This is the main map generation method
*/
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
+struct ChunkMakeData
{
- DSTACK(__FUNCTION_NAME);
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
- {
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- {
- dstream<<"generateChunkRaw(): Chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<" already generated"<<std::endl;
- return chunk;
- }
- }
-
- dstream<<"generateChunkRaw(): Generating chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<std::endl;
-
- TimeTaker timer("generateChunkRaw()");
-
- // The distance how far into the neighbors the generator is allowed to go.
- s16 max_spread_amount_sectors = 2;
- assert(max_spread_amount_sectors <= m_chunksize);
- s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
- // Minimum amount of space left on sides for mud to fall in
- //s16 min_mud_fall_space = 2;
-
- // Maximum diameter of stone obstacles in X and Z
- /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
- assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
-
- s16 y_blocks_min = -4;
- s16 y_blocks_max = 3;
- s16 h_blocks = y_blocks_max - y_blocks_min + 1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
- v2s16 sectorpos_base = chunk_to_sector(chunkpos);
- s16 sectorpos_base_size = m_chunksize;
-
- /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
- s16 sectorpos_bigbase_size = m_chunksize * 3;*/
- v2s16 sectorpos_bigbase =
- sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
- s16 sectorpos_bigbase_size =
- sectorpos_base_size + 2 * max_spread_amount_sectors;
-
+ ManualMapVoxelManipulator vmanip;
+ u64 seed;
+ s16 y_blocks_min;
+ s16 y_blocks_max;
+ v2s16 sectorpos_base;
+ s16 sectorpos_base_size;
+ v2s16 sectorpos_bigbase;
+ s16 sectorpos_bigbase_size;
+ s16 max_spread_amount;
+
+ ChunkMakeData():
+ vmanip(NULL)
+ {}
+};
+
+void makeChunk(ChunkMakeData *data)
+{
+ s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
+ s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+ s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
+ u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)h_blocks*MAP_BLOCKSIZE;
v3s16 bigarea_blocks_min(
- sectorpos_bigbase.X,
- y_blocks_min,
- sectorpos_bigbase.Y
+ data->sectorpos_bigbase.X,
+ data->y_blocks_min,
+ data->sectorpos_bigbase.Y
);
-
v3s16 bigarea_blocks_max(
- sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
- y_blocks_max,
- sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+ data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
+ data->y_blocks_max,
+ data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1
);
-
- // Relative values to control amount of stuff in one chunk
- /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
- u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)h_blocks*MAP_BLOCKSIZE;
-
- /*
- The limiting edges of the lighting update, inclusive.
- */
- s16 lighting_min_d = 0-max_spread_amount;
- s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
- /*
- Create the whole area of this and the neighboring chunks
- */
- {
- TimeTaker timer("generateChunkRaw() create area");
-
- for(s16 x=0; x<sectorpos_bigbase_size; x++)
- for(s16 z=0; z<sectorpos_bigbase_size; z++)
- {
- v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
- ServerMapSector *sector = createSector(sectorpos);
- assert(sector);
-
- for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
- {
- v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
- MapBlock *block = createBlock(blockpos);
-
- // Lighting won't be calculated
- //block->setLightingExpired(true);
- // Lighting will be calculated
- block->setLightingExpired(false);
-
- /*
- Block gets sunlight if this is true.
-
- This should be set to true when the top side of a block
- is completely exposed to the sky.
-
- Actually this doesn't matter now because the
- initial lighting is done here.
- */
- block->setIsUnderground(y != y_blocks_max);
- }
- }
- }
-
- /*
- Now we have a big empty area.
-
- Make a ManualMapVoxelManipulator that contains this and the
- neighboring chunks
- */
-
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
- {
- TimeTaker timer("generateChunkRaw() initialEmerge");
- vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
- }
+ s16 lighting_min_d = 0-data->max_spread_amount;
+ s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
+ + data->max_spread_amount-1;
// Clear all flags
- vmanip.clearFlag(0xff);
+ data->vmanip.clearFlag(0xff);
- TimeTaker timer_generate("generateChunkRaw() generate");
+ TimeTaker timer_generate("makeChunk() generate");
// Maximum height of the stone surface and obstacles.
// This is used to disable cave generation from going too high.
// 22ms @cs=8
//TimeTaker timer1("ground level");
- for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
{
// Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
/*
Skip of already generated
*/
{
v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
continue;
}
float surface_y_f = 0.0;
// Use perlin noise for ground height
- surface_y_f = base_rock_level_2d(m_seed, p2d);
+ surface_y_f = base_rock_level_2d(data->seed, p2d);
/*// Experimental stuff
{
- float a = highlands_level_2d(m_seed, p2d);
+ float a = highlands_level_2d(data->seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
}*/
*/
{
// Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
{
- vmanip.m_data[i].d = CONTENT_STONE;
+ data->vmanip.m_data[i].d = CONTENT_STONE;
- vmanip.m_area.add_y(em, i, 1);
+ data->vmanip.m_area.add_y(em, i, 1);
}
}
}
//s32 stone_obstacle_count = 0;
/*s32 stone_obstacle_count =
- rangelim((1.0+noise2d(m_seed+897,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+ rangelim((1.0+noise2d(data->seed+897,
+ data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
//s16 stone_obstacle_max_height = 0;
/*s16 stone_obstacle_max_height =
- rangelim((1.0+noise2d(m_seed+5902,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+ rangelim((1.0+noise2d(data->seed+5902,
+ data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
Loop this part, it will make stuff look older and newer nicely
BEGINNING OF AGING LOOP
******************************/
-#if 0
- {
- // 8ms @cs=8
- //TimeTaker timer1("stone obstacles");
-
- /*
- Add some random stone obstacles
- */
-
- for(s32 ri=0; ri<stone_obstacle_count; ri++)
- {
- // Randomize max height so usually stuff will be quite low
- s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
-
- //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
- s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
-
- v3s16 ob_size(
- myrand_range(5, stone_obstacle_max_size),
- myrand_range(0, maxheight_randomized),
- myrand_range(5, stone_obstacle_max_size)
- );
-
- // Don't make stupid small rectangle bumps
- if(ob_size.Y < 5)
- continue;
-
- v2s16 ob_place(
- myrand_range(1+ob_size.X/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
- myrand_range(1+ob_size.Z/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
- );
-
- // Minimum space left on top of the obstacle
- s16 min_head_space = 12;
-
- for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
- for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
-
- // Find stone ground level
- // (ignore everything else than mud in already generated chunks)
- // and mud amount over the stone level
- s16 surface_y = 0;
- s16 mud_amount = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- /*if(content_walkable(n.d)
- && n.d != CONTENT_MUD
- && n.d != CONTENT_GRASS)
- break;*/
- if(n->d == CONTENT_STONE)
- break;
-
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- mud_amount++;
- /*
- Change to mud because otherwise we might
- be throwing mud on grass at the next
- step
- */
- n->d = CONTENT_MUD;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
-
- /*
- Add stone on ground
- */
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- s16 y;
- // Add stone
- s16 count = 0;
- for(y=y_start; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_STONE;
-
- if(y > stone_surface_max_y)
- stone_surface_max_y = y;
-
- count++;
- if(count >= ob_size.Y)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- // Add mud
- count = 0;
- for(; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_MUD;
- count++;
- if(count >= mud_amount)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
- }
- }
-
- }//timer1
-#endif
-
{
// 24ms @cs=8
//TimeTaker timer1("caves");
/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
- sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+ /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+ data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
tunnel_routepoints = 5;
}
// Allowed route area size in nodes
v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
+ data->sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
+ data->sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
+ data->sectorpos_base.X*MAP_BLOCKSIZE,
+ data->y_blocks_min*MAP_BLOCKSIZE,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
//s16 insure = 5; // Didn't work with max_d = 20
s16 insure = 10;
- s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+ s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
continue;
p += of;
- //assert(vmanip.m_area.contains(p));
- if(vmanip.m_area.contains(p) == false)
+ //assert(data->vmanip.m_area.contains(p));
+ if(data->vmanip.m_area.contains(p) == false)
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<":"<<__LINE__<<": "
// Just set it to air, it will be changed to
// water afterwards
- u32 i = vmanip.m_area.index(p);
- vmanip.m_data[i] = airnode;
+ u32 i = data->vmanip.m_area.index(p);
+ data->vmanip.m_data[i] = airnode;
if(bruise_surface == false)
{
// Set tunnel flag
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+ data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
}
}
}
// Allowed route area size in nodes
v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
+ data->sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
+ data->sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
+ data->sectorpos_base.X*MAP_BLOCKSIZE,
+ data->y_blocks_min*MAP_BLOCKSIZE,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 3;
- s16 more = max_spread_amount - max_vein_diameter/2 - insure;
+ s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
continue;
p += of;
- assert(vmanip.m_area.contains(p));
+ assert(data->vmanip.m_area.contains(p));
// Just set it to air, it will be changed to
// water afterwards
- u32 i = vmanip.m_area.index(p);
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(p);
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_STONE)
n->param = mineral;
}
Add mud to the central chunk
*/
- for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
+ for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
- m_seed+1, 3, 0.55));
+ data->seed+1, 3, 0.55));
// Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
+ s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
/*
If topmost node is grass, change it to mud.
chunk and then converted.
*/
{
- u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_GRASS)
n->d = CONTENT_MUD;
}
*/
{
s16 mudcount = 0;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y<=y_nodes_max; y++)
{
if(mudcount >= mud_add_amount)
break;
- MapNode &n = vmanip.m_data[i];
+ MapNode &n = data->vmanip.m_data[i];
n.d = CONTENT_MUD;
mudcount++;
- vmanip.m_area.add_y(em, i, 1);
+ data->vmanip.m_area.add_y(em, i, 1);
}
}
*/
// Limit area by 1 because mud is flown into neighbors.
- s16 mudflow_minpos = 0-max_spread_amount+1;
- s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+ s16 mudflow_minpos = 0-data->max_spread_amount+1;
+ s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
// Iterate a few times
for(s16 k=0; k<3; k++)
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y=y_nodes_max;
for(;; y--)
// Find mud
for(; y>=y_nodes_min; y--)
{
- n = &vmanip.m_data[i];
+ n = &data->vmanip.m_data[i];
//if(content_walkable(n->d))
// break;
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
break;
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
// Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
+ //if(data->vmanip.m_area.contains(i) == false)
if(y < y_nodes_min)
break;
/*// If not mud, do nothing to it
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
*/
{
u32 i2 = i;
- vmanip.m_area.add_y(em, i2, -1);
+ data->vmanip.m_area.add_y(em, i2, -1);
// Cancel if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- MapNode *n2 = &vmanip.m_data[i2];
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
continue;
}
// Theck that upper is air or doesn't exist.
// Cancel dropping if upper keeps it in place
u32 i3 = i;
- vmanip.m_area.add_y(em, i3, 1);
- if(vmanip.m_area.contains(i3) == true
- && content_walkable(vmanip.m_data[i3].d) == true)
+ data->vmanip.m_area.add_y(em, i3, 1);
+ if(data->vmanip.m_area.contains(i3) == true
+ && content_walkable(data->vmanip.m_data[i3].d) == true)
{
continue;
}
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
- vmanip.m_area.add_p(em, i2, dirp);
+ data->vmanip.m_area.add_p(em, i2, dirp);
// Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
// Check that side is air
- MapNode *n2 = &vmanip.m_data[i2];
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Check that under side is air
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
+ data->vmanip.m_area.add_y(em, i2, -1);
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
/*// Check that under that is air (need a drop of 2)
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
+ data->vmanip.m_area.add_y(em, i2, -1);
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;*/
// Loop further down until not air
do{
- vmanip.m_area.add_y(em, i2, -1);
+ data->vmanip.m_area.add_y(em, i2, -1);
// Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
}while(content_walkable(n2->d) == false);
// Loop one up so that we're in air
- vmanip.m_area.add_y(em, i2, 1);
- n2 = &vmanip.m_data[i2];
+ data->vmanip.m_area.add_y(em, i2, 1);
+ n2 = &data->vmanip.m_data[i2];
// Move mud to new place
*n2 = *n;
Add water to the central chunk (and a bit more)
*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 x=0-data->max_spread_amount;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 z=0-data->max_spread_amount;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Find ground level
- //s16 surface_y = find_ground_level(vmanip, p2d);
+ //s16 surface_y = find_ground_level(data->vmanip, p2d);
/*
If ground level is over water level, skip.
Add water on ground
*/
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
u8 light = LIGHT_MAX;
// Start at global water surface level
s16 y_start = WATER_LEVEL;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
-
- /*// Add first one to transforming liquid queue, if water
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ MapNode *n = &data->vmanip.m_data[i];
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- n = &vmanip.m_data[i];
+ n = &data->vmanip.m_data[i];
// Stop when there is no water and no air
if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
&& n->d != CONTENT_WATER)
{
- /*// Add bottom one to transforming liquid queue
- vmanip.m_area.add_y(em, i, 1);
- n = &vmanip.m_data[i];
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
break;
}
// Make water only not in caves
- if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
+ if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
{
n->d = CONTENT_WATERSOURCE;
//n->setLight(LIGHTBANK_DAY, light);
// Add to transforming liquid queue (in case it'd
// start flowing)
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
+ /*v3s16 p = v3s16(p2d.X, y, p2d.Y);
+ m_transforming_liquid.push_back(p);*/
}
// Next one
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
if(light > 0)
light--;
}
//s16 mud_add_amount = myrand_range(2, 4);
//s16 mud_add_amount = 0;
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ for(s16 x=0-data->max_spread_amount+1;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ for(s16 z=0-data->max_spread_amount+1;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- m_seed+59420, 3, 0.50);
+ data->seed+59420, 3, 0.50);
bool have_sand = (sandnoise > -0.15);
continue;
// Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
+ s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
if(surface_y > WATER_LEVEL + 2)
continue;
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = surface_y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
u32 not_sand_counter = 0;
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
{
n->d = CONTENT_SAND;
break;
}
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
{
// Divide area into parts
s16 div = 8;
- s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
+ s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div;
double area = sidelen * sidelen;
for(s16 x0=0; x0<div; x0++)
for(s16 z0=0; z0<div; z0++)
{
// Center position of part of division
v2s16 p2d_center(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
);
// Minimum edge of part of division
v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
);
// Maximum edge of part of division
v2s16 p2d_max(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
);
// Amount of trees
- u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
+ u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
// Put trees in random places on part of division
for(u32 i=0; i<tree_count; i++)
{
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z));
+ s16 y = find_ground_level(data->vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
Trees grow only on mud and grass
*/
{
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;
}
p.Y++;
// Make a tree
- make_tree(vmanip, p);
+ make_tree(data->vmanip, p);
}
}
/*u32 tree_max = relative_area / 60;
//u32 count = myrand_range(0, tree_max);
for(u32 i=0; i<count; i++)
{
- s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- x += sectorpos_base.X*MAP_BLOCKSIZE;
- z += sectorpos_base.Y*MAP_BLOCKSIZE;
- s16 y = find_ground_level(vmanip, v2s16(x,z));
+ s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+ s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+ x += data->sectorpos_base.X*MAP_BLOCKSIZE;
+ z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
+ s16 y = find_ground_level(data->vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
v3s16 p(x,y+1,z);
// Make a tree
- make_tree(vmanip, p);
+ make_tree(data->vmanip, p);
}*/
}
Grow grass
*/
- /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
- for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+ for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+ for(s16 x=0-data->max_spread_amount;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 z=0-data->max_spread_amount;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Find the lowest surface to which enough light ends up
*/
s16 surface_y = 0;
{
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
// Go to ground level
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
- MapNode &n = vmanip.m_data[i];
+ MapNode &n = data->vmanip.m_data[i];
if(n.d != CONTENT_AIR
&& n.d != CONTENT_LEAVES)
break;
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
if(y >= y_nodes_min)
surface_y = y;
surface_y = y_nodes_min;
}
- u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_MUD)
n->d = CONTENT_GRASS;
}
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->getLight(LIGHTBANK_DAY) != 0)
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Loop from top to down
{
u8 light = LIGHT_SUN;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
light = 0;
}
// Increment index by y
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
}
#endif
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- /*for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ /*for(s16 x=0-data->max_spread_amount+1;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ for(s16 z=0-data->max_spread_amount+1;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
z++)*/
#if 1
/*
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Apply initial sunlight
{
u8 light = LIGHT_SUN;
bool add_to_sources = false;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
{
v3s16 dirp = dirs4[di];
u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
+ data->vmanip.m_area.add_p(em, i2, dirp);
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(
n2->d != CONTENT_AIR
&& n2->d != CONTENT_WATERSOURCE
}
// Increment index by y
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
}
#endif
-#if 0
- for(s16 x=lighting_min_d+1;
- x<=lighting_max_d-1;
- x++)
- for(s16 z=lighting_min_d+1;
- z<=lighting_max_d-1;
- z++)
+ }//timer1
+
+ // Spread light around
{
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ TimeTaker timer("makeChunk() spreadLight");
+ data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ }
+
+ /*
+ Generation ended
+ */
+
+ timer_generate.stop();
+}
+
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+ 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)
+ {
+ dstream<<"generateChunkRaw(): Chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<" already generated"<<std::endl;
+ return chunk;
+ }
+ }
+
+ dstream<<"generateChunkRaw(): Generating chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<std::endl;
+
+ TimeTaker timer("generateChunkRaw()");
+
+ // The distance how far into the neighbors the generator is allowed to go.
+ s16 max_spread_amount_sectors = 2;
+ assert(max_spread_amount_sectors <= m_chunksize);
+ s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+
+ s16 y_blocks_min = -4;
+ s16 y_blocks_max = 3;
+
+ v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+ s16 sectorpos_base_size = m_chunksize;
+
+ v2s16 sectorpos_bigbase =
+ sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+ s16 sectorpos_bigbase_size =
+ sectorpos_base_size + 2 * max_spread_amount_sectors;
+
+ ChunkMakeData data;
+ data.seed = m_seed;
+ data.y_blocks_min = y_blocks_min;
+ data.y_blocks_max = y_blocks_max;
+ data.sectorpos_base = sectorpos_base;
+ data.sectorpos_base_size = sectorpos_base_size;
+ data.sectorpos_bigbase = sectorpos_bigbase;
+ data.sectorpos_bigbase_size = sectorpos_bigbase_size;
+ data.max_spread_amount = max_spread_amount;
+
+ /*
+ Create the whole area of this and the neighboring chunks
+ */
+ {
+ TimeTaker timer("generateChunkRaw() create area");
- /*
- Apply initial sunlight
- */
+ for(s16 x=0; x<sectorpos_bigbase_size; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size; z++)
{
- u8 light = LIGHT_SUN;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
+ v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
{
- MapNode *n = &vmanip.m_data[i];
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
- if(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- // This doesn't take much time
- if(light != 0)
- {
- // Insert light source
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
-
- // Increment index by y
- vmanip.m_area.add_y(em, i, -1);
+ // Lighting won't be calculated
+ //block->setLightingExpired(true);
+ // Lighting will be calculated
+ block->setLightingExpired(false);
+
+ /*
+ Block gets sunlight if this is true.
+
+ This should be set to true when the top side of a block
+ is completely exposed to the sky.
+
+ Actually this doesn't matter now because the
+ initial lighting is done here.
+ */
+ block->setIsUnderground(y != y_blocks_max);
}
}
}
-#endif
-
- }//timer1
+
+ /*
+ Now we have a big empty area.
- // Spread light around
+ Make a ManualMapVoxelManipulator that contains this and the
+ neighboring chunks
+ */
+
+ v3s16 bigarea_blocks_min(
+ sectorpos_bigbase.X,
+ y_blocks_min,
+ sectorpos_bigbase.Y
+ );
+ v3s16 bigarea_blocks_max(
+ sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+ y_blocks_max,
+ sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+ );
+
+ data.vmanip.setMap(this);
+ // Add the area
{
- TimeTaker timer("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ TimeTaker timer("generateChunkRaw() initialEmerge");
+ data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
}
- /*
- Generation ended
- */
-
- timer_generate.stop();
+ // Generate stuff
+ makeChunk(&data);
/*
Blit generated stuff to map
{
// 70ms @cs=8
//TimeTaker timer("generateChunkRaw() blitBackAll");
- vmanip.blitBackAll(&changed_blocks);
+ data.vmanip.blitBackAll(&changed_blocks);
}
/*