/* Minetest Copyright (C) 2014-2016 kwolekr, Ryan Kwolek Copyright (C) 2015-2017 paramat This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "mg_decoration.h" #include "mg_schematic.h" #include "mapgen.h" #include "noise.h" #include "map.h" #include "log.h" #include "util/numeric.h" #include FlagDesc flagdesc_deco[] = { {"place_center_x", DECO_PLACE_CENTER_X}, {"place_center_y", DECO_PLACE_CENTER_Y}, {"place_center_z", DECO_PLACE_CENTER_Z}, {"force_placement", DECO_FORCE_PLACEMENT}, {"liquid_surface", DECO_LIQUID_SURFACE}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// DecorationManager::DecorationManager(IGameDef *gamedef) : ObjDefManager(gamedef, OBJDEF_DECORATION) { } size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) { size_t nplaced = 0; for (size_t i = 0; i != m_objects.size(); i++) { Decoration *deco = (Decoration *)m_objects[i]; if (!deco) continue; nplaced += deco->placeDeco(mg, blockseed, nmin, nmax); blockseed++; } return nplaced; } /////////////////////////////////////////////////////////////////////////////// Decoration::Decoration() { mapseed = 0; fill_ratio = 0; sidelen = 1; flags = 0; } Decoration::~Decoration() { } void Decoration::resolveNodeNames() { getIdsFromNrBacklog(&c_place_on); getIdsFromNrBacklog(&c_spawnby); } bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p) { // Check if the decoration can be placed on this node u32 vi = vm->m_area.index(p); if (!CONTAINS(c_place_on, vm->m_data[vi].getContent())) return false; // Don't continue if there are no spawnby constraints if (nspawnby == -1) return true; int nneighs = 0; static const v3s16 dirs[16] = { v3s16( 0, 0, 1), v3s16( 0, 0, -1), v3s16( 1, 0, 0), v3s16(-1, 0, 0), v3s16( 1, 0, 1), v3s16(-1, 0, 1), v3s16(-1, 0, -1), v3s16( 1, 0, -1), v3s16( 0, 1, 1), v3s16( 0, 1, -1), v3s16( 1, 1, 0), v3s16(-1, 1, 0), v3s16( 1, 1, 1), v3s16(-1, 1, 1), v3s16(-1, 1, -1), v3s16( 1, 1, -1) }; // Check these 16 neighbouring nodes for enough spawnby nodes for (size_t i = 0; i != ARRLEN(dirs); i++) { u32 index = vm->m_area.index(p + dirs[i]); if (!vm->m_area.contains(index)) continue; if (CONTAINS(c_spawnby, vm->m_data[index].getContent())) nneighs++; } if (nneighs < nspawnby) return false; return true; } size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) { PcgRandom ps(blockseed + 53); int carea_size = nmax.X - nmin.X + 1; // Divide area into parts // If chunksize is changed it may no longer be divisable by sidelen if (carea_size % sidelen) sidelen = carea_size; s16 divlen = carea_size / sidelen; int area = sidelen * sidelen; for (s16 z0 = 0; z0 < divlen; z0++) for (s16 x0 = 0; x0 < divlen; x0++) { v2s16 p2d_center( // Center position of part of division nmin.X + sidelen / 2 + sidelen * x0, nmin.Z + sidelen / 2 + sidelen * z0 ); v2s16 p2d_min( // Minimum edge of part of division nmin.X + sidelen * x0, nmin.Z + sidelen * z0 ); v2s16 p2d_max( // Maximum edge of part of division nmin.X + sidelen + sidelen * x0 - 1, nmin.Z + sidelen + sidelen * z0 - 1 ); // Amount of decorations float nval = (flags & DECO_USE_NOISE) ? NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) : fill_ratio; u32 deco_count = 0; float deco_count_f = (float)area * nval; if (deco_count_f >= 1.f) { deco_count = deco_count_f; } else if (deco_count_f > 0.f) { // For low density decorations calculate a chance for 1 decoration if (ps.range(1000) <= deco_count_f * 1000.f) deco_count = 1; } for (u32 i = 0; i < deco_count; i++) { s16 x = ps.range(p2d_min.X, p2d_max.X); s16 z = ps.range(p2d_min.Y, p2d_max.Y); int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X); s16 y = -MAX_MAP_GENERATION_LIMIT; if (flags & DECO_LIQUID_SURFACE) y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y); else if (mg->heightmap) y = mg->heightmap[mapindex]; else y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y); if (y < nmin.Y || y > nmax.Y || y < y_min || y > y_max) continue; if (y + getHeight() > mg->vm->m_area.MaxEdge.Y) { continue; #if 0 printf("Decoration at (%d %d %d) cut off\n", x, y, z); //add to queue MutexAutoLock cutofflock(cutoff_mutex); cutoffs.push_back(CutoffData(x, y, z, height)); #endif } if (mg->biomemap) { UNORDERED_SET::iterator iter; if (!biomes.empty()) { iter = biomes.find(mg->biomemap[mapindex]); if (iter == biomes.end()) continue; } } v3s16 pos(x, y, z); if (generate(mg->vm, &ps, pos)) mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index); } } return 0; } #if 0 void Decoration::placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) { PcgRandom pr(blockseed + 53); std::vector handled_cutoffs; // Copy over the cutoffs we're interested in so we don't needlessly hold a lock { MutexAutoLock cutofflock(cutoff_mutex); for (std::list::iterator i = cutoffs.begin(); i != cutoffs.end(); ++i) { CutoffData cutoff = *i; v3s16 p = cutoff.p; s16 height = cutoff.height; if (p.X < nmin.X || p.X > nmax.X || p.Z < nmin.Z || p.Z > nmax.Z) continue; if (p.Y + height < nmin.Y || p.Y > nmax.Y) continue; handled_cutoffs.push_back(cutoff); } } // Generate the cutoffs for (size_t i = 0; i != handled_cutoffs.size(); i++) { v3s16 p = handled_cutoffs[i].p; s16 height = handled_cutoffs[i].height; if (p.Y + height > nmax.Y) { //printf("Decoration at (%d %d %d) cut off again!\n", p.X, p.Y, p.Z); cuttoffs.push_back(v3s16(p.X, p.Y, p.Z)); } generate(mg, &pr, nmax.Y, nmin.Y - p.Y, v3s16(p.X, nmin.Y, p.Z)); } // Remove cutoffs that were handled from the cutoff list { MutexAutoLock cutofflock(cutoff_mutex); for (std::list::iterator i = cutoffs.begin(); i != cutoffs.end(); ++i) { for (size_t j = 0; j != handled_cutoffs.size(); j++) { CutoffData coff = *i; if (coff.p == handled_cutoffs[j].p) i = cutoffs.erase(i); } } } } #endif /////////////////////////////////////////////////////////////////////////////// void DecoSimple::resolveNodeNames() { Decoration::resolveNodeNames(); getIdsFromNrBacklog(&c_decos); } size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p) { // Don't bother if there aren't any decorations to place if (c_decos.size() == 0) return 0; if (!canPlaceDecoration(vm, p)) return 0; content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)]; s16 height = (deco_height_max > 0) ? pr->range(deco_height, deco_height_max) : deco_height; bool force_placement = (flags & DECO_FORCE_PLACEMENT); v3s16 em = vm->m_area.getExtent(); u32 vi = vm->m_area.index(p); for (int i = 0; i < height; i++) { vm->m_area.add_y(em, vi, 1); content_t c = vm->m_data[vi].getContent(); if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement) break; vm->m_data[vi] = MapNode(c_place, 0, deco_param2); } return 1; } int DecoSimple::getHeight() { return (deco_height_max > 0) ? deco_height_max : deco_height; } /////////////////////////////////////////////////////////////////////////////// DecoSchematic::DecoSchematic() { schematic = NULL; } size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p) { // Schematic could have been unloaded but not the decoration // In this case generate() does nothing (but doesn't *fail*) if (schematic == NULL) return 0; if (!canPlaceDecoration(vm, p)) return 0; if (flags & DECO_PLACE_CENTER_X) p.X -= (schematic->size.X - 1) / 2; if (flags & DECO_PLACE_CENTER_Y) p.Y -= (schematic->size.Y - 1) / 2; if (flags & DECO_PLACE_CENTER_Z) p.Z -= (schematic->size.Z - 1) / 2; Rotation rot = (rotation == ROTATE_RAND) ? (Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation; bool force_placement = (flags & DECO_FORCE_PLACEMENT); schematic->blitToVManip(vm, p, rot, force_placement); return 1; } int DecoSchematic::getHeight() { // Account for a schematic being sunk into the ground by flag. // When placed normally account for how a schematic is placed // sunk 1 node into the ground. return (flags & DECO_PLACE_CENTER_Y) ? (schematic->size.Y - 1) / 2 : schematic->size.Y - 1; }