Normalized heat and adjusted humidity
authorproller <proller@github.com>
Mon, 19 Aug 2013 18:30:14 +0000 (22:30 +0400)
committerproller <proller@github.com>
Thu, 29 Aug 2013 20:42:53 +0000 (00:42 +0400)
src/map.cpp

index 62ba85c4774c085162a78755eb6ac9b73edae4c6..457db14da81f075ab7156ad2518c8f0e815da215 100644 (file)
@@ -4085,17 +4085,29 @@ s16 ServerMap::getHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
        //f32 heat = NoisePerlin3D(m_emerge->biomedef->np_heat, p.X, env->getGameTime()/100, p.Z, m_emerge->params->seed);
 
        //variant 2: season change based on default heat map
-       f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z, m_emerge->params->seed);
-       heat += -30; // -30 - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
-       f32 base = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
-       base /= ( 86400 * g_settings->getS16("year_days") );
-       base += (f32)p.X / 3000;
-       heat += 30 * sin(base * M_PI); // season
+       const f32 offset = 20; // = m_emerge->biomedef->np_heat->offset
+       const f32 scale  = 20; // = m_emerge->biomedef->np_heat->scale
+       const f32 range  = 20;
+       f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z,
+                                       m_emerge->params->seed); // 0..50..100
 
-       heat += p.Y / -333; // upper=colder, lower=hotter
+       heat -= m_emerge->biomedef->np_heat->offset; // -50..0..+50
+
+       // normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
+       if(m_emerge->biomedef->np_heat->scale)
+               heat /= m_emerge->biomedef->np_heat->scale / scale; //  -20..0..+20
+
+       f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
+       seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
+       seasonv += (f32)p.X / 3000; // you can walk to area with other season
+       seasonv = sin(seasonv * M_PI);
+       heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
+
+       heat += offset; // -40..0..50
+       heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
 
        // daily change, hotter at sun +4, colder at night -4
-       heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5); 
+       heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5); //-44..20..54
 
        if(block != NULL) {
                block->heat = heat;
@@ -4113,14 +4125,16 @@ s16 ServerMap::getHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
                        return block->humidity;
        }
 
-       f32 humidity = NoisePerlin3D(   m_emerge->biomedef->np_humidity,
-                                       p.X, env->getGameTime()/10, p.Z,
-                                       m_emerge->params->seed);
-       humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
-       //todo like heat//humidity += 20 * ( sin(((f32)p.Z / 300) * M_PI) - 0.5);
+       f32 humidity = NoisePerlin2D(m_emerge->biomedef->np_humidity, p.X, p.Z, 
+                                               m_emerge->params->seed);
+
+       f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
+       seasonv /= 86400 * 2; // bad weather change speed (2 days)
+       seasonv += (f32)p.Z / 300;
+       humidity += 30 * sin(seasonv * M_PI);
 
-       if (humidity > 100) humidity = 100;
-       if (humidity < 0) humidity = 0;
+       humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
+       humidity = rangelim(humidity, 0, 100);
 
        if(block != NULL) {
                block->humidity = humidity;