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authorParamat <paramat@users.noreply.github.com>2019-08-24 20:06:31 +0100
committerGitHub <noreply@github.com>2019-08-24 20:06:31 +0100
commitb53a60c8d5757dc2298257d2c808f731697c05fd (patch)
tree3728765679ff5402ff243d8652d514bd29aea464
parentfbc8724d59e8ad7bff06f6764fa06612283a903a (diff)
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Mapgen v6: Various mudflow code improvements and bugfixes (#8805)
Calculate 'i' inside 'y' loop to avoid 'i' and 'y' becoming out of step due to the uses of 'continue'. Simplify calculation of 'p2d' when coordinates are inverted. Remove some unnecessary and unreliable 'index out of voxelmanip' checks. Move calculation of '&em' out of loops. For 'Loop further down until not air' code, use y coordinate to detect being out of voxelmanip, instead of checking index which did not detect that. Add and improve comments. Indent the 'for (;; y--) {' loop. Improve format and fix codestyle issues.
-rw-r--r--src/mapgen/mapgen_v6.cpp167
1 files changed, 76 insertions, 91 deletions
diff --git a/src/mapgen/mapgen_v6.cpp b/src/mapgen/mapgen_v6.cpp
index 28ca8faa2..4e876fc53 100644
--- a/src/mapgen/mapgen_v6.cpp
+++ b/src/mapgen/mapgen_v6.cpp
@@ -538,7 +538,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
updateHeightmap(node_min, node_max);
const s16 max_spread_amount = MAP_BLOCKSIZE;
- // Limit dirt flow area by 1 because mud is flown into neighbors.
+ // Limit dirt flow area by 1 because mud is flowed into neighbors
s16 mudflow_minpos = -max_spread_amount + 1;
s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
@@ -773,6 +773,14 @@ void MapgenV6::addMud()
void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
{
+ const v3s16 &em = vm->m_area.getExtent();
+ static const v3s16 dirs4[4] = {
+ v3s16(0, 0, 1), // Back
+ v3s16(1, 0, 0), // Right
+ v3s16(0, 0, -1), // Front
+ v3s16(-1, 0, 0), // Left
+ };
+
// Iterate twice
for (s16 k = 0; k < 2; k++) {
for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
@@ -781,120 +789,97 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
v2s16 p2d;
// Invert coordinates on second iteration to process columns in
// opposite order, to avoid a directional bias.
- if (k == 1) {
- p2d = v2s16(node_min.X, node_min.Z) + v2s16(
- mudflow_maxpos - (x - mudflow_minpos),
- mudflow_maxpos - (z - mudflow_minpos));
- } else {
+ if (k == 1)
+ p2d = v2s16(node_max.X, node_max.Z) - v2s16(x, z);
+ else
p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
- }
- const v3s16 &em = vm->m_area.getExtent();
- u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
s16 y = node_max.Y;
while (y >= node_min.Y) {
+ for (;; y--) {
+ u32 i = vm->m_area.index(p2d.X, y, p2d.Y);
+ MapNode *n = nullptr;
+
+ // Find next mud node in mapchunk column
+ for (; y >= node_min.Y; y--) {
+ n = &vm->m_data[i];
+ if (n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass ||
+ n->getContent() == c_gravel)
+ break;
- for (;; y--) {
- MapNode *n = NULL;
- // Find mud
- for (; y >= node_min.Y; y--) {
- n = &vm->m_data[i];
- if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass ||
- n->getContent() == c_gravel)
+ VoxelArea::add_y(em, i, -1);
+ }
+ if (y < node_min.Y)
+ // No mud found in mapchunk column, process the next column
break;
- VoxelArea::add_y(em, i, -1);
- }
-
- // Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
- if (y < node_min.Y)
- break;
-
- if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass) {
- // Make it exactly mud
- n->setContent(c_dirt);
-
- // Don't flow it if the stuff under it is not mud
- {
+ if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) {
+ // Convert dirt_with_grass to dirt
+ n->setContent(c_dirt);
+ // Don't flow mud if the stuff under it is not mud,
+ // to leave at least 1 node of mud.
u32 i2 = i;
VoxelArea::add_y(em, i2, -1);
- // Cancel if out of area
- if (!vm->m_area.contains(i2))
- continue;
MapNode *n2 = &vm->m_data[i2];
if (n2->getContent() != c_dirt &&
n2->getContent() != c_dirt_with_grass)
+ // Find next mud node in column
continue;
}
- }
- static const v3s16 dirs4[4] = {
- v3s16(0, 0, 1), // back
- v3s16(1, 0, 0), // right
- v3s16(0, 0, -1), // front
- v3s16(-1, 0, 0), // left
- };
-
- // Check that upper is walkable. Cancel
- // dropping if upper keeps it in place.
- u32 i3 = i;
- VoxelArea::add_y(em, i3, 1);
- MapNode *n3 = NULL;
-
- if (vm->m_area.contains(i3)) {
- n3 = &vm->m_data[i3];
+ // Check if node above is walkable. If so, cancel
+ // flowing as if node above keeps it in place.
+ u32 i3 = i;
+ VoxelArea::add_y(em, i3, 1);
+ MapNode *n3 = &vm->m_data[i3];
if (ndef->get(*n3).walkable)
+ // Find next mud node in column
continue;
- }
- // Drop mud on side
- for (const v3s16 &dirp : dirs4) {
- u32 i2 = i;
- // Move to side
- VoxelArea::add_p(em, i2, dirp);
- // Fail if out of area
- if (!vm->m_area.contains(i2))
- continue;
- // Check that side is air
- MapNode *n2 = &vm->m_data[i2];
- if (ndef->get(*n2).walkable)
- continue;
- // Check that under side is air
- VoxelArea::add_y(em, i2, -1);
- if (!vm->m_area.contains(i2))
- continue;
- n2 = &vm->m_data[i2];
- if (ndef->get(*n2).walkable)
- continue;
- // Loop further down until not air
- bool dropped_to_unknown = false;
- do {
+ // Drop mud on one side
+ for (const v3s16 &dirp : dirs4) {
+ u32 i2 = i;
+ // Move to side
+ VoxelArea::add_p(em, i2, dirp);
+ // Check that side is air
+ MapNode *n2 = &vm->m_data[i2];
+ if (ndef->get(*n2).walkable)
+ continue;
+
+ // Check that under side is air
VoxelArea::add_y(em, i2, -1);
n2 = &vm->m_data[i2];
- // if out of known area
- if (!vm->m_area.contains(i2) ||
- n2->getContent() == CONTENT_IGNORE) {
- dropped_to_unknown = true;
- break;
- }
- } while (!ndef->get(*n2).walkable);
- // Loop one up so that we're in air
- VoxelArea::add_y(em, i2, 1);
-
- // Move mud to new place. Outside mapchunk remove
- // any decorations above removed or placed mud.
- if (!dropped_to_unknown)
- moveMud(i, i2, i3, p2d, em);
+ if (ndef->get(*n2).walkable)
+ continue;
- // Done
- break;
+ // Loop further down until not air
+ s16 y2 = y - 1; // y of i2
+ bool dropped_to_unknown = false;
+ do {
+ y2--;
+ VoxelArea::add_y(em, i2, -1);
+ n2 = &vm->m_data[i2];
+ // If out of area or in ungenerated world
+ if (y2 < full_node_min.Y || n2->getContent() == CONTENT_IGNORE) {
+ dropped_to_unknown = true;
+ break;
+ }
+ } while (!ndef->get(*n2).walkable);
+
+ if (!dropped_to_unknown) {
+ // Move up one so that we're in air
+ VoxelArea::add_y(em, i2, 1);
+ // Move mud to new place, and if outside mapchunk remove
+ // any decorations above removed or placed mud.
+ moveMud(i, i2, i3, p2d, em);
+ }
+ // Done, find next mud node in column
+ break;
+ }
}
}
- }
}
}
}