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authorparamat <mat.gregory@virginmedia.com>2015-05-21 03:20:41 +0100
committerparamat <mat.gregory@virginmedia.com>2015-05-23 02:18:30 +0100
commit3dba6d1f90f17d94b17a99863c00889fc81b211e (patch)
treec48a05d039016f8fc3f6b1ebec592f8f8e2db20e /src/mapgen_v5.cpp
parent39869aaa25ca577faa0da2b6cb83db6db7234342 (diff)
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Mgv5/v7: Fix generateBiomes biome recalculation logic Biomegen down to y = -192 for mgv5 deep oceans. Improve code
Diffstat (limited to 'src/mapgen_v5.cpp')
-rw-r--r--src/mapgen_v5.cpp110
1 files changed, 58 insertions, 52 deletions
diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp
index 54fc13745..abea2f714 100644
--- a/src/mapgen_v5.cpp
+++ b/src/mapgen_v5.cpp
@@ -327,7 +327,7 @@ void MapgenV5::calculateNoise()
noise_cave2->perlinMap3D(x, y, z);
}
- if (node_max.Y >= water_level) {
+ if (node_max.Y >= BIOMEGEN_BASE_V5) {
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
@@ -396,7 +396,7 @@ int MapgenV5::generateBaseTerrain()
MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
{
- if (node_max.Y < water_level)
+ if (node_max.Y < BIOMEGEN_BASE_V5)
return STONE;
v3s16 em = vm->m_area.getExtent();
@@ -406,74 +406,80 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
- s16 dfiller = 0;
- s16 y0_top = 0;
- s16 y0_filler = 0;
- s16 depth_water_top = 0;
+ u16 depth_top = 0;
+ u16 base_filler = 0;
+ u16 depth_water_top = 0;
+ u32 vi = vm->m_area.index(x, node_max.Y, z);
- s16 nplaced = 0;
- u32 i = vm->m_area.index(x, node_max.Y, z);
+ // Check node at base of mapchunk above, either a node of a previously
+ // generated mapchunk or if not, a node of overgenerated base terrain.
+ content_t c_above = vm->m_data[vi + em.X].getContent();
+ bool air_above = c_above == CONTENT_AIR;
- content_t c_above = vm->m_data[i + em.X].getContent();
- bool have_air = c_above == CONTENT_AIR;
+ // If there is air above enable top/filler placement, otherwise force nplaced to
+ // stone level by setting a number that will exceed any possible filler depth.
+ u16 nplaced = (air_above) ? 0 : (u16)-1;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
-
- if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
- (y == node_max.Y || have_air)) {
+ content_t c = vm->m_data[vi].getContent();
+
+ // Biome is only (re)calculated for each stone/water upper surface found
+ // below air while working downwards. The chosen biome then remains in
+ // effect for all nodes below until the next biome recalculation.
+ // Biome is (re)calculated when a stone/water node is either: detected
+ // below an air node, or, is at column top and might be underground
+ // or underwater and therefore might not be below air.
+ if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
- dfiller = biome->depth_filler + noise_filler_depth->result[index];
- y0_top = biome->depth_top;
- y0_filler = biome->depth_top + dfiller;
+ depth_top = biome->depth_top;
+ base_filler = MYMAX(depth_top + biome->depth_filler
+ + noise_filler_depth->result[index], 0);
depth_water_top = biome->depth_water_top;
+ // Detect stone type for dungeons during every biome calculation.
+ // This is more efficient than detecting per-node and will not
+ // miss any desert stone or sandstone biomes.
if (biome->c_stone == c_desert_stone)
stone_type = DESERT_STONE;
else if (biome->c_stone == c_sandstone)
stone_type = SANDSTONE;
}
- if (c == c_stone && have_air) {
- content_t c_below = vm->m_data[i - em.X].getContent();
-
- if (c_below != CONTENT_AIR && c_below != c_water_source) {
- if (nplaced < y0_top) {
- vm->m_data[i] = MapNode(biome->c_top);
- nplaced++;
- } else if (nplaced < y0_filler && nplaced >= y0_top) {
- vm->m_data[i] = MapNode(biome->c_filler);
- nplaced++;
- } else if (c == c_stone) {
- have_air = false;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_stone);
- } else {
- have_air = false;
- nplaced = 0;
- }
- } else if (c == c_stone) {
- have_air = false;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_stone);
+ if (c == c_stone) {
+ content_t c_below = vm->m_data[vi - em.X].getContent();
+
+ // If the node below isn't solid, make this node stone, so that
+ // any top/filler nodes above are structurally supported.
+ // This is done by aborting the cycle of top/filler placement
+ // immediately by forcing nplaced to stone level.
+ if (c_below == CONTENT_AIR || c_below == c_water_source)
+ nplaced = (u16)-1;
+
+ if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ vm->m_data[vi] = MapNode(biome->c_stone);
}
- } else if (c == c_stone) {
- have_air = false;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_stone);
+
+ air_above = false;
} else if (c == c_water_source) {
- have_air = true;
- nplaced = 0;
- if (y > water_level - depth_water_top)
- vm->m_data[i] = MapNode(biome->c_water_top);
- else
- vm->m_data[i] = MapNode(biome->c_water);
+ vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
+ biome->c_water_top : biome->c_water);
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = false; // Biome is not recalculated underwater
} else if (c == CONTENT_AIR) {
- have_air = true;
- nplaced = 0;
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = true; // Biome will be recalculated at next surface
+ } else { // Possible various nodes overgenerated from neighbouring mapchunks
+ nplaced = (u16)-1; // Disable top/filler placement
+ air_above = false;
}
- vm->m_area.add_y(em, i, -1);
+ vm->m_area.add_y(em, vi, -1);
}
}