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* Mapgen: Remove unused 'flat' and 'trees' flags from mg_flagsparamat2016-08-04
| | | | | | | | | | | | | | | | When the 'flat' and 'trees' flags were moved into mgv6_spflags they were left in mg_flags in an attempt to support old mgv6 worlds. However their appearence in mg_flags causes confusion, also, later, old-world support was found to be broken for mgv6 worlds with 'notrees'. This commit cleans up the mess and comes a month after a thread warning of the change, and explaining the required action, was posted in the news subforum. Only old mgv6 worlds with 'flat' or 'notrees' are affected, a small minority of worlds, the required action being correctly setting these flags in mgv6_spflags. Disable a section of the 'map settings manager' unit test which is to be changed as it is causing problems for pull requests.
* Add MapSettingsManager and new mapgen setting script API functionskwolekr2016-07-03
| | | | | | | | | | | | | | | This commit refactors the majority of the Mapgen settings system. - MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap, instead of the EmergeManager. - New Script API functions added: core.get_mapgen_setting core.get_mapgen_setting_noiseparams, core.set_mapgen_setting, and core.set_mapgen_setting_noiseparams. - minetest.get/set_mapgen_params are deprecated by the above new functions. - It is now possible to view and modify any arbitrary mapgen setting from a mod, rather than the base MapgenParams structure. - MapgenSpecificParams has been removed.
* Mapgen: Refactor mapgen creation and managementkwolekr2016-07-03
| | | | | | - Move mapgen creation logic out of EmergeManager and into Mapgen - Internally represent mapgen type as an enum value, instead of a string - Remove the need for a MapgenFactory per mapgen
* Dungeons: Generalise use, add capabilities, various modificationsparamat2016-06-17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | - Generalise node names to c_wall and c_alt_wall - Remove 'mossratio' and instead disable alt_wall loop if c_alt_wall == CONTENT_IGNORE - Use one generalised 3D noise for alternative wall nodes and in mgv6 create moss distribution similar to the previous - Rename rarity noise to density noise and enable the option of multiple dungeons per chunk determined by the value. Recreate previous distribution - Add parameters for min and max rooms per dungeon - Add dungeon y limits - Integrate river water properly Generalisation is needed now that we have sandstone and desert stone dungeons by default and can choose any node for alternative structure. The current code is based around cobble dungeons with mossycobble alternative nodes, the 2 noises controlling the alternative nodes are based on wetness. Enabling multiple dungeons per chunk with definable number of rooms allows the option of very dense and complex underground structures that could interconnect to create megastructures. Y limits are added to be consistent with other mapgen elements, and enable locaton of dungeon or megastructure realms as part of our 'stacked realms' philosophy.
* Mapgen: Optimize biomemap creation by combining with generateBiomeskwolekr2016-06-05
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* Biome API: Add per-biome riverbed material and depthparamat2016-06-05
| | | | | | Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
* Mapgen: Performance improvement and fixes for updateLiquid (#4065)MillersMan2016-06-04
| | | | | | | | - Adds only ~100 nodes per chunk to trans_liquid with similar processing time - Adds liquid nodes themselves instead of potential solid nodes below them - CONTENT_IGNORE nodes are interpreted as if they continue their neighborhood - This allows liquid columns to span multiple chunks without being interrupted - NOTE: Expects an one-node border in generation chunk without liquid changes
* Change internal type for seeds to s32kwolekr2016-06-04
| | | | | This fixes value truncation (and therefore incompatibility) on platforms with an LP32 data model, such as VAX or MS-DOS.
* Dungeongen: Remove dependency on Mapgenkwolekr2016-05-27
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* Mapgen: Combine dungeon generation codekwolekr2016-05-27
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* Mapgen: Deduplicate common constructor codekwolekr2016-05-27
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* Mapgen: Remove calculateNoise from most mapgenskwolekr2016-05-27
| | | | | | This commit moves noise calculation to the functions where the noise is actually required, increasing the separation of concerns and level of interdependency for each mapgen method. Valleys Mapgen is left unmodified.
* Cavegen: Move V5-style caves to CavesNoiseIntersectionkwolekr2016-05-27
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* Cavegen: Re-add small caves to CavesRandomWalkkwolekr2016-05-27
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* Cavegen: Remove CavesRandomWalk dependency on Mapgenkwolekr2016-05-27
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* Cavegen: Merge CaveV5 and CaveV7 into CavesRandomWalkkwolekr2016-05-27
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* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
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* Mapgen: Combine generateBiomes, dustTopNodes, and generateCaveskwolekr2016-05-27
| | | | | This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
* Mapgen: Don't spread light of nodes outside the desired areakwolekr2016-03-30
| | | | | | | This fixes #3935, a regression from 0338c2e. An 'optimization' was performed where an index for the VoxelManip being operated on was mistakenly used for bounds checking within the incorrect VoxelArea, namely, the area wherein light should be spread.
* Mapgen: Spread both night and day light banks in spreadLightkwolekr2016-03-29
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* Mapgen: Add propagate_shadow bool to calcLightingparamat2015-12-07
| | | | | | | | | | To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
* Mapgen: Add global 'decorations' flagparamat2015-11-21
| | | | | | | | | | Flag is set by default in MapgenParams The global 'trees' flag remains but is now undocumented and unset by default in MapgenParams Add mgv6_spflag 'trees' set by default in defaultsettings.cpp to affect new worlds only This is automatically backwards compatible for existing worlds
* Decoration API: Add flag for placement on liquid surfaceparamat2015-10-23
| | | | | Add findLiquidSurface() function to mapgen.cpp Update lua_api.txt
* Add emerge completion callback mechanismkwolekr2015-10-04
| | | | Major refactor of emerge.cpp and Map::init/finishBlockMake
* Define and use limit constants for Irrlicht fixed-width typeskwolekr2015-10-04
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* Various style cleanups + unused code removalest312015-09-19
| | | | | | | | | | -> Don't pass pointer to whole IGameDef to NodeMetadata constructors and deserializers, but only to IItemDefManager, which is needed -> Remove the unused content_mapnode_get_new_name() method -> Fix style for MapBlock::deSerialize and MapBlock::deSerialize_pre22, improving accuracy of error messages a bit -> Fix style at other serialisation methods too -> Improve accuracy of some comments
* Remove unused functions.onkrot2015-08-16
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* Add map limit config optionrubenwardy2015-08-02
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* Mapgen objects: Enable heatmap and humidmap for all biome api mapgensparamat2015-06-20
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* Biome API: Add noise defined biome blendparamat2015-06-18
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* Split ObjDef/ObjDefManager out to objdef.cppkwolekr2015-05-18
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* ObjDefManager: Set replacement object's handle info after calling set()kwolekr2015-05-03
| | | | | Make gamedef optional when constructing an ObjDefManager Add note about object ownership
* Fix MSVC error caused by ed10005SmallJoker2015-04-02
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* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr2015-03-31
| | | | Add core.clear_registered_schematics() and refactor schematics somewhat
* Add support for the PCG32 PRNG algo (and associated script APIs)kwolekr2015-03-22
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* Revert "Fix issue #2441: crash on respawn, since a conversion std::list to ↵kwolekr2015-03-20
| | | | | | | std::vector on Environment.cpp" This reverts parts of commit 9749d9fee6db99da1ab861dc04ec63ef973db3e0, which breaks node resolver list clearing
* Heightmaps: Fix uninitialised values in mgv5/mgv6. findGroundLevel: Return ↵paramat2015-03-08
| | | | -MAP_GENERATION_LIMIT if surface not found
* Respect game mapgen flags and save world noise paramsngosang2015-03-07
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* Fix mapgen using unitialised height map valuesCraig Robbins2015-03-06
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* Fix issue #2441: crash on respawn, since a conversion std::list to ↵Loic Blot2015-03-05
| | | | | | | std::vector on Environment.cpp * Also change some std::list to std::vector for ClientMap::renderMap * Remove disabled code in ClientMap::renderMap, disabled since a long time
* Fix all warnings and remove -Wno-unused-but-set cflagkwolekr2015-01-18
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* Prevent transform of noise3d result in getBlockSeed2kwolekr2015-01-12
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* Optionally specify propagateSunlight area in calcLightingkwolekr2015-01-05
| | | | This fixes the Mapgen V5 calcLighting segfault
* Add minetest.generate_ores() and minetest.generate_decorations()kwolekr2015-01-04
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* Lighting: Fix nearly all issueskwolekr2015-01-04
| | | | | | | | | | | The cause of a single light source seemingly being lit without spread was due to its creation in the +Y mapblock boundary layer during map generation, which was ignored as the overtop. This overtop explicitly needs to be omitted during sunlight propagation, however. To accomplish this, Mapgen::calcLighting() was split into separate functions taking separate parameters. Additionally, do not diminish light too early during spread. This fixes the output inconsistency between Map::updateLighting and Mapgen::calcLighting.
* Mapgen: Use getBlockSeed2() for blockseeds (much better uniformity)kwolekr2014-12-29
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* Redefine NodeResolver interface and replace with callback mechanismkwolekr2014-12-27
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* Add minetest.clear_registered_decorations() and clear_registered_ores()kwolekr2014-12-12
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