - { - } } //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl; } @@ -1710,6 +1695,13 @@ ServerMap::ServerMap(std::string savedir): Map(dout_server), m_seed(0) { + + //m_chunksize = 64; + //m_chunksize = 16; // Too slow + m_chunksize = 8; // Takes a few seconds + //m_chunksize = 4; + //m_chunksize = 2; + // TODO: Save to and load from a file m_seed = (((u64)(myrand()%0xffff)<<0) + ((u64)(myrand()%0xffff)<<16) @@ -1744,9 +1736,12 @@ ServerMap::ServerMap(std::string savedir): } else { - // Load map metadata (seed) + // Load map metadata (seed, chunksize) loadMapMeta(); + // Load chunk metadata + loadChunkMeta(); + /*// Load sector (0,0) and throw and exception on fail if(loadSectorFull(v2s16(0,0)) == false) throw LoadError("Failed to load sector (0,0)");*/ @@ -1809,6 +1804,16 @@ ServerMap::~ServerMap() dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir <<", exception: "<<e.what()<<std::endl; } + + /* + Free all MapChunks + */ + core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator(); + for(; i.atEnd() == false; i++) + { + MapChunk *chunk = i.getNode()->getValue(); + delete chunk; + } } /* @@ -1863,11 +1868,8 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0) { MapNode treenode(CONTENT_TREE); MapNode leavesnode(CONTENT_LEAVES); - leavesnode.setLight(LIGHTBANK_DAY, LIGHT_MAX-1); - - vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2))); - s16 trunk_h = myrand_range(4, 7); + s16 trunk_h = myrand_range(3, 6); v3s16 p1 = p0; for(s16 ii=0; ii<trunk_h; ii++) { @@ -1942,537 +1944,71 @@ double tree_amount_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+2, 5, 0.7); - double zeroval = -0.5; + seed+2, 5, 0.66); + double zeroval = -0.3; if(noise < zeroval) return 0; else - return 0.03 * (noise-zeroval) / (1.0-zeroval); -} - -#define AVERAGE_MUD_AMOUNT 4.0 - -double get_mud_amount(u64 seed, v2f p) -{ - return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin( - 0.5+p.X/200, 0.5+p.Y/200, - seed+1, 5, 0.65)); -} - -bool get_have_sand_coast(u64 seed, v2f p) -{ - double sandnoise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+59420, 3, 0.50); - return (sandnoise > -0.25); -} - -bool get_have_sand_ground(u64 seed, v2f p) -{ - double sandnoise = noise2d_perlin( - 0.5+(float)p.X/500, 0.5+(float)p.Y/500, - seed+54290232, 6, 0.65); - return (sandnoise > 1.0); -} - -// -1->0, 0->1, 1->0 -double contour(double v) -{ - v = fabs(v); - if(v >= 1.0) - return 0.0; - return (1.0-v); + return 0.04 * (noise-zeroval) / (1.0-zeroval); } -// -1->0, -r->1, 0->1, r->1, 1->0 -double contour_flat_top(double v, double r) -{ - v = fabs(v); - if(v >= 1.0) - return 0.0; - double rmax = 0.999; - if(r >= rmax) - r = rmax; - if(v <= r) - return 1.0; - v -= r; - return ((1.0-r)-v) / (1.0-r); - //return easeCurve(((1.0-r)-v) / (1.0-r)); -} +#define AVERAGE_MUD_AMOUNT 4 -double base_rock_level_2d(u64 seed, v2f p) +double base_rock_level_2d(u64 seed, v2s16 p) { - // The ground level (return value) - double h = WATER_LEVEL-1.5; - - // Raises from 0 when parameter is -1...1 - /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin( - 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500., - (seed>>32)+34758, 5, 0.55), 0.10);*/ - /*double m2 = 1.0; - if(m2 > 0.0001) - { - // HUGE mountains - double m1 = 200.0 + 300.0 * noise2d_perlin( - 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000., - (seed>>32)+98525, 8, 0.5); - h += m1 * m2; - //h += 30 * m2; - }*/ - - /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin( - 0.0+(float)p.X/300., 0.0+(float)p.Y/300., - (seed>>32)+78593, 5, 0.55), 0.15); - h += 30 * tm2;*/ - -#if 0 - { - // Large mountains - double m3 = 100.0 - 600.0 * noise2d_perlin_abs( - 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., - (seed>>32)+985251, 9, 0.55); - if(m3 > h) - h = m3; - } -#endif - -#if 0 - { - // More mountain ranges - double d = 100; - double a1 = d*2.0 - d*7 * noise2d_perlin_abs( - 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., - seed+850342, 7, 0.55); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif - -#if 0 - { - // More mountain ranges - double d = 60; - double a1 = d*2.0 - d*7 * noise2d_perlin_abs( - 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., - seed+850342, 7, 0.55); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif - -#if 0 - { - // Very steep mountain ranges - double d = 120; - double a1 = d*2 - d*6.5 * noise2d_perlin_abs( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+850342, 6, 0.6); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - /*double a = noise2d_perlin_abs( - 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000., - (seed>>32)+65012102, 8, 0.50); - double m4 = 100.0 - 400.0 * a; - if(m4 > h) - h = m4;*/ - } -#endif - - /* - The stuff before this comment is usually not used. - The stuff after this comment is usually used. - */ - -#if 1 - { - // Mountains - double m4 = 1.0 - 3.0 * noise2d_perlin_abs( - 0.324+(float)p.X/1000., 0.423+(float)p.Y/1000., - (seed>>32)+65012102, 8, 0.57); - m4 *= 120; - if(m4 > h) - h = m4; - } -#endif - -#if 1 - // Some kind of hill chains or something - { - double a1 = 1.0 - 2.5 * noise2d_perlin_abs( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+850342, 5, 0.6); - a1 *= 30; - double d = 15; - if(a1 > d) - a1 = d + sqrt(a1-d); - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif - -#if 1 - double base = -2. + 25. * noise2d_perlin( + // The base ground level + double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + + 25. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+653876, 7, 0.65); -#else - double base = 0; -#endif + (seed>>32)+654879876, 6, 0.6); -#if 1 - /* - Combined with turbulence, this thing here is able to make very - awesome terrain, albeit rarely. - - This is also responsible for small islands. - */ - - double higher = 40. * noise2d_perlin( + /*// A bit hillier one + double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+39292, 6, 0.50); - /*double higher = 50. * noise2d_perlin_abs( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.63);*/ - //higher = 25; - - if(higher > base) - { - // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 6, 0.7); - b = rangelim(b, 0.0, 1000.0); + (seed>>27)+90340, 6, 0.69); + if(base2 > base) + base = base2;*/ #if 1 - b = pow(b, 5); - b *= 16; - b = rangelim(b, 3.0, 1000.0); - //dstream<<"b="<<b<<std::endl; - //double b = 20; - // Offset to more low - //double a_off = -0.30; - double a_off = -0.20; - // High/low selector - double a = (double)0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed-359, 7, 0.70)); -#endif -#if 0 - /*b = pow(b, 5); - b *= 2; - b = rangelim(b, 3.0, 20.0);*/ - //b = 10.0; - double a = -1.5 + 5.0 * (noise2d_perlin_abs( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed-359, 6, 0.6)); - a *= 3.0; - /*double a = 5.0 * (noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-359, 5, 0.6));*/ - //a = contour_flat_top(a, 0.2); -#endif - // Limit - a = rangelim(a, 0.0, 1.0); - a = easeCurve(a); - - //dstream<<"a="<<a<<std::endl; + // Higher ground level + double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed+85039, 5, 0.69); + //higher = 30; // For debugging - /*double h2 = higher * a; - if(h2 > h) - h = h2;*/ + // Limit higher to at least base + if(higher < base) + higher = base; - h += base*(1.0-a) + higher*a; - } - else - { - h += base; - } -#else - h += base; -#endif - - return h; -} - -double base_rock_level_2d(u64 seed, v2s16 p) -{ - return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y)); -} - -double get_turbulence_factor_2d(u64 seed, v2f p) -{ - double vv = -0.50 + 2.0 * noise2d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - seed+85498783983, 4, 0.5); - vv = rangelim(vv, 0.0, 1.0); - return vv; -} - -#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7) - -double get_turbulence_factor_y(u64 seed, f32 y) -{ - double d = 14; - double min = TURBULENCE_BOTTOM_CUTOFF_Y; - if(y < min) - return 0.0; - else if(y < min + d) - return ((y-min)/d); - return 1.0; -} - -v2f get_raw_turbulence(u64 seed, v3f p) -{ - double f = 8; - - double v1 = f * noise3d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - 0.5+p.Z/100, - seed+4045, 5, 0.65); - - double v2 = f * noise3d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - 0.5+p.Z/100, - seed+9495, 5, 0.65); - - return v2f(v1, v2); -} - -// Shouldn't be used, provided for compatibility. -v2f base_ground_turbulence(u64 seed, v3f p) -{ - double tfxz = get_turbulence_factor_2d(seed, v2f(p.X,p.Z)); - double tfy = get_turbulence_factor_y(seed, p.Y); - v2f t = get_raw_turbulence(seed, p); - return t*tfxz*tfy; -} - -#if 0 -v2f base_ground_turbulence(u64 seed, v3f p) -{ -#if 1 - double f = 8; - -#if 1 - // Cut off at a minimum height - { - double d = 15; - double min = WATER_LEVEL-5; - if(p.Y < min) - return v2f(0,0); - else if(p.Y < min + d) - f *= ((p.Y-min)/d); - } -#endif - -#if 1 - double vv = 0.50 + 1.0 * noise3d_perlin( - 0.5+p.X/250, - 0.5+p.Y/250, - 0.5+p.Z/250, - seed+1324381, 4, 0.5); - double vve = rangelim(vv, 0.0, 1.0); - /*double vv = 1.0 - 2.0 * noise3d_perlin_abs( - 0.5+p.X/250, - 0.5+p.Y/250, - 0.5+p.Z/250, - seed+1324031, 4, 0.5); - double vve = 1.0 - exp(-MYMAX(0, vv*2.0));*/ - //double vve = rangelim(vv, 0, 1.0); - //dstream<<"vve="<<vve<<std::endl; - - /*// Limit turbulence near water level - double a = contour((p.Y-WATER_LEVEL)/10.0); - vve = (1.-a) * vve;*/ - - // Increase turbulence in elevated heights - double ah = WATER_LEVEL + 30; - if(p.Y > ah) - { - vve *= p.Y/ah; - } -#else - double vve = 1; -#endif - - double v1 = f * noise3d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - 0.5+p.Z/100, - seed+4045, 5, 0.65); + // Steepness factor of cliffs + double b = 1.0 + 1.0 * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed-932, 7, 0.7); + b = rangelim(b, 0.0, 1000.0); + b = pow(b, 5); + b *= 7; + b = rangelim(b, 3.0, 1000.0); + //dstream<<"b="<<b<<std::endl; + //double b = 20; + + // Offset to more low + double a_off = -0.2; + // High/low selector + /*double a = 0.5 + b * (a_off + noise2d_perlin( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed-359, 6, 0.7));*/ + double a = (double)0.5 + b * (a_off + noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed-359, 5, 0.60)); + // Limit + a = rangelim(a, 0.0, 1.0); - double v2 = f * noise3d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - 0.5+p.Z/100, - seed+9495, 5, 0.65); + //dstream<<"a="<<a<<std::endl; - return v2f(v1*vve, v2*vve); + double h = base*(1.0-a) + higher*a; #else - return v2f(0,0); -#endif -} -#endif - -bool is_carved(u64 seed, v3f p) -{ -#if 1 - double v1 = noise3d_perlin_abs( - 0.5+p.X/200, - 0.5+p.Y/200, - 0.5+p.Z/200, - seed+657890854, 5, 0.7); - - if(v1 > 1.45) - return true; -#endif - - double f = 10.0; - double y_div = 1.0; - - double v4 = contour(f*noise3d_perlin( - 0.5+p.X/200, - 0.5+p.Y/200*y_div, - 0.5+p.Z/200, - seed+87592, 5, 0.7)); - // Tilted 90 degrees - double v5 = contour(f*noise3d_perlin( - 0.5+p.X/200, - 0.5+p.Z/200, - 0.5+p.Y/200*y_div, - seed+98594, 5, 0.7)); - - double v45 = v4*v5; - if(v45 > 2.5/f) - return true; - - return false; -} - -bool is_underground_mud(u64 seed, v3f p) -{ - double v1 = noise3d_perlin_abs( - 0.5+p.X/50, - 0.5+p.Y/50, - 0.5+p.Z/50, - seed+83401, 5, 0.75); - return (v1 > 1.3); -} - -/* - if depth_guess!=NULL, it is set to a guessed value of how deep - underground the position is. -*/ -bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) -{ -#if 0 - // This is used for testing the output of the cave function - { - if(depth_guess) - *depth_guess = 10; - if(p.Y > 50) - return false; - return is_carved(seed, p); - } -#endif -#if 0 - // This is used for testing the output of the underground mud function - { - if(depth_guess) - *depth_guess = 10; - if(p.Y > 50) - return false; - return is_underground_mud(seed, p); - } + double h = base; #endif - - bool is_ground = true; - -#if 1 - if(is_carved(seed, p)) - is_ground = false; -#endif - - if(depth_guess || is_ground == true) - { - v2f t = base_ground_turbulence(seed, p); - - double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y)); - -#if 0 - if(depth_guess) - { - // Find highest surface near current - v3f dirs[4] = { - v3f(1,0,0), - v3f(-1,0,0), - v3f(0,0,1), - v3f(0,0,-1) - }; - double s2 = surface_y_f; - for(u32 i=0; i<4; i++) - { - v3f dir = dirs[i]; - // Get turbulence at around there - v2f t2 = base_ground_turbulence(seed, p+dir); - // Get ground height - v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z); - double s = base_rock_level_2d(seed, l); - if(s > s2) - s2 = s; - } - *depth_guess = s2 - p.Y; - } -#endif -#if 1 - if(depth_guess) - { - // Check a bit lower also, take highest surface - v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0)); - double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y)); - if(s2 > surface_y_f) - *depth_guess = s2 - p.Y; - else - *depth_guess = surface_y_f - p.Y; - } -#endif -#if 0 - if(depth_guess) - *depth_guess = surface_y_f - p.Y; -#endif - - if(p.Y > surface_y_f) - is_ground = false; - } - - /*if(depth_guess) - { - // Guess surface point - v3f p2(p.X, surface_y_f, p.Z); - v2f t2 = base_ground_turbulence - double u1 = - double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2)); - }*/ - - return is_ground; + return h; } #define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1 @@ -2481,18 +2017,12 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) This is the main map generation method */ -#if 0 MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, core::map<v3s16, MapBlock*> &changed_blocks, bool force) { DSTACK(__FUNCTION_NAME); - // Shall be not used now - //assert(0); - -#if 0 - /* Don't generate if already fully generated */ @@ -2633,8 +2163,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { // 22ms @cs=8 - TimeTaker timer1("ground level"); - dstream<<"Generating base ground..."<<std::endl; + //TimeTaker timer1("ground level"); for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++) for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++) @@ -2643,79 +2172,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); /* - Skip if already generated - */ - { - v3s16 p(p2d.X, y_nodes_min, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - } - - v2f p2df(p2d.X, p2d.Y); - - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - s16 min = y_nodes_min; - s16 max = y_nodes_max; - /*s16 min = -10; - s16 max = 20;*/ - //float surface_y_f = base_rock_level_2d(m_seed, p2df); - u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y)); - for(s16 y=min; y<=max; y++) - { -#if 1 - bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y)); - if(is) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif -#if 0 - double v = noise3d_perlin( - 0.5+(float)p2d.X/200, - 0.5+(float)y/200, - 0.5+(float)p2d.Y/200, - m_seed+293, 6, 0.55); - if(v > 0.0) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif -#if 0 - /*double v1 = 5 * noise3d_perlin( - 0.5+(float)p2df.X/200, - 0.5+(float)y/200, - 0.5+(float)p2df.Y/200, - m_seed+293, 6, 0.55); - - double v2 = 5 * noise3d_perlin( - 0.5+(float)p2df.X/200, - 0.5+(float)y/200, - 0.5+(float)p2df.Y/200, - m_seed+293, 6, 0.55);*/ - - double v1 = 0; - double v2 = 0; - - float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2)); - - if(y <= surface_y_f) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif - - vmanip.m_area.add_y(em, i, 1); - } - } - -#if 0 - // Node position - v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Skip if already generated + Skip of already generated */ { v3s16 p(p2d.X, y_nodes_min, p2d.Y); @@ -2757,7 +2214,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, vmanip.m_area.add_y(em, i, 1); } } -#endif } }//timer1 @@ -2779,8 +2235,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, /* Loop this part, it will make stuff look older and newer nicely */ - u32 age_count = 2; - for(u32 i_age=0; i_age<age_count; i_age++) + //for(u32 i_age=0; i_age<1; i_age++) + for(u32 i_age=0; i_age<2; i_age++) { // Aging loop { @@ -3276,7 +2732,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Randomize mud amount - s16 mud_add_amount = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count; + s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin( + 0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200, + m_seed+1, 3, 0.55)); // Find ground level s16 surface_y = find_ground_level_clever(vmanip, p2d); @@ -3319,7 +2777,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, }//timer1 { // 340ms @cs=8 - //TimeTaker timer1("flow mud"); + TimeTaker timer1("flow mud"); /* Flow mud away from steep edges @@ -3587,7 +3045,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Determine whether to have sand here - bool have_sand = get_have_sand_coast(p2d); + double sandnoise = noise2d_perlin( + 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, + m_seed+59420, 3, 0.50); + + bool have_sand = (sandnoise > -0.15); if(have_sand == false) continue; @@ -3665,6 +3127,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Don't make a tree under water level if(y < WATER_LEVEL) continue; + // Don't make a tree so high that it doesn't fit + if(y > y_nodes_max - 6) + continue; v3s16 p(x,y,z); /* Trees grow only on mud and grass @@ -3985,630 +3450,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } #endif - }//timer1 - - // Spread light around - { - TimeTaker timer("generateChunkRaw() spreadLight"); - vmanip.spreadLight(LIGHTBANK_DAY, light_sources); - } - - /* - Generation ended - */ - - timer_generate.stop(); - - /* - Blit generated stuff to map - */ - { - // 70ms @cs=8 - //TimeTaker timer("generateChunkRaw() blitBackAll"); - vmanip.blitBackAll(&changed_blocks); - } - - /* - Update day/night difference cache of the MapBlocks - */ - { - for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator(); - i.atEnd() == false; i++) - { - MapBlock *block = i.getNode()->getValue(); - block->updateDayNightDiff(); - } - } - -#endif - - /* - Create chunk metadata - */ - - for(s16 x=-1; x<=1; x++) - for(s16 y=-1; y<=1; y++) - { - v2s16 chunkpos0 = chunkpos + v2s16(x,y); - // Add chunk meta information - MapChunk *chunk = getChunk(chunkpos0); - if(chunk == NULL) - { - chunk = new MapChunk(); - m_chunks.insert(chunkpos0, chunk); - } - //chunk->setIsVolatile(true); - if(chunk->getGenLevel() > GENERATED_PARTLY) - chunk->setGenLevel(GENERATED_PARTLY); - } - - /* - Set central chunk non-volatile - */ - MapChunk *chunk = getChunk(chunkpos); - assert(chunk); - // Set non-volatile - //chunk->setIsVolatile(false); - chunk->setGenLevel(GENERATED_FULLY); - - /* - Save changed parts of map - */ - save(true); - - /* - Return central chunk (which was requested) - */ - return chunk; -} -#endif - -#if 0 -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map<v3s16, MapBlock*> &changed_blocks, - bool force) -{ - DSTACK(__FUNCTION_NAME); - - /* - Don't generate if already fully generated - */ - if(force == false) - { - MapChunk *chunk = getChunk(chunkpos); - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) - { - dstream<<"generateChunkRaw(): Chunk " - <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" - <<" already generated"<<std::endl; - return chunk; - } - } - -#if 0 - dstream<<"generateChunkRaw(): Generating chunk " - <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" - <<std::endl; - - TimeTaker timer("generateChunkRaw()"); - - // The distance how far into the neighbors the generator is allowed to go. - s16 max_spread_amount_sectors = 1; - assert(max_spread_amount_sectors <= m_chunksize); - s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE; - - // Minimum amount of space left on sides for mud to fall in - //s16 min_mud_fall_space = 2; - - // Maximum diameter of stone obstacles in X and Z - /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2; - assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/ - - s16 y_blocks_min = -2; - s16 y_blocks_max = 3; - //s16 h_blocks = y_blocks_max - y_blocks_min + 1; - s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE; - s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1; - - v2s16 sectorpos_base = chunk_to_sector(chunkpos); - s16 sectorpos_base_size = m_chunksize; - - /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1)); - s16 sectorpos_bigbase_size = m_chunksize * 3;*/ - v2s16 sectorpos_bigbase = - sectorpos_base - v2s16(1,1) * max_spread_amount_sectors; - s16 sectorpos_bigbase_size = - sectorpos_base_size + 2 * max_spread_amount_sectors; - - v3s16 bigarea_blocks_min( - sectorpos_bigbase.X, - y_blocks_min, - sectorpos_bigbase.Y - ); - - v3s16 bigarea_blocks_max( - sectorpos_bigbase.X + sectorpos_bigbase_size - 1, - y_blocks_max, - sectorpos_bigbase.Y + sectorpos_bigbase_size - 1 - ); - - // Relative values to control amount of stuff in one chunk - /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE - *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/ - /*u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE - *(u32)sectorpos_base_size*MAP_BLOCKSIZE - *(u32)h_blocks*MAP_BLOCKSIZE;*/ - - /* - The limiting edges of the lighting update, inclusive. - */ - s16 lighting_min_d = 0-max_spread_amount; - s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; - - /* - Create the whole area of this and the neighboring chunks - */ - { - TimeTaker timer("generateChunkRaw() create area"); - - for(s16 x=0; x<sectorpos_bigbase_size; x++) - for(s16 z=0; z<sectorpos_bigbase_size; z++) - { - v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z); - ServerMapSector *sector = createSector(sectorpos); - assert(sector); - - for(s16 y=y_blocks_min; y<=y_blocks_max; y++) - { - v3s16 blockpos(sectorpos.X, y, sectorpos.Y); - MapBlock *block = createBlock(blockpos); - - // Lighting won't be calculated - //block->setLightingExpired(true); - // Lighting will be calculated - block->setLightingExpired(false); - - /* - Block gets sunlight if this is true. - - This should be set to true when the top side of a block - is completely exposed to the sky. - - Actually this doesn't matter now because the - initial lighting is done here. - */ - block->setIsUnderground(y != y_blocks_max); - } - } - } - - /* - Now we have a big empty area. - - Make a ManualMapVoxelManipulator that contains this and the - neighboring chunks - */ - - ManualMapVoxelManipulator vmanip(this); - // Add the area we just generated - { - TimeTaker timer("generateChunkRaw() initialEmerge"); - vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); - } - - // Clear all flags - vmanip.clearFlag(0xff); - - TimeTaker timer_generate("generateChunkRaw() generate"); - - /* - Generate general ground level to full area - */ - - { - // 22ms @cs=8 - TimeTaker timer1("ground level"); - dstream<<"Generating base ground..."<<std::endl; - - for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++) - { - // Node position - v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Skip if already generated - */ - { - v3s16 p(p2d.X, y_nodes_min, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - } - - v2f p2df(p2d.X, p2d.Y); - - s16 mud_amount = get_mud_amount(m_seed, p2df); - - double tfxz = get_turbulence_factor_2d(m_seed, p2df); - bool turbulence_is_used = (tfxz > 0.001); - - s16 surface_y = 0; - - float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df); - s16 noturb_surface_y = noturb_surface_y_f; - - { - s16 depth_counter = 0; - s16 min = y_nodes_min; - s16 max = y_nodes_max; - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y)); - for(s16 y=max; y>=min; y--) - { - v3f p3df(p2df.X, y, p2df.Y); - - bool is_ground = false; - - bool turb_for_node = (turbulence_is_used - && y >= TURBULENCE_BOTTOM_CUTOFF_Y); - - if(is_carved(m_seed, p3df)) - { - is_ground = false; - } - else - { - if(turb_for_node) - { - double depth_guess; - is_ground = is_base_ground(m_seed, - p3df, &depth_guess); - - // Estimate the surface height - surface_y = y + depth_guess; - } - else - { - surface_y = noturb_surface_y; - } - - is_ground = (y <= surface_y); - } - - if(is_ground) - { - //vmanip.m_data[i].d = CONTENT_STONE; - /*if(y > surface_y - mud_amount) - vmanip.m_data[i].d = CONTENT_MUD; - else - vmanip.m_data[i].d = CONTENT_STONE;*/ - if(depth_counter < mud_amount) - vmanip.m_data[i].d = CONTENT_MUD; - else - vmanip.m_data[i].d = CONTENT_STONE; - } - else - vmanip.m_data[i].d = CONTENT_AIR; - - if(is_ground || depth_counter != 0) - depth_counter++; - #if 0 -#if 1 - bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y)); - if(is) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif -#endif - - vmanip.m_area.add_y(em, i, -1); - } - } - } - - }//timer1 - - { - // 50ms @cs=8 - //TimeTaker timer1("add water"); - - /* - Add water to the central chunk (and a bit more) - */ - - for(s16 x=0-max_spread_amount; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; - x++) - for(s16 z=0-max_spread_amount; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; - z++) - { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Find ground level - //s16 surface_y = find_ground_level(vmanip, p2d); - - /* - If ground level is over water level, skip. - NOTE: This leaves caves near water without water, - which looks especially crappy when the nearby water - won't start flowing either for some reason - */ - /*if(surface_y > WATER_LEVEL) - continue;*/ - - /* - Add water on ground - */ - { - v3s16 em = vmanip.m_area.getExtent(); - u8 light = LIGHT_MAX; - // Start at global water surface level - s16 y_start = WATER_LEVEL; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - - /*// Add first one to transforming liquid queue, if water - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y_start, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ - - for(s16 y=y_start; y>=y_nodes_min; y--) - { - n = &vmanip.m_data[i]; - - // Stop when there is no water and no air - if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE - && n->d != CONTENT_WATER) - { - /*// Add bottom one to transforming liquid queue - vmanip.m_area.add_y(em, i, 1); - n = &vmanip.m_data[i]; - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ - - break; - } - - // Make water only not in dungeons - if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) - { - n->d = CONTENT_WATERSOURCE; - //n->setLight(LIGHTBANK_DAY, light); - - // Add to transforming liquid queue (in case it'd - // start flowing) - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - } - - // Next one - vmanip.m_area.add_y(em, i, -1); - if(light > 0) - light--; - } - } - - } - - }//timer1 - - { - //TimeTaker timer1("convert mud to sand"); - - /* - Convert mud to sand - */ - - //s16 mud_add_amount = myrand_range(2, 4); - //s16 mud_add_amount = 0; - - /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/ - for(s16 x=0-max_spread_amount+1; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; - x++) - for(s16 z=0-max_spread_amount+1; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; - z++) - { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Determine whether to have sand here - bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y)); - - if(have_sand == false) - continue; - - // Find ground level - s16 surface_y = find_ground_level_clever(vmanip, p2d); - - if(surface_y > WATER_LEVEL + 2) - continue; - - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - u32 not_sand_counter = 0; - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - n->d = CONTENT_SAND; - } - else - { - not_sand_counter++; - if(not_sand_counter > 3) - break; - } - - vmanip.m_area.add_y(em, i, -1); - } - } - - } - - }//timer1 - - { - // 19ms @cs=8 - //TimeTaker timer1("grow grass"); - - /* - Grow grass - */ - - /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++) - for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/ - for(s16 x=0-max_spread_amount; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; - x++) - for(s16 z=0-max_spread_amount; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; - z++) - { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - /* - 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 = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - // Go to ground level - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(n.d != CONTENT_AIR - && n.d != CONTENT_LEAVES) - break; - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - surface_y = y; - else - surface_y = y_nodes_min; - } - - u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_MUD) - n->d = CONTENT_GRASS; - } - - }//timer1 - - { - // 1ms @cs=8 - //TimeTaker timer1("generate trees"); - - /* - Generate some trees - */ - { - // Divide area into parts - s16 div = 8; - s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0<div; x0++) - for(s16 z0=0; z0<div; z0++) - { - // Center position of part of division - v2s16 p2d_center( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 - ); - // Minimum edge of part of division - v2s16 p2d_min( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 - ); - // Maximum edge of part of division - v2s16 p2d_max( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 - ); - // Amount of trees - u32 tree_count = area * tree_amount_2d(m_seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; i<tree_count; i++) - { - s16 x = myrand_range(p2d_min.X, p2d_max.X); - s16 z = myrand_range(p2d_min.Y, p2d_max.Y); - s16 y = find_ground_level(vmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - v3s16 p(x,y,z); - /* - Trees grow only on mud and grass - */ - { - u32 i = vmanip.m_area.index(v3s16(p)); - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - } - p.Y++; - // Make a tree - make_tree(vmanip, p); - } - } - /*u32 tree_max = relative_area / 60; - //u32 count = myrand_range(0, tree_max); - for(u32 i=0; i<count; i++) - { - s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1); - s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1); - x += sectorpos_base.X*MAP_BLOCKSIZE; - z += sectorpos_base.Y*MAP_BLOCKSIZE; - s16 y = find_ground_level(vmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - v3s16 p(x,y+1,z); - // Make a tree - make_tree(vmanip, p); - }*/ - } - - }//timer1 - - - /* - Initial lighting (sunlight) - */ - - core::map<v3s16, bool> light_sources; - - { - // 750ms @cs=8, can't optimize more - TimeTaker timer1("initial lighting"); - -#if 1 - /* - This has to be 1 smaller than the actual area, because - neighboring nodes are checked. - */ for(s16 x=lighting_min_d+1; x<=lighting_max_d-1; x++) @@ -4624,7 +3466,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ { u8 light = LIGHT_SUN; - bool add_to_sources = false; v3s16 em = vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); @@ -4643,41 +3484,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, light--; } - // This doesn't take much time - if(add_to_sources == false) - { - /* - Check sides. If side is not air or water, start - adding to light_sources. - */ - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - vmanip.m_area.add_p(em, i2, dirp); - MapNode *n2 = &vmanip.m_data[i2]; - if( - n2->d != CONTENT_AIR - && n2->d != CONTENT_WATERSOURCE - && n2->d != CONTENT_WATER - ){ - add_to_sources = true; - break; - } - } - } - n->setLight(LIGHTBANK_DAY, light); n->setLight(LIGHTBANK_NIGHT, 0); // This doesn't take much time - if(light != 0 && add_to_sources) + if(light != 0) { // Insert light source light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); @@ -4724,7 +3535,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, block->updateDayNightDiff(); } } -#endif + /* Create chunk metadata @@ -4766,7 +3577,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, return chunk; } - MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, core::map<v3s16, MapBlock*> &changed_blocks) { @@ -4774,9 +3584,6 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")" <<std::endl; - // Shall be not used now - //assert(0); - /*for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++)*/ for(s16 x=-0; x<=0; x++) @@ -4795,7 +3602,6 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, MapChunk *chunk = getChunk(chunkpos1); return chunk; } -#endif ServerMapSector * ServerMap::createSector(v2s16 p2d) { @@ -4856,8 +3662,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d, DSTACK("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); - -#if 0 + /* Check chunk status */ @@ -4876,8 +3681,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d, // Generate chunk and neighbors generateChunk(chunkpos, changed_blocks); } -#endif - + /* Return sector if it exists now */ @@ -4909,6 +3713,13 @@ MapSector * ServerMap::emergeSector(v2s16 p2d, <<std::endl; #if 0 + dstream<<"WARNING: Creating an empty sector."<<std::endl; + + return createSector(p2d); + +#endif + +#if 1 dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl; // Generate chunk @@ -4923,14 +3734,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d, dstream<<"ERROR: Could not get sector from anywhere."<<std::endl; - //assert(0); -#endif - -#if 1 - dstream<<"WARNING: Creating an empty sector."<<std::endl; - - return createSector(p2d); - + assert(0); #endif /* @@ -4939,960 +3743,9 @@ MapSector * ServerMap::emergeSector(v2s16 p2d, //return generateSector(); } -enum BlockType{ - BT_GROUND, - BT_SURFACE, - BT_SKY -}; - -MapBlock* ServerMap::generateBlockRaw(v3s16 blockpos0, - core::map<v3s16, MapBlock*> &changed_blocks, - bool force) -{ - DSTACK(__FUNCTION_NAME); - - /* - Don't generate if already fully generated - */ - if(force == false) - { - MapBlock *block = getBlockNoCreateNoEx(blockpos0); - if(block != NULL && block->isFullyGenerated()) - { - dstream<<"generateBlockRaw(): Block " - <<"("<<blockpos0.X<<","<<blockpos0.Y - <<","<<blockpos0.Z<<")" - <<" already generated (not forced)"<<std::endl; - return block; - } - } - - /*dstream<<"generateBlockRaw(): Generating block " - <<"("<<blockpos0.X<<","<<blockpos0.Y - <<","<<blockpos0.Z<<")" - <<std::endl;*/ - - //TimeTaker timer("generateBlockRaw()"); - - /* - Calculate some simple values - */ - - v2s16 sectorpos0(blockpos0.X, blockpos0.Z); - - /* - Fill in some variables for the code that was copied from - generateChunkRaw - */ - s16 y_blocks_min = blockpos0.Y-1; - s16 y_blocks_max = blockpos0.Y+1; - s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE; - s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1; - v2s16 sectorpos_bigbase = sectorpos0 - v2s16(1,1); - s16 sectorpos_bigbase_size = 3; - v2s16 sectorpos_base = sectorpos0; - s16 sectorpos_base_size = 1; - s16 max_spread_amount = MAP_BLOCKSIZE; - s16 lighting_min_d = 0-max_spread_amount; - s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; - - /* - Create the whole area of this and the neighboring blocks - */ - - core::list<v3s16> blocks_created; - - { - //TimeTaker timer("generateBlockRaw() create area"); - - for(s16 x=-1; x<=1; x++) - for(s16 z=-1; z<=1; z++) - { - v2s16 sectorpos = sectorpos0 + v2s16(x,z); - ServerMapSector *sector = createSector(sectorpos); - assert(sector); - - for(s16 y=blockpos0.Y-1; y<=blockpos0.Y+1; y++) - { - v3s16 blockpos(sectorpos.X, y, sectorpos.Y); - - MapBlock *block = getBlockNoCreateNoEx(blockpos); - if(block && block->isDummy() == false) - continue; - - block = createBlock(blockpos); - block->setFullyGenerated(false); - - blocks_created.push_back(blockpos); - - // Lighting won't be calculated - block->setLightingExpired(true); - // Lighting will be calculated - //block->setLightingExpired(false); - - /* - Block gets sunlight if this is true. - - This should be set to true when the top side of a block - is completely exposed to the sky. - - This doesn't matter if the initial lighting is done - here. - */ - //block->setIsUnderground(y != y_blocks_max); - block->setIsUnderground(false); - } - } - } - - /* - Now we have a big empty area of (16x16x16)x27. - - Make a ManualMapVoxelManipulator that contains the whole area. - */ - - ManualMapVoxelManipulator vmanip(this); - // Add the area we just generated - { - //TimeTaker timer("generateBlockRaw() initialEmerge"); - vmanip.initialEmerge(blockpos0-v3s16(1,1,1), blockpos0+v3s16(1,1,1)); - } - - // Clear all flags - vmanip.clearFlag(0xff); - - // Block type of blockpos0 - BlockType center_block_type = BT_SURFACE; - - /* - Generate general ground level to newly created blocks. - Only stone is used and it is converted to other stuff later on. - */ - { - // 22ms @cs=8 - //dstream<<"Generating base ground..."<<std::endl; - //TimeTaker timer1("ground level"); - - // Loop through created blocks - for(core::list<v3s16>::Iterator i = blocks_created.begin(); - i != blocks_created.end(); i++) - { - v3s16 blockpos = *i; - v2s16 sectorpos(blockpos.X, blockpos.Z); - - /* - Approximate whether this block is a surface block, an air - block or a ground block. - - This shall never mark a surface block as non-surface. - */ - - BlockType block_type = BT_SURFACE; - v3s16 p_nodes = blockpos * MAP_BLOCKSIZE; - s32 lowest_ground_y = 32767; - s32 highest_ground_y = -32768; - u8 water_material = CONTENT_WATERSOURCE; - - { - /* - Estimate surface at different positions of the block, to - try to accomodate the effect of turbulence. - */ - v3f checklist[] = { - v3f(0,0,0), - v3f(0,1,0), - v3f(0,1,1), - v3f(0,0,1), - v3f(1,0,0), - v3f(1,1,0), - v3f(1,1,1), - v3f(1,0,1), - v3f(0.5,0.5,0.5), - }; - v3f p_nodes_f = intToFloat(p_nodes, 1); - float surface_y_max = -1000000; - float surface_y_min = 1000000; - for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++) - { - v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE; - - double depth_guess; - /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess); - - // Estimate the surface height - float surface_y_f = p_map_f.Y + depth_guess; - - if(surface_y_f > surface_y_max) - surface_y_max = surface_y_f; - if(surface_y_f < surface_y_min) - surface_y_min = surface_y_f; - } - - float block_low_y_f = p_nodes_f.Y; - float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE; - - /*dstream<<"surface_y_max="<<surface_y_max - <<", surface_y_min="<<surface_y_min - <<", block_low_y_f="<<block_low_y_f - <<", block_high_y_f="<<block_high_y_f - <<std::endl;*/ - - // A fuzzyness value - // Must accomodate mud and turbulence holes - float d_down = 16; - // Must accomodate a bit less - float d_up = 5; - - if(block_high_y_f < surface_y_min - d_down) - { - //dstream<<"BT_GROUND"<<std::endl; - // A ground block - block_type = BT_GROUND; - } - else if(block_low_y_f >= surface_y_max + d_up - && block_low_y_f > WATER_LEVEL + d_up) - { - //dstream<<"BT_SKY"<<std::endl; - // A sky block - block_type = BT_SKY; - } - else - { - //dstream<<"BT_SURFACE"<<std::endl; - // A surface block - block_type = BT_SURFACE; - } - - if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY) - { - lowest_ground_y = surface_y_min; - highest_ground_y = surface_y_max; - } - } - - if(blockpos == blockpos0) - center_block_type = block_type; - - if(block_type == BT_GROUND) - { - MapBlock *block = getBlockNoCreateNoEx(blockpos); - if(block) - block->setIsUnderground(true); - } - - /* - If the block has ground, generate ground precisely. - */ - - if(block_type == BT_SURFACE || block_type == BT_GROUND) - { - for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) - for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) - { - v2s16 real_p2d = v2s16(x0,z0) + sectorpos*MAP_BLOCKSIZE; - - v2f real_p2d_f(real_p2d.X,real_p2d.Y); - - double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f); - bool turbulence_is_used = (tfxz > 0.001); - - float surface_y_f = 0; - s16 surface_y = 0; - - float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f); - s16 noturb_surface_y = noturb_surface_y_f; - - // Get some statistics of surface height - if(noturb_surface_y < lowest_ground_y) - lowest_ground_y = noturb_surface_y; - if(noturb_surface_y > highest_ground_y) - highest_ground_y = noturb_surface_y; - - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16( - real_p2d.X, - blockpos.Y*MAP_BLOCKSIZE, - real_p2d.Y)); - for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) - { - s16 real_y = blockpos.Y * MAP_BLOCKSIZE + y0; - v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes; - MapNode n; - - /* - Calculate material - */ - - bool is_ground = false; - v3f real_pos_f = intToFloat(real_pos, 1); - - bool turb_for_node = (turbulence_is_used - && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y); - - bool is_cavern = false; - - if(is_carved(m_seed, real_pos_f)) - { - is_ground = false; - if(real_y < noturb_surface_y) - is_cavern = true; - } - else - { - if(turb_for_node) - { - double depth_guess; - is_ground = is_base_ground(m_seed, - real_pos_f, &depth_guess); - - // Estimate the surface height - surface_y_f = (float)real_y + depth_guess; - surface_y = real_y + depth_guess; - - // Save some statistics of surface height - if(surface_y < lowest_ground_y) - lowest_ground_y = surface_y; - if(surface_y > highest_ground_y) - highest_ground_y = surface_y; - } - else - { - surface_y = noturb_surface_y; - } - - is_ground = (real_y <= surface_y); - } - - // If node is not ground, it's air or water - if(is_ground == false) - { - // If under water level, it's water - if(real_y < WATER_LEVEL && !is_cavern) - { - n.d = water_material; - u8 dist = 16; - if(real_y >= surface_y) - dist = WATER_LEVEL-real_y+1; - n.setLight(LIGHTBANK_DAY, - diminish_light(LIGHT_SUN, dist)); - /* - Add to transforming liquid queue (in case it'd - start flowing) - */ - m_transforming_liquid.push_back(real_pos); - } - // else air - else - { - n.d = CONTENT_AIR; - - /* - Guess lighting - */ - if(real_y > surface_y + 4) - n.setLight(LIGHTBANK_DAY, LIGHT_SUN); - } - } - // Else it's ground - else - { - if(is_underground_mud(m_seed, real_pos_f)) - n.d = CONTENT_MUD; - else - n.d = CONTENT_STONE; - } - - vmanip.m_data[i] = n; - vmanip.m_area.add_y(em, i, 1); - } - } - }// BT_SURFACE - else // BT_SKY or anything else - { - MapNode n_fill; - if(block_type == BT_GROUND) - { - //n_fill.d = CONTENT_STONE; - } - else if(block_type == BT_SKY) - { - n_fill.d = CONTENT_AIR; - n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN); - } - else // fallback - { - n_fill.d = CONTENT_MESE; - } - - for(s16 x=0; x<MAP_BLOCKSIZE; x++) - for(s16 z=0; z<MAP_BLOCKSIZE; z++) - { - // Node position - v2s16 p2d = sectorpos*MAP_BLOCKSIZE + v2s16(x,z); - - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - s16 min = blockpos.Y*MAP_BLOCKSIZE; - s16 max = min + MAP_BLOCKSIZE-1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y)); - for(s16 y=min; y<=max; y++) - { - vmanip.m_data[i] = n_fill; - vmanip.m_area.add_y(em, i, 1); - } - } - } - } - } - - }//timer1 - - /* - Convert surface ground to mud - */ - - if(center_block_type == BT_SURFACE) - { -#if 1 - for(s16 x=0; x<MAP_BLOCKSIZE; x++) - for(s16 z=0; z<MAP_BLOCKSIZE; z++) - { - // Node position - v2s16 p2d = sectorpos0*MAP_BLOCKSIZE + v2s16(x,z); - v2f real_p2d_f(p2d.X,p2d.Y); - - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - s16 min = blockpos0.Y*MAP_BLOCKSIZE; - // Start from one above the central block - s16 max = min + MAP_BLOCKSIZE-1+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y)); - // If stone, there won't be mud - if(vmanip.m_data[i].d == CONTENT_STONE) - continue; - // Find top of ground - bool found = false; - s16 y; - for(y=max; y>=min; y--) - { - if(vmanip.m_data[i].d == CONTENT_STONE) - { - found = true; - break; - } - vmanip.m_area.add_y(em, i, -1); - } - if(found == false) - continue; - // Set mud - s16 mud_amount = get_mud_amount(m_seed, real_p2d_f); - for(s16 j=0; j<mud_amount; j++) - { - if(vmanip.m_data[i].d != CONTENT_STONE) - { - break; - } - if(j==0 && y >= WATER_LEVEL) - vmanip.m_data[i].d = CONTENT_GRASS; - else - vmanip.m_data[i].d = CONTENT_MUD; - vmanip.m_area.add_y(em, i, -1); - } - } - } -#endif - } - - /* - Convert mud to sand - */ - if(center_block_type == BT_SURFACE) - { - for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++) - { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Determine whether to have sand here - bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y)); - - if(have_sand == false) - continue; - - // Find ground level - s16 surface_y = find_ground_level_clever(vmanip, p2d); - - if(surface_y >= WATER_LEVEL + 2) - continue; - - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - u32 not_sand_counter = 0; - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - n->d = CONTENT_SAND; - } - else - { - not_sand_counter++; - if(not_sand_counter > 3) - break; - } - - vmanip.m_area.add_y(em, i, -1); - } - } - } - } - - /* - Add some minerals - */ - - if(center_block_type == BT_SURFACE || center_block_type == BT_GROUND) - { - s16 underground_level = 1 - blockpos0.Y; - - /* - Add meseblocks - */ - for(s16 i=0; i<underground_level/4 + 1; i++) - { - if(myrand()%25 == 0) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - cp += blockpos0*MAP_BLOCKSIZE; - - MapNode n; - n.d = CONTENT_MESE; - - for(u16 i=0; i<27; i++) - { - if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - vmanip.setNode(cp+g_27dirs[i], n); - } - } - } - - /* - Add coal - */ - u16 coal_amount = 60; - u16 coal_rareness = 120 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(myrand()%coal_rareness == 0) - { - u16 a = myrand() % 16; - u16 amount = coal_amount * a*a*a / 1000; - for(s16 i=0; i<amount; i++) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - cp += blockpos0*MAP_BLOCKSIZE; - - MapNode n; - n.d = CONTENT_STONE; - n.param = MINERAL_COAL; - - for(u16 i=0; i<27; i++) - { - if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - vmanip.setNode(cp+g_27dirs[i], n); - } - } - } - - /* - Add iron - */ - u16 iron_amount = 40; - u16 iron_rareness = 80 / iron_amount; - if(iron_rareness == 0) - iron_rareness = 1; - if(myrand()%iron_rareness == 0) - { - u16 a = myrand() % 16; - u16 amount = iron_amount * a*a*a / 1000; - for(s16 i=0; i<amount; i++) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - cp += blockpos0*MAP_BLOCKSIZE; - - MapNode n; - n.d = CONTENT_STONE; - n.param = MINERAL_IRON; - - for(u16 i=0; i<27; i++) - { - if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - vmanip.setNode(cp+g_27dirs[i], n); - } - } - } - } - - - /* - Generate some trees - */ - if(center_block_type == BT_SURFACE) - { - // Divide area into this amount of parts - s16 div = 1; - s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0<div; x0++) - for(s16 z0=0; z0<div; z0++) - { - // Center position of part of division - v2s16 p2d_center( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 - ); - // Minimum edge of part of division - v2s16 p2d_min( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 - ); - // Maximum edge of part of division - v2s16 p2d_max( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 - ); - // Amount of trees - u32 tree_count = area * tree_amount_2d(m_seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; i<tree_count; i++) - { - s16 x = myrand_range(p2d_min.X, p2d_max.X); - s16 z = myrand_range(p2d_min.Y, p2d_max.Y); - s16 y = find_ground_level(vmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - // Don't make a tree in other blocks - if(y < blockpos0.Y*MAP_BLOCKSIZE - || y >= (blockpos0.Y+1)*MAP_BLOCKSIZE) - continue; - v3s16 p(x,y,z); - /* - Trees grow only on mud and grass - */ - { - u32 i = vmanip.m_area.index(v3s16(p)); - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - } - p.Y++; - // Make a tree - make_tree(vmanip, p); - } - } - } - -#if 0 - /* - Initial lighting (sunlight) - TODO: Do the lighting this way, with the VoxelManipulator - */ - - core::map<v3s16, bool> light_sources; - - { - // 750ms @cs=8, can't optimize more - TimeTaker timer1("initial lighting"); - - /* - Go through the edges and apply sunlight to them, not caring - about neighbors - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Loop from top to down - { - u8 light = LIGHT_SUN; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - if(light != 0) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); - } - } - } - - /* - This has to be 1 smaller than the actual area, because - neighboring nodes are checked. - */ - for(s16 x=lighting_min_d+1; - x<=lighting_max_d-1; - x++) - for(s16 z=lighting_min_d+1; - z<=lighting_max_d-1; - z++) - { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Apply initial sunlight - */ - { - u8 light = LIGHT_SUN; - bool add_to_sources = false; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - // This doesn't take much time - if(add_to_sources == false) - { - /* - Check sides. If side is not air or water, start - adding to light_sources. - */ - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - vmanip.m_area.add_p(em, i2, dirp); - MapNode *n2 = &vmanip.m_data[i2]; - if( - n2->d != CONTENT_AIR - && n2->d != CONTENT_WATERSOURCE - && n2->d != CONTENT_WATER - ){ - add_to_sources = true; - break; - } - } - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - // This doesn't take much time - if(light != 0 && add_to_sources) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); - } - } - } - - }//timer1 - - // Spread light around - { - TimeTaker timer("generateBlockRaw() spreadLight"); - vmanip.spreadLight(LIGHTBANK_DAY, light_sources); - } -#endif - - /* - Blit generated stuff to map - */ - { - vmanip.blitBackAll(&changed_blocks); - } - -#if 0 - /* - Update day/night difference cache of the MapBlocks - */ - { - for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator(); - i.atEnd() == false; i++) - { - MapBlock *block = i.getNode()->getValue(); - block->updateDayNightDiff(); - } - } -#endif - - /*for(core::map<v3s16, MapBlock*>::Iterator - i = changed_blocks*/ - - // Done! - MapBlock *block = getBlockNoCreate(blockpos0); - block->setFullyGenerated(true); - - /* - TODO: Calculate lighting with the VoxelManipulator, not this way - */ - // emergeBlock reads this - block->setLightingExpired(true); - // Also set the above one, trees often will be there - { - MapBlock *block = getBlockNoCreate(blockpos0+v3s16(0,1,0)); - if(block) - block->setLightingExpired(true); - } - - return block; -} - - -/*MapBlock* ServerMap::generateBlock(v3s16 blockpos1, - core::map<v3s16, MapBlock*> &changed_blocks)*/ -MapBlock * ServerMap::generateBlock( - v3s16 blockpos1, - MapBlock *original_dummy, - ServerMapSector *sector, - core::map<v3s16, MapBlock*> &changed_blocks, - core::map<v3s16, MapBlock*> &lighting_invalidated_blocks -) -{ - dstream<<"generateBlock(): Generating block " - <<"("<<blockpos1.X<<","<<blockpos1.Y<<","<<blockpos1.Z<<")" - <<std::endl; - - /* - The block at blockpos1 should be generated fully, so that it won't - change in the future anymore when more stuff is generated. - - Now, a block can be generated with generateBlockRaw(). - generateBlockRaw() accesses the block and all its neighbors. - Here is what generateBlockRaw() does: - - If the asked block has been marked fully generated, do nothing. - - Create the asked block and its neighbors and generate the base - ground in them (if they don't exist) - - In places where the ground level is in the asked block, convert - top layer of ground to mud or sand. Conversion is extended to - the block below as needed. - - Add trees and other objects to the asked block. Parts of them - can be located in the neighboring blocks. - - Mark the asked block as fully generated. - - This means the block and all its neighbors have to be generated to - obtain a block that won't change in the future. - */ - for(s16 x=-1; x<=1; x++) - for(s16 y=-1; y<=1; y++) - for(s16 z=-1; z<=1; z++) - { - v3s16 blockpos0 = blockpos1 + v3s16(x,y,z); - MapBlock *block = getBlockNoCreateNoEx(blockpos0); - // Skip if already generated - if(block != NULL && block->isFullyGenerated()) - continue; - generateBlockRaw(blockpos0, changed_blocks); - } - - assert(blockNonVolatile(blockpos1)); - - MapBlock *block = getBlockNoCreate(blockpos1); - - return block; -} - -#if 0 /* NOTE: This is not used for main map generation, only for blocks - that are very high or low. - NOTE: Now it is used mainly. Might change in the future. + that are very high or low */ MapBlock * ServerMap::generateBlock( v3s16 p, @@ -5915,7 +3768,6 @@ MapBlock * ServerMap::generateBlock( v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; - v3s16 p_nodes = p * MAP_BLOCKSIZE; /* Do not generate over-limit @@ -5948,374 +3800,99 @@ MapBlock * ServerMap::generateBlock( s32 lowest_ground_y = 32767; s32 highest_ground_y = -32768; - - enum{ - BT_GROUND, - BT_SURFACE, - BT_SKY - } block_type = BT_SURFACE; - - {// ground_timer (0ms or ~100ms) - TimeTaker ground_timer("Ground generation"); - - /* - Approximate whether this block is a surface block, an air - block or a ground block. - - This shall never mark a surface block as non-surface. - */ - + + for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) + for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) { - /* - Estimate surface at different positions of the block, to - try to accomodate the effect of turbulence. - */ - v3f checklist[] = { - v3f(0,0,0), - v3f(0,1,0), - v3f(0,1,1), - v3f(0,0,1), - v3f(1,0,0), - v3f(1,1,0), - v3f(1,1,1), - v3f(1,0,1), - v3f(0.5,0.5,0.5), - }; - v3f p_nodes_f = intToFloat(p_nodes, 1); - float surface_y_max = -1000000; - float surface_y_min = 1000000; - for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++) - { - v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE; + //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl; - double depth_guess; - /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess); - - // Estimate the surface height - float surface_y_f = p_map_f.Y + depth_guess; + //s16 surface_y = 0; - if(surface_y_f > surface_y_max) - surface_y_max = surface_y_f; - if(surface_y_f < surface_y_min) - surface_y_min = surface_y_f; - } + s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0)) + + AVERAGE_MUD_AMOUNT; - float block_low_y_f = p_nodes_f.Y; - float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE; + if(surface_y < lowest_ground_y) + lowest_ground_y = surface_y; + if(surface_y > highest_ground_y) + highest_ground_y = surface_y; - /*dstream<<"surface_y_max="<<surface_y_max - <<", surface_y_min="<<surface_y_min - <<", block_low_y_f="<<block_low_y_f - <<", block_high_y_f="<<block_high_y_f - <<std::endl;*/ + s32 surface_depth = AVERAGE_MUD_AMOUNT; - // A fuzzyness value - // Must accomodate mud and turbulence holes - float d_down = 16; - // Must accomodate a bit less - float d_up = 5; - - if(block_high_y_f < surface_y_min - d_down) - { - //dstream<<"BT_GROUND"<<std::endl; - // A ground block - block_type = BT_GROUND; - } - else if(block_low_y_f >= surface_y_max + d_up - && block_low_y_f > WATER_LEVEL + d_up) - { - //dstream<<"BT_SKY"<<std::endl; - // A sky block - block_type = BT_SKY; - } - else - { - //dstream<<"BT_SURFACE"<<std::endl; - // A surface block - block_type = BT_SURFACE; - } - - if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY) - { - lowest_ground_y = surface_y_min; - highest_ground_y = surface_y_max; - } - } - - if(block_type == BT_SURFACE || block_type == BT_GROUND) - { - /* - Generate ground precisely - */ - - for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) - for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) + for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) { - //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl; - - //s16 surface_y = 0; - - /*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0)) - + AVERAGE_MUD_AMOUNT; - - if(surface_y < lowest_ground_y) - lowest_ground_y = surface_y; - if(surface_y > highest_ground_y) - highest_ground_y = surface_y;*/ - - v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE; - - v2f real_p2d_f(real_p2d.X,real_p2d.Y); - - s16 surface_depth = get_mud_amount(m_seed, real_p2d_f); - - double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f); - bool turbulence_is_used = (tfxz > 0.001); - - float surface_y_f = 0; - s16 surface_y = 0; - - float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f); - s16 noturb_surface_y = noturb_surface_y_f; + s16 real_y = block_y * MAP_BLOCKSIZE + y0; + MapNode n; + /* + Calculate lighting - // Get some statistics of surface height - if(noturb_surface_y < lowest_ground_y) - lowest_ground_y = noturb_surface_y; - if(noturb_surface_y > highest_ground_y) - highest_ground_y = noturb_surface_y; - - for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) - { - #if 1 - s16 real_y = block_y * MAP_BLOCKSIZE + y0; - v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes; - MapNode n; - /* - Calculate lighting - - NOTE: If there are some man-made structures above the - newly created block, they won't be taken into account. - */ - /*if(real_y > surface_y) - n.setLight(LIGHTBANK_DAY, LIGHT_SUN);*/ + NOTE: If there are some man-made structures above the + newly created block, they won't be taken into account. + */ + if(real_y > surface_y) + n.setLight(LIGHTBANK_DAY, LIGHT_SUN); - /* - Calculate material - */ - - bool is_ground = false; - v3f real_pos_f = intToFloat(real_pos, 1); - - bool turb_for_node = (turbulence_is_used - && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y); + /* + Calculate material + */ - bool is_cavern = false; - - if(is_carved(m_seed, real_pos_f)) + // If node is over heightmap y, it's air or water + if(real_y > surface_y) + { + // If under water level, it's water + if(real_y < WATER_LEVEL) { - is_ground = false; - if(real_y < noturb_surface_y) - is_cavern = true; + n.d = water_material; + n.setLight(LIGHTBANK_DAY, + diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1)); + /* + Add to transforming liquid queue (in case it'd + start flowing) + */ + v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE; + m_transforming_liquid.push_back(real_pos); } + // else air else + n.d = CONTENT_AIR; + } + // Else it's ground or dungeons (air) + else + { + // If it's surface_depth under ground, it's stone + if(real_y <= surface_y - surface_depth) { - if(turb_for_node) - { - double depth_guess; - is_ground = is_base_ground(m_seed, - real_pos_f, &depth_guess); - - // Estimate the surface height - surface_y_f = (float)real_y + depth_guess; - surface_y = real_y + depth_guess; - - // Get some statistics of surface height - if(surface_y < lowest_ground_y) - lowest_ground_y = surface_y; - if(surface_y > highest_ground_y) - highest_ground_y = surface_y; - } - else - { - surface_y = noturb_surface_y; - } - - is_ground = (real_y <= surface_y); - } - - // If node is not ground, it's air or water - if(is_ground == false) - { - // If under water level, it's water - if(real_y < WATER_LEVEL && !is_cavern) - { - n.d = water_material; - u8 dist = 16; - if(real_y >= surface_y) - dist = WATER_LEVEL-real_y+1; - n.setLight(LIGHTBANK_DAY, - diminish_light(LIGHT_SUN, dist)); - /* - Add to transforming liquid queue (in case it'd - start flowing) - */ - m_transforming_liquid.push_back(real_pos); - } - // else air - else - n.d = CONTENT_AIR; + n.d = CONTENT_STONE; } - // Else it's ground or dungeons (air) else { - // If it's surface_depth under ground, it's stone - if((float)real_y <= surface_y_f - surface_depth - 0.75) + // It is mud if it is under the first ground + // level or under water + if(real_y < WATER_LEVEL || real_y <= surface_y - 1) { - if(is_underground_mud(m_seed, real_pos_f)) - n.d = CONTENT_MUD; - else - n.d = CONTENT_STONE; - } - else if(surface_y_f <= WATER_LEVEL + 2.1 - && get_have_sand_coast(m_seed, real_p2d_f)) - { - n.d = CONTENT_SAND; + n.d = CONTENT_MUD; } else { - /*// It is mud if it is under the first ground - // level or under water - if(real_y < WATER_LEVEL || real_y <= surface_y - 1) - { - n.d = CONTENT_MUD; - } - else - { - n.d = CONTENT_GRASS; - }*/ - - if(get_have_sand_ground(m_seed, real_p2d_f)) - n.d = CONTENT_SAND; - else - n.d = CONTENT_MUD; - - /*// If under water level, it's mud - if(real_y < WATER_LEVEL) - n.d = CONTENT_MUD; - // Only the topmost node is grass - else if(real_y <= surface_y - 1) - n.d = CONTENT_MUD; - else - n.d = CONTENT_GRASS;*/ + n.d = CONTENT_GRASS; } - } - block->setNode(v3s16(x0,y0,z0), n); - #endif - #if 0 - s16 real_y = block_y * MAP_BLOCKSIZE + y0; - MapNode n; - /* - Calculate lighting + //n.d = CONTENT_MUD; - NOTE: If there are some man-made structures above the - newly created block, they won't be taken into account. - */ - if(real_y > surface_y) - n.setLight(LIGHTBANK_DAY, LIGHT_SUN); - - /* - Calculate material - */ - - // If node is over heightmap y, it's air or water - if(real_y > surface_y) - { - // If under water level, it's water + /*// If under water level, it's mud if(real_y < WATER_LEVEL) - { - n.d = water_material; - n.setLight(LIGHTBANK_DAY, - diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1)); - /* - Add to transforming liquid queue (in case it'd - start flowing) - */ - v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE; - m_transforming_liquid.push_back(real_pos); - } - // else air + n.d = CONTENT_MUD; + // Only the topmost node is grass + else if(real_y <= surface_y - 1) + n.d = CONTENT_MUD; else - n.d = CONTENT_AIR; + n.d = CONTENT_GRASS;*/ } - // Else it's ground or dungeons (air) - else - { - // If it's surface_depth under ground, it's stone - if(real_y <= surface_y - surface_depth) - { - n.d = CONTENT_STONE; - } - else - { - // It is mud if it is under the first ground - // level or under water - if(real_y < WATER_LEVEL || real_y <= surface_y - 1) - { - n.d = CONTENT_MUD; - } - else - { - n.d = CONTENT_GRASS; - } - - //n.d = CONTENT_MUD; - - /*// If under water level, it's mud - if(real_y < WATER_LEVEL) - n.d = CONTENT_MUD; - // Only the topmost node is grass - else if(real_y <= surface_y - 1) - n.d = CONTENT_MUD; - else - n.d = CONTENT_GRASS;*/ - } - } - - block->setNode(v3s16(x0,y0,z0), n); - #endif } - } - }// BT_SURFACE - else // BT_GROUND, BT_SKY or anything else - { - MapNode n_fill; - if(block_type == BT_GROUND) - { - //n_fill.d = CONTENT_STONE; - } - else if(block_type == BT_SKY) - { - n_fill.d = CONTENT_AIR; - n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN); - } - else // fallback - { - n_fill.d = CONTENT_MESE; - } - - for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) - for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) - for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) - { - //MapNode n = block->getNode(v3s16(x0,y0,z0)); - block->setNode(v3s16(x0,y0,z0), n_fill); + block->setNode(v3s16(x0,y0,z0), n); } } - }// ground_timer - /* Calculate some helper variables */ @@ -6340,7 +3917,7 @@ MapBlock * ServerMap::generateBlock( //dstream<<"generateBlock(): Getting local attributes"<<std::endl; - //float caves_amount = 0.5; + float caves_amount = 0.5; #if 0 { @@ -6358,11 +3935,6 @@ MapBlock * ServerMap::generateBlock( //dstream<<"generateBlock(): Done"<<std::endl; -#if 0 - // Set to true if has caves. - // Set when some non-air is changed to air when making caves. - bool has_dungeons = false; - /* Generate dungeons */ @@ -6376,7 +3948,7 @@ MapBlock * ServerMap::generateBlock( } // Fill table -#if 0 +#if 1 { /* Initialize orp and ors. Try to find if some neighboring @@ -6518,8 +4090,7 @@ continue_generating: // Partly underground = cave else if(!completely_underground) { - //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100)); - do_generate_dungeons = false; + do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100)); } // Found existing dungeon underground else if(found_existing && completely_underground) @@ -6582,6 +4153,10 @@ continue_generating: } #endif + // Set to true if has caves. + // Set when some non-air is changed to air when making caves. + bool has_dungeons = false; + /* Apply temporary cave data to block */ @@ -6611,7 +4186,6 @@ continue_generating: block->setNode(v3s16(x0,y0,z0), n); } } -#endif /* This is used for guessing whether or not the block should @@ -6668,8 +4242,8 @@ continue_generating: /* Add coal */ - u16 coal_amount = 60; - u16 coal_rareness = 120 / coal_amount; + u16 coal_amount = 30; + u16 coal_rareness = 60 / coal_amount; if(coal_rareness == 0) coal_rareness = 1; if(myrand()%coal_rareness == 0) @@ -6700,8 +4274,9 @@ continue_generating: /* Add iron */ - u16 iron_amount = 40; - u16 iron_rareness = 80 / iron_amount; + //TODO: change to iron_amount or whatever + u16 iron_amount = 15; + u16 iron_rareness = 60 / iron_amount; if(iron_rareness == 0) iron_rareness = 1; if(myrand()%iron_rareness == 0) @@ -6754,55 +4329,12 @@ continue_generating: } /* - Add block to sector + Add block to sector. */ sector->insertBlock(block); - // Lighting is invalid after generation for surface blocks - if(block_type == BT_SURFACE) - { -#if 1 - block->setLightingExpired(true); - lighting_invalidated_blocks.insert(p, block); -#else - block->setLightingExpired(false); -#endif - } - // Lighting is not invalid for other blocks - else - { - block->setLightingExpired(false); - } - - /* - Add trees - */ -#if 1 - if(some_part_underground && !completely_underground) - { - MapVoxelManipulator vm(this); - - double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8)); - u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE); - for(u16 i=0; i<tree_count/2; i++) - { - v3s16 tree_p = p_nodes + v3s16( - myrand_range(0,MAP_BLOCKSIZE-1), - 8, - myrand_range(0,MAP_BLOCKSIZE-1) - ); - double depth_guess; - /*bool is_ground =*/ is_base_ground(m_seed, - intToFloat(tree_p, 1), &depth_guess); - tree_p.Y += (depth_guess - 0.5); - if(tree_p.Y <= WATER_LEVEL) - continue; - make_tree(vm, tree_p); - } - - vm.blitBack(changed_blocks); - } -#endif + // Lighting is invalid after generation. + block->setLightingExpired(true); #if 0 /* @@ -6822,7 +4354,6 @@ continue_generating: return block; } -#endif MapBlock * ServerMap::createBlock(v3s16 p) { @@ -6955,7 +4486,6 @@ MapBlock * ServerMap::emergeBlock( bool does_not_exist = false; bool lighting_expired = false; - bool half_generated = false; MapBlock *block = sector->getBlockNoCreateNoEx(block_y); if(block == NULL) @@ -6970,10 +4500,6 @@ MapBlock * ServerMap::emergeBlock( { lighting_expired = true; } - else if(block->isFullyGenerated() == false) - { - half_generated = true; - } else { // Valid block @@ -6981,27 +4507,24 @@ MapBlock * ServerMap::emergeBlock( return block; } - if(half_generated == false) + /* + If block was not found on disk and not going to generate a + new one, make sure there is a dummy block in place. + */ + if(only_from_disk && (does_not_exist || lighting_expired)) { - /* - If block was not found on disk and not going to generate a - new one, make sure there is a dummy block in place. - */ - if(only_from_disk && (does_not_exist || lighting_expired)) - { - //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl; + //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl; - if(block == NULL) - { - // Create dummy block - block = new MapBlock(this, p, true); + if(block == NULL) + { + // Create dummy block + block = new MapBlock(this, p, true); - // Add block to sector - sector->insertBlock(block); - } - // Done. - return block; + // Add block to sector + sector->insertBlock(block); } + // Done. + return block; } //dstream<<"Not found on disk, generating."<<std::endl; @@ -7013,12 +4536,10 @@ MapBlock * ServerMap::emergeBlock( /* If the block doesn't exist, generate the block. */ - if(does_not_exist || half_generated) + if(does_not_exist) { block = generateBlock(p, block, sector, changed_blocks, - lighting_invalidated_blocks); - - lighting_expired = block->getLightingExpired(); + lighting_invalidated_blocks); } if(lighting_expired) @@ -7030,7 +4551,6 @@ MapBlock * ServerMap::emergeBlock( Initially update sunlight */ - if(lighting_expired) { core::map<v3s16, bool> light_sources; bool black_air_left = false; @@ -7156,7 +4676,7 @@ void ServerMap::save(bool only_changed) <<std::endl; saveMapMeta(); - //saveChunkMeta(); + saveChunkMeta(); u32 sector_meta_count = 0; u32 block_count = 0; @@ -7216,7 +4736,7 @@ void ServerMap::loadAll() dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl; loadMapMeta(); - //loadChunkMeta(); + loadChunkMeta(); std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/"); @@ -7307,8 +4827,7 @@ void ServerMap::saveMapMeta() DSTACK(__FUNCTION_NAME); dstream<<"INFO: ServerMap::saveMapMeta(): " - <<"seed="<<m_seed - /*<<", chunksize="<<m_chunksize*/ + <<"seed="<<m_seed<<", chunksize="<<m_chunksize <<std::endl; createDir(m_savedir); @@ -7324,7 +4843,7 @@ void ServerMap::saveMapMeta() Settings params; params.setU64("seed", m_seed); - //params.setS32("chunksize", m_chunksize); + params.setS32("chunksize", m_chunksize); params.writeLines(os); @@ -7364,15 +4883,13 @@ void ServerMap::loadMapMeta() } m_seed = params.getU64("seed"); - //m_chunksize = params.getS32("chunksize"); + m_chunksize = params.getS32("chunksize"); dstream<<"INFO: ServerMap::loadMapMeta(): " - <<"seed="<<m_seed - /*<<", chunksize="<<m_chunksize*/ + <<"seed="<<m_seed<<", chunksize="<<m_chunksize <<std::endl; } -#if 0 void ServerMap::saveChunkMeta() { DSTACK(__FUNCTION_NAME); @@ -7460,7 +4977,6 @@ void ServerMap::loadChunkMeta() m_chunks.insert(p, chunk); } } -#endif void ServerMap::saveSectorMeta(ServerMapSector *sector) { @@ -8149,6 +5665,8 @@ void ClientMap::expireMeshes(bool only_daynight_diffed) void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) { + assert(mapType() == MAPTYPE_CLIENT); + try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); @@ -8174,41 +5692,25 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} -} - -/* - Update mesh of block in which the node is, and if the node is at the - leading edge, update the appropriate leading blocks too. -*/ -void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio) -{ - v3s16 dirs[4] = { - v3s16(0,0,0), - v3s16(-1,0,0), - v3s16(0,-1,0), - v3s16(0,0,-1), - }; - v3s16 blockposes[4]; - for(u32 i=0; i<4; i++) - { - v3s16 np = nodepos + dirs[i]; - blockposes[i] = getNodeBlockPos(np); - // Don't update mesh of block if it has been done already - bool already_updated = false; - for(u32 j=0; j<i; j++) - { - if(blockposes[j] == blockposes[i]) - { - already_updated = true; - break; - } - } - if(already_updated) - continue; - // Update mesh - MapBlock *b = getBlockNoCreate(blockposes[i]); + /*// Trailing edge + try{ + v3s16 p = blockpos + v3s16(1,0,0); + MapBlock *b = getBlockNoCreate(p); + b->updateMesh(daynight_ratio); + } + catch(InvalidPositionException &e){} + try{ + v3s16 p = blockpos + v3s16(0,1,0); + MapBlock *b = getBlockNoCreate(p); + b->updateMesh(daynight_ratio); + } + catch(InvalidPositionException &e){} + try{ + v3s16 p = blockpos + v3s16(0,0,1); + MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } + catch(InvalidPositionException &e){}*/ } void ClientMap::PrintInfo(std::ostream &out) |