TimeTaker timer("generateChunkRaw()");
- // The distance how far into the neighbors the generator is allowed to go
+ // 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;
*(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
*/
}
}
}
+
+ /*
+ Clear all light emitted
+ */
+
+ core::map<v3s16, u8> unlight_from;
/*
Now we have a big empty area.
*/
u32 stone_obstacle_amount =
- myrand_range(0, myrand_range(20, myrand_range(80,150)));
+ myrand_range(0, myrand_range(20, 150));
+ //myrand_range(0, myrand_range(20, myrand_range(80,150)));
/*
Loop this part, it will make stuff look older and newer nicely
myrand_range(0, maxheight_randomized),
myrand_range(5, stone_obstacle_max_size)
);
- v2s16 ob_place(
+ /*v2s16 ob_place(
myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
+ );*/
+ /*
+ Limit by 1 to not obstruct sunlight at borders, because
+ it would fuck up lighting in some places because we're
+ leaving out removing light from the borders for optimization
+ and simplicity.
+ */
+ v2s16 ob_place(
+ myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1),
+ myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1)
);
// Minimum space left on top of the obstacle
Make dungeons
*/
u32 dungeons_count = relative_volume / 200000;
- u32 bruises_count = relative_volume * stone_surface_max_y / 15000000;
+ u32 bruises_count = relative_volume * stone_surface_max_y / 200000 / 50;
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
{
- s16 min_tunnel_diameter = 1;
- s16 max_tunnel_diameter = 5;
- u16 tunnel_routepoints = 10;
+ s16 min_tunnel_diameter = 3;
+ s16 max_tunnel_diameter = 6;
+ u16 tunnel_routepoints = 15;
bool bruise_surface = (jj < bruises_count);
if(bruise_surface)
{
min_tunnel_diameter = 5;
- max_tunnel_diameter = myrand_range(8, 20);
- tunnel_routepoints = 7;
+ max_tunnel_diameter = myrand_range(10, 20);
+ tunnel_routepoints = 3;
}
// Allowed route area size in nodes
for(s16 k=0; k<4; k++)
{
- for(s16 x=0-max_spread_amount+1;
+ /*for(s16 x=0-max_spread_amount+1;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
x++)
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ z++)*/
+
+ /*
+ Firstly, limit area by 1 because mud is flown into neighbors.
+ Secondly, limit by 1 more to not obstruct sunlight at borders,
+ because it would fuck up lighting in some places because we're
+ leaving out removing light from the borders for optimization
+ and simplicity.
+ */
+ for(s16 x=0-max_spread_amount+2;
+ x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+ x++)
+ for(s16 z=0-max_spread_amount+2;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
z++)
{
// Node position in 2d
// 750ms @cs=8, can't optimize more
//TimeTaker timer1("initial lighting");
+#if 0
+ /*
+ Go through the edges and add all nodes that have light to light_sources
+ */
+
+ // Four edges
+ for(s16 i=0; i<4; i++)
+ // Edge length
+ for(s16 j=lighting_min_d;
+ j<=lighting_max_d;
+ j++)
+ {
+ s16 x;
+ s16 z;
+ // +-X
+ if(i == 0 || i == 1)
+ {
+ x = (i==0) ? lighting_min_d : lighting_max_d;
+ if(i == 0)
+ z = lighting_min_d;
+ else
+ z = lighting_max_d;
+ }
+ // +-Z
+ else
+ {
+ z = (i==0) ? lighting_min_d : lighting_max_d;
+ if(i == 0)
+ x = lighting_min_d;
+ else
+ x = lighting_max_d;
+ }
+
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ {
+ 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--)
+ {
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getLight(LIGHTBANK_DAY) != 0)
+ {
+ light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ }
+ }
+ }
+ }
+#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;
+ /*for(s16 x=0-max_spread_amount+1;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
x++)
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ z++)*/
+
+ /*
+ This has to be 1 smaller than the actual area, because
+ neighboring nodes are checked.
+ */
+ 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++)
{
// Node position in 2d
}
}
}
-
+
n->setLight(LIGHTBANK_DAY, light);
n->setLight(LIGHTBANK_NIGHT, 0);