s32 t = (((m_time_of_day.get())%24000)/(24000/d));
u32 dr;
if(t < nightlength/2 || t >= d - nightlength/2)
- dr = 400;
+ dr = 300;
else if(t >= d/2 - daytimelength/2 && t < d/2 + daytimelength/2)
dr = 1000;
else
g_settings.setDefault("random_input", "false");
g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
g_settings.setDefault("enable_fog", "true");
- g_settings.setDefault("new_style_water", "true");
+ g_settings.setDefault("new_style_water", "false");
g_settings.setDefault("new_style_leaves", "true");
g_settings.setDefault("frametime_graph", "false");
*/
MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks)
+ core::map<v3s16, MapBlock*> &changed_blocks,
+ bool force)
{
DSTACK(__FUNCTION_NAME);
/*
Don't generate if already fully generated
*/
+ if(force == false)
{
MapChunk *chunk = getChunk(chunkpos);
if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
/*
Make dungeons
*/
- u32 dungeons_count = relative_volume / 400000;
+ u32 dungeons_count = relative_volume / 600000;
u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
if(stone_surface_max_y < WATER_LEVEL)
bruises_count = 0;
/*
Make ore veins
*/
- for(u32 jj=0; jj<relative_volume/2000; jj++)
+ for(u32 jj=0; jj<relative_volume/1000; jj++)
{
s16 max_vein_diameter = 3;
);
// Randomize mineral
- u8 mineral = myrand_range(1, MINERAL_COUNT-1);
+ u8 mineral;
+ if(myrand()%3 != 0)
+ mineral = MINERAL_COAL;
+ else
+ mineral = MINERAL_IRON;
/*
Generate some vein starting from orp
);
v3f vec = rp - orp;*/
- v3s16 maxlen(10, 10, 10);
+ v3s16 maxlen(5, 5, 5);
v3f vec(
(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
/*
generateChunk should have generated the sector
*/
- assert(0);
+ //assert(0);
+
+ dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
+ <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
+ <<std::endl;
+
+#if 0
+ dstream<<"WARNING: Creating an empty sector."<<std::endl;
+
+ return createSector(p2d);
+
+#endif
+
+#if 1
+ dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
+
+ // Generate chunk
+ generateChunkRaw(chunkpos, changed_blocks, true);
+ /*
+ Return sector if it exists now
+ */
+ sector = getSectorNoGenerateNoEx(p2d);
+ if(sector != NULL)
+ return sector;
+
+ dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
+
+ assert(0);
+#endif
+
/*
Generate directly
*/
createDir(m_savedir);
- std::string fullpath = m_savedir + "/meta.txt";
+ std::string fullpath = m_savedir + "/map_meta.txt";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
if(os.good() == false)
{
dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
<<std::endl;
- std::string fullpath = m_savedir + "/meta.txt";
+ std::string fullpath = m_savedir + "/map_meta.txt";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
{
std::string dir = getSectorDir(pos);
createDir(dir);
- std::string fullpath = dir + "/heightmap";
+ std::string fullpath = dir + "/meta";
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
- throw FileNotGoodException("Cannot open master heightmap");
+ throw FileNotGoodException("Cannot open sector metafile");
sector->serialize(o, version);
v2s16 p2d = getSectorPos(dirname);
std::string dir = m_savedir + "/sectors/" + dirname;
- std::string fullpath = dir + "/heightmap";
+ std::string fullpath = dir + "/meta";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
- throw FileNotGoodException("Cannot open sector heightmap");
+ throw FileNotGoodException("Cannot open sector metafile");
ServerMapSector *sector = ServerMapSector::deSerialize
(is, this, p2d, m_sectors);
{
return false;
}
-
+
+ /*
+ Load blocks
+ */
std::vector<fs::DirListNode> list2 = fs::GetDirListing
(m_savedir+"/sectors/"+sectorsubdir);
std::vector<fs::DirListNode>::iterator i2;
All chunks touching this one can be altered also.
*/
MapChunk* generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks);
+ core::map<v3s16, MapBlock*> &changed_blocks,
+ bool force=false);
/*
Generate a chunk and its neighbors so that it won't be touched
float node_water_level = 1.0;
if(new_style_water)
- node_water_level = 0.9;
+ node_water_level = 0.85;
/*
We are including the faces of the trailing edges of the block.
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};