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* Save forceloaded blocks file periodically (#8535)Thomas Rudin2019-06-10
* HTTP API: Allow binary downloads and headers (#8573)SmallJoker2019-06-06
* builtin/../register.lua: Abort make_wrap_deregistration if param is invalidANAND2019-05-04
* Add sounds for falling and attached nodes (#7719)DS2019-03-05
* Statbars: Reduce initial update intervalSmallJoker2019-02-12
* Remove incorrect feature flag (#8086)Paul Ouellette2019-01-19
* Add eat sound (#7956)Wuzzy2018-12-10
* Rename hasprivs command to haspriv (#7860)Ezhh2018-11-13
* Add core.remove_detached_inventory (#7684)SmallJoker2018-10-10
* get_node_drops: Make empty drop return empty table (#7592)tenplus12018-08-30
* Feature check for commit ac4884c3d677ef51bcce47f95ccd49d874022692 (#7618)zeuner2018-08-12
* Replace auth.txt with SQLite auth database (#7279)Ben Deutsch2018-08-05
* Builtin: Replace deprecated function calls (#7561)SmallJoker2018-07-17
* Check if player exists on use of /privs (#7554)ClobberXD2018-07-16
* core.spawn_falling_node: Keep metadata (#7476)SmallJoker2018-07-09
* Builtin/../misc.lua: Replace minetest. with core., improve codestyle (#7540)ClobberXD2018-07-09
* Make the server status message customizable (#7357)SmallJoker2018-07-01
* Log usage of /pulverize (#7503)Anand S2018-06-30
* Add hasprivs chat command (#7336)Anand S2018-06-12
* Fix the /shutdown command (#7431)SmallJoker2018-06-11
* Fix typo (GH#7421)number Zero2018-06-10
* CSM/SSM: Add on_mods_loaded callback (#7411)Loïc Blot2018-06-06
* Fix missing ignore textures (#7326)you2018-05-20
* Small usage changes for air and ignore items (#7305)Wuzzy2018-05-20
* Builtin auth handler: Speed up file writing (#7252)SmallJoker2018-04-19
* Add player inventory callbacksSmallJoker2018-04-02
* ObjectRef: Add add_velocity() (#3208)you2018-03-31
* core.rotate_node: Do not trigger after_place_node (#6900)SmallJoker2018-03-29
* Optional alpha channel support for entitiesstujones112018-03-29
* Add reasons to on_dieplayer and on_hpchangeAndrew Ward2018-03-28
* is_area_protected: Rename from intersects_protection (#7073)SmallJoker2018-02-25
* /shutdown can't do countdown when using reconnect and/or shutdown message (#7...dopik2018-02-19
* Fix "Ignoring CONTENT_IGNORE redefinition" warning (#4393)you2018-02-18
* Add `on_auth_fail` callback (#7039)red-0012018-02-15
* Item entity: Delete in 'ignore' nodesparamat2018-02-13
* Falling.lua: Delete falling node entities on contact with 'ignore'paramat2018-02-13
* Add minetest.is_player (#7013)you2018-02-05
* Item entity: Prevent motion in ignore nodesparamat2018-02-05
* Add kill chat command (#6992)Wuzzy2018-02-04
* Make chat command + privilege help slightly more accurate (#6964)Wuzzy2018-01-29
* Intersects_protection(): Move from Minetest Game to builtin (#6952)Paramat2018-01-23
* Add callback to preserve node metadata as item metadataashtrayoz2017-12-14
* Builtin: Fix handle_node_drops crash with nil diggerSmallJoker2017-12-12
* Auth handler: Player deletion & Iterator (#6741)sfan52017-12-06
* Make core.auth_table private and structure builtin/auth.luasfan52017-12-01
* Clearobjects: Send progress messages to terminal using actionstreamparamat2017-11-24
* Sounds: Add falling node soundsAuke Kok2017-11-14
* Make use of safe file writing in auth handler (fixes #6576)sfan52017-11-08
* Item entities: Enable item collision detection for sudden movementDTA72017-11-06
* Fix default item callbacks to work with nil users (#5819)raymoo2017-10-28
or, seed, csize.X, csize.Z); noise_height = new Noise(&params->np_height, seed, csize.X, csize.Z); // 3D terrain noise // 1-up 1-down overgeneration noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z); MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; } MapgenV5::~MapgenV5() { delete noise_filler_depth; delete noise_factor; delete noise_height; delete noise_ground; } MapgenV5Params::MapgenV5Params() { spflags = 0; cave_width = 0.125; np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0); np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0); np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0); np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0); np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0); np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED); } //#define CAVE_NOISE_SCALE 12.0 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125 void MapgenV5Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); settings->getFloatNoEx("mgv5_cave_width", cave_width); settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv5_np_factor", np_factor); settings->getNoiseParams("mgv5_np_height", np_height); settings->getNoiseParams("mgv5_np_cave1", np_cave1); settings->getNoiseParams("mgv5_np_cave2", np_cave2); settings->getNoiseParams("mgv5_np_ground", np_ground); } void MapgenV5Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX); settings->setFloat("mgv5_cave_width", cave_width); settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv5_np_factor", np_factor); settings->setNoiseParams("mgv5_np_height", np_height); settings->setNoiseParams("mgv5_np_cave1", np_cave1); settings->setNoiseParams("mgv5_np_cave2", np_cave2); settings->setNoiseParams("mgv5_np_ground", np_ground); } int MapgenV5::getSpawnLevelAtPoint(v2s16 p) { //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed); if (f < 0.01) f = 0.01; else if (f >= 1.0) f *= 1.6; float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); for (s16 y = 128; y >= -128; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); if (n_ground * f > y - h) { // If solid // If either top 2 nodes of search are solid this is inside a // mountain or floatland with possibly no space for the player to spawn. if (y >= 127) { return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } else { // Ground below at least 2 nodes of empty space if (y <= water_level || y > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else return y; } } } //printf("getGroundLevelAtPoint: %dus\n", t.stop()); return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found } void MapgenV5::makeChunk(BlockMakeData *data) { // Pre-conditions assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && data->blockpos_requested.Y >= data->blockpos_min.Y && data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; node_max = (blockpos_max + v3s16(1, 1, 1)) * 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); // Create a block-specific seed blockseed = getBlockSeed2(full_node_min, seed); // Generate base terrain s16 stone_surface_max_y = generateBaseTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap biomegen->calcBiomeNoise(node_min); MgStoneType stone_type = generateBiomes(); // Generate caves if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y)) generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH); // Generate dungeons and desert temples if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); // Add top and bottom side of water to transforming_liquid queue updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting if (flags & MG_LIGHT) { calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); } this->generating = false; } //bool is_cave(u32 index) { // double d1 = contour(noise_cave1->result[index]); // double d2 = contour(noise_cave2->result[index]); // return d1*d2 > CAVE_NOISE_THRESHOLD; //} //bool val_is_ground(v3s16 p, u32 index, u32 index2d) { // double f = 0.55 + noise_factor->result[index2d]; // if(f < 0.01) // f = 0.01; // else if(f >= 1.0) // f *= 1.6; // double h = WATER_LEVEL + 10 * noise_height->result[index2d]; // return (noise_ground->result[index] * f > (double)p.Y - h); //} int MapgenV5::generateBaseTerrain() { u32 index = 0; u32 index2d = 0; int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; noise_factor->perlinMap2D(node_min.X, node_min.Z); noise_height->perlinMap2D(node_min.X, node_min.Z); noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); for (s16 z=node_min.Z; z<=node_max.Z; z++) { for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { u32 vi = vm->m_area.index(node_min.X, y, z); for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) { if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; if (f < 0.01) f = 0.01; else if (f >= 1.0) f *= 1.6; float h = noise_height->result[index2d]; if (noise_ground->result[index] * f < y - h) { if (y <= water_level) vm->m_data[vi] = MapNode(c_water_source); else vm->m_data[vi] = MapNode(CONTENT_AIR); } else { vm->m_data[vi] = MapNode(c_stone); if (y > stone_surface_max_y) stone_surface_max_y = y; } } index2d -= ystride; } index2d += ystride; } return stone_surface_max_y; }