light_sources to re-light the area without the removed light.
values of from_nodes are lighting values.
-
- There is a duplicate implementation of this in VoxelManipulator,
- which is faster for large volumes
*/
void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
-
- There is a duplicate implementation of this in VoxelManipulator,
- which is faster for large volumes
*/
void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
This is called after changing a node from transparent to opaque.
The lighting value of the node should be left as-is after changing
other values. This sets the lighting value to 0.
-
- NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
}
/*
- NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
while(m_transforming_liquid.size() != 0)
{
- try
- {
-
/*
Get a queued transforming liquid node
*/
}
loopcount++;
- if(loopcount >= initial_size * 1 || loopcount >= 1000)
+ //if(loopcount >= 100000)
+ if(loopcount >= initial_size * 1)
break;
-
- }catch(InvalidPositionException &e)
- {
- }
}
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
Map(dout_server),
m_seed(0)
{
+
+ //m_chunksize = 64;
+ //m_chunksize = 16; // Too slow
+ m_chunksize = 8; // Takes a few seconds
+ //m_chunksize = 4;
+ //m_chunksize = 2;
+
// TODO: Save to and load from a file
m_seed = (((u64)(myrand()%0xffff)<<0)
+ ((u64)(myrand()%0xffff)<<16)
}
else
{
- // Load map metadata (seed)
+ // Load map metadata (seed, chunksize)
loadMapMeta();
+ // Load chunk metadata
+ loadChunkMeta();
+
/*// Load sector (0,0) and throw and exception on fail
if(loadSectorFull(v2s16(0,0)) == false)
throw LoadError("Failed to load sector (0,0)");*/
dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
<<", exception: "<<e.what()<<std::endl;
}
+
+ /*
+ Free all MapChunks
+ */
+ core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
+ for(; i.atEnd() == false; i++)
+ {
+ MapChunk *chunk = i.getNode()->getValue();
+ delete chunk;
+ }
}
/*
{
MapNode treenode(CONTENT_TREE);
MapNode leavesnode(CONTENT_LEAVES);
- leavesnode.setLight(LIGHTBANK_DAY, LIGHT_MAX-1);
- vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
-
- s16 trunk_h = myrand_range(4, 7);
+ s16 trunk_h = myrand_range(3, 6);
v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++)
{
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 5, 0.7);
- double zeroval = -0.5;
+ seed+2, 5, 0.66);
+ double zeroval = -0.3;
if(noise < zeroval)
return 0;
else
- return 0.03 * (noise-zeroval) / (1.0-zeroval);
-}
-
-#define AVERAGE_MUD_AMOUNT 4.0
-
-double get_mud_amount(u64 seed, v2f p)
-{
- return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin(
- 0.5+p.X/200, 0.5+p.Y/200,
- seed+1, 5, 0.65));
-}
-
-bool get_have_sand_coast(u64 seed, v2f p)
-{
- double sandnoise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+59420, 3, 0.50);
- return (sandnoise > -0.25);
-}
-
-bool get_have_sand_ground(u64 seed, v2f p)
-{
- double sandnoise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
- seed+54290232, 6, 0.65);
- return (sandnoise > 1.0);
+ return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
- v = fabs(v);
- if(v >= 1.0)
- return 0.0;
- return (1.0-v);
-}
-
-// -1->0, -r->1, 0->1, r->1, 1->0
-double contour_flat_top(double v, double r)
-{
- v = fabs(v);
- if(v >= 1.0)
- return 0.0;
- double rmax = 0.999;
- if(r >= rmax)
- r = rmax;
- if(v <= r)
- return 1.0;
- v -= r;
- return ((1.0-r)-v) / (1.0-r);
- //return easeCurve(((1.0-r)-v) / (1.0-r));
-}
+#define AVERAGE_MUD_AMOUNT 4
-double base_rock_level_2d(u64 seed, v2f p)
+double base_rock_level_2d(u64 seed, v2s16 p)
{
- // The ground level (return value)
- double h = WATER_LEVEL-1.5;
-
- // Raises from 0 when parameter is -1...1
- /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
- 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500.,
- (seed>>32)+34758, 5, 0.55), 0.10);*/
- /*double m2 = 1.0;
- if(m2 > 0.0001)
- {
- // HUGE mountains
- double m1 = 200.0 + 300.0 * noise2d_perlin(
- 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000.,
- (seed>>32)+98525, 8, 0.5);
- h += m1 * m2;
- //h += 30 * m2;
- }*/
-
- /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
- 0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
- (seed>>32)+78593, 5, 0.55), 0.15);
- h += 30 * tm2;*/
-
-#if 0
- {
- // Large mountains
- double m3 = 100.0 - 600.0 * noise2d_perlin_abs(
- 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
- (seed>>32)+985251, 9, 0.55);
- if(m3 > h)
- h = m3;
- }
-#endif
-
-#if 0
- {
- // More mountain ranges
- double d = 100;
- double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
- 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
- seed+850342, 7, 0.55);
- /*if(a1 > d)
- a1 = d + sqrt(a1-d);*/
- a1 = (1.0 - exp(-a1/d))*d;
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- }
-#endif
-
-#if 0
- {
- // More mountain ranges
- double d = 60;
- double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
- 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
- seed+850342, 7, 0.55);
- /*if(a1 > d)
- a1 = d + sqrt(a1-d);*/
- a1 = (1.0 - exp(-a1/d))*d;
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- }
-#endif
-
-#if 0
- {
- // Very steep mountain ranges
- double d = 120;
- double a1 = d*2 - d*6.5 * noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+850342, 6, 0.6);
- /*if(a1 > d)
- a1 = d + sqrt(a1-d);*/
- a1 = (1.0 - exp(-a1/d))*d;
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- /*double a = noise2d_perlin_abs(
- 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000.,
- (seed>>32)+65012102, 8, 0.50);
- double m4 = 100.0 - 400.0 * a;
- if(m4 > h)
- h = m4;*/
- }
-#endif
-
- /*
- The stuff before this comment is usually not used.
- The stuff after this comment is usually used.
- */
-
-#if 1
- {
- // Mountains
- double m4 = 1.0 - 3.0 * noise2d_perlin_abs(
- 0.324+(float)p.X/1000., 0.423+(float)p.Y/1000.,
- (seed>>32)+65012102, 8, 0.57);
- m4 *= 120;
- if(m4 > h)
- h = m4;
- }
-#endif
-
-#if 1
- // Some kind of hill chains or something
- {
- double a1 = 1.0 - 2.5 * noise2d_perlin_abs(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+850342, 5, 0.6);
- a1 *= 30;
- double d = 15;
- if(a1 > d)
- a1 = d + sqrt(a1-d);
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- }
-#endif
-
-#if 1
- double base = -2. + 25. * noise2d_perlin(
+ // The base ground level
+ double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- (seed>>32)+653876, 7, 0.65);
-#else
- double base = 0;
-#endif
+ (seed>>32)+654879876, 6, 0.6);
-#if 1
- /*
- Combined with turbulence, this thing here is able to make very
- awesome terrain, albeit rarely.
-
- This is also responsible for small islands.
- */
-
- double higher = 40. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+39292, 6, 0.50);
- /*double higher = 50. * noise2d_perlin_abs(
+ /*// A bit hillier one
+ double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 5, 0.63);*/
- //higher = 25;
-
- if(higher > base)
- {
- // Steepness factor of cliffs
- double b = 1.0 + 1.0 * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-932, 6, 0.7);
- b = rangelim(b, 0.0, 1000.0);
+ (seed>>27)+90340, 6, 0.69);
+ if(base2 > base)
+ base = base2;*/
#if 1
- b = pow(b, 5);
- b *= 16;
- b = rangelim(b, 3.0, 1000.0);
- //dstream<<"b="<<b<<std::endl;
- //double b = 20;
- // Offset to more low
- //double a_off = -0.30;
- double a_off = -0.20;
- // High/low selector
- double a = (double)0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 7, 0.70));
-#endif
-#if 0
- /*b = pow(b, 5);
- b *= 2;
- b = rangelim(b, 3.0, 20.0);*/
- //b = 10.0;
- double a = -1.5 + 5.0 * (noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 6, 0.6));
- a *= 3.0;
- /*double a = 5.0 * (noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-359, 5, 0.6));*/
- //a = contour_flat_top(a, 0.2);
-#endif
- // Limit
- a = rangelim(a, 0.0, 1.0);
- a = easeCurve(a);
-
- //dstream<<"a="<<a<<std::endl;
+ // Higher ground level
+ double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+85039, 5, 0.69);
+ //higher = 30; // For debugging
- /*double h2 = higher * a;
- if(h2 > h)
- h = h2;*/
+ // Limit higher to at least base
+ if(higher < base)
+ higher = base;
- h += base*(1.0-a) + higher*a;
- }
- else
- {
- h += base;
- }
-#else
- h += base;
-#endif
-
- return h;
-}
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
- return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
-}
-
-double get_turbulence_factor_2d(u64 seed, v2f p)
-{
- double vv = -0.50 + 2.0 * noise2d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- seed+85498783983, 4, 0.5);
- vv = rangelim(vv, 0.0, 1.0);
- return vv;
-}
-
-#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7)
-
-double get_turbulence_factor_y(u64 seed, f32 y)
-{
- double d = 14;
- double min = TURBULENCE_BOTTOM_CUTOFF_Y;
- if(y < min)
- return 0.0;
- else if(y < min + d)
- return ((y-min)/d);
- return 1.0;
-}
-
-v2f get_raw_turbulence(u64 seed, v3f p)
-{
- double f = 8;
-
- double v1 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+4045, 5, 0.65);
-
- double v2 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+9495, 5, 0.65);
-
- return v2f(v1, v2);
-}
-
-// Shouldn't be used, provided for compatibility.
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
- double tfxz = get_turbulence_factor_2d(seed, v2f(p.X,p.Z));
- double tfy = get_turbulence_factor_y(seed, p.Y);
- v2f t = get_raw_turbulence(seed, p);
- return t*tfxz*tfy;
-}
-
-#if 0
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
- double f = 8;
-
-#if 1
- // Cut off at a minimum height
- {
- double d = 15;
- double min = WATER_LEVEL-5;
- if(p.Y < min)
- return v2f(0,0);
- else if(p.Y < min + d)
- f *= ((p.Y-min)/d);
- }
-#endif
-
-#if 1
- double vv = 0.50 + 1.0 * noise3d_perlin(
- 0.5+p.X/250,
- 0.5+p.Y/250,
- 0.5+p.Z/250,
- seed+1324381, 4, 0.5);
- double vve = rangelim(vv, 0.0, 1.0);
- /*double vv = 1.0 - 2.0 * noise3d_perlin_abs(
- 0.5+p.X/250,
- 0.5+p.Y/250,
- 0.5+p.Z/250,
- seed+1324031, 4, 0.5);
- double vve = 1.0 - exp(-MYMAX(0, vv*2.0));*/
- //double vve = rangelim(vv, 0, 1.0);
- //dstream<<"vve="<<vve<<std::endl;
-
- /*// Limit turbulence near water level
- double a = contour((p.Y-WATER_LEVEL)/10.0);
- vve = (1.-a) * vve;*/
-
- // Increase turbulence in elevated heights
- double ah = WATER_LEVEL + 30;
- if(p.Y > ah)
- {
- vve *= p.Y/ah;
- }
-#else
- double vve = 1;
-#endif
-
- double v1 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+4045, 5, 0.65);
+ // Steepness factor of cliffs
+ double b = 1.0 + 1.0 * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed-932, 7, 0.7);
+ b = rangelim(b, 0.0, 1000.0);
+ b = pow(b, 5);
+ b *= 7;
+ b = rangelim(b, 3.0, 1000.0);
+ //dstream<<"b="<<b<<std::endl;
+ //double b = 20;
+
+ // Offset to more low
+ double a_off = -0.2;
+ // High/low selector
+ /*double a = 0.5 + b * (a_off + noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed-359, 6, 0.7));*/
+ double a = (double)0.5 + b * (a_off + noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed-359, 5, 0.60));
+ // Limit
+ a = rangelim(a, 0.0, 1.0);
- double v2 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+9495, 5, 0.65);
+ //dstream<<"a="<<a<<std::endl;
- return v2f(v1*vve, v2*vve);
+ double h = base*(1.0-a) + higher*a;
#else
- return v2f(0,0);
-#endif
-}
-#endif
-
-bool is_carved(u64 seed, v3f p)
-{
-#if 1
- double v1 = noise3d_perlin_abs(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+657890854, 5, 0.7);
-
- if(v1 > 1.45)
- return true;
-#endif
-
- double f = 10.0;
- double y_div = 1.0;
-
- double v4 = contour(f*noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200*y_div,
- 0.5+p.Z/200,
- seed+87592, 5, 0.7));
- // Tilted 90 degrees
- double v5 = contour(f*noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Z/200,
- 0.5+p.Y/200*y_div,
- seed+98594, 5, 0.7));
-
- double v45 = v4*v5;
- if(v45 > 2.5/f)
- return true;
-
- return false;
-}
-
-bool is_underground_mud(u64 seed, v3f p)
-{
- double v1 = noise3d_perlin_abs(
- 0.5+p.X/50,
- 0.5+p.Y/50,
- 0.5+p.Z/50,
- seed+83401, 5, 0.75);
- return (v1 > 1.3);
-}
-
-/*
- if depth_guess!=NULL, it is set to a guessed value of how deep
- underground the position is.
-*/
-bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
-{
-#if 0
- // This is used for testing the output of the cave function
- {
- if(depth_guess)
- *depth_guess = 10;
- if(p.Y > 50)
- return false;
- return is_carved(seed, p);
- }
-#endif
-#if 0
- // This is used for testing the output of the underground mud function
- {
- if(depth_guess)
- *depth_guess = 10;
- if(p.Y > 50)
- return false;
- return is_underground_mud(seed, p);
- }
-#endif
-
- bool is_ground = true;
-
-#if 1
- if(is_carved(seed, p))
- is_ground = false;
-#endif
-
- if(depth_guess || is_ground == true)
- {
- v2f t = base_ground_turbulence(seed, p);
-
- double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y));
-
-#if 0
- if(depth_guess)
- {
- // Find highest surface near current
- v3f dirs[4] = {
- v3f(1,0,0),
- v3f(-1,0,0),
- v3f(0,0,1),
- v3f(0,0,-1)
- };
- double s2 = surface_y_f;
- for(u32 i=0; i<4; i++)
- {
- v3f dir = dirs[i];
- // Get turbulence at around there
- v2f t2 = base_ground_turbulence(seed, p+dir);
- // Get ground height
- v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z);
- double s = base_rock_level_2d(seed, l);
- if(s > s2)
- s2 = s;
- }
- *depth_guess = s2 - p.Y;
- }
+ double h = base;
#endif
-#if 1
- if(depth_guess)
- {
- // Check a bit lower also, take highest surface
- v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0));
- double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y));
- if(s2 > surface_y_f)
- *depth_guess = s2 - p.Y;
- else
- *depth_guess = surface_y_f - p.Y;
- }
-#endif
-#if 0
- if(depth_guess)
- *depth_guess = surface_y_f - p.Y;
-#endif
-
- if(p.Y > surface_y_f)
- is_ground = false;
- }
-
- /*if(depth_guess)
- {
- // Guess surface point
- v3f p2(p.X, surface_y_f, p.Z);
- v2f t2 = base_ground_turbulence
- double u1 =
- double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2));
- }*/
-
- return is_ground;
+ return h;
}
#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
This is the main map generation method
*/
-#if 0
MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
core::map<v3s16, MapBlock*> &changed_blocks,
bool force)
{
DSTACK(__FUNCTION_NAME);
- // Shall be not used now
- //assert(0);
-
-#if 0
-
/*
Don't generate if already fully generated
*/
{
// 22ms @cs=8
- TimeTaker timer1("ground level");
- dstream<<"Generating base ground..."<<std::endl;
+ //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++)
v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
/*
- Skip if already generated
- */
- {
- v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }
-
- v2f p2df(p2d.X, p2d.Y);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = y_nodes_min;
- s16 max = y_nodes_max;
- /*s16 min = -10;
- s16 max = 20;*/
- //float surface_y_f = base_rock_level_2d(m_seed, p2df);
- u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
- for(s16 y=min; y<=max; y++)
- {
-#if 1
- bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
- if(is)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
- double v = noise3d_perlin(
- 0.5+(float)p2d.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2d.Y/200,
- m_seed+293, 6, 0.55);
- if(v > 0.0)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
- /*double v1 = 5 * noise3d_perlin(
- 0.5+(float)p2df.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2df.Y/200,
- m_seed+293, 6, 0.55);
-
- double v2 = 5 * noise3d_perlin(
- 0.5+(float)p2df.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2df.Y/200,
- m_seed+293, 6, 0.55);*/
-
- double v1 = 0;
- double v2 = 0;
-
- float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2));
-
- if(y <= surface_y_f)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
-#if 0
- // Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Skip if already generated
+ Skip of already generated
*/
{
v3s16 p(p2d.X, y_nodes_min, p2d.Y);
vmanip.m_area.add_y(em, i, 1);
}
}
-#endif
}
}//timer1
/*
Loop this part, it will make stuff look older and newer nicely
*/
- u32 age_count = 2;
- for(u32 i_age=0; i_age<age_count; i_age++)
+ //for(u32 i_age=0; i_age<1; i_age++)
+ for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
{
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
- s16 mud_add_amount = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count;
+ 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));
// Find ground level
s16 surface_y = find_ground_level_clever(vmanip, p2d);
}//timer1
{
// 340ms @cs=8
- //TimeTaker timer1("flow mud");
+ TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
- bool have_sand = get_have_sand_coast(p2d);
+ double sandnoise = noise2d_perlin(
+ 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+ m_seed+59420, 3, 0.50);
+
+ bool have_sand = (sandnoise > -0.15);
if(have_sand == false)
continue;
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
+ // Don't make a tree so high that it doesn't fit
+ if(y > y_nodes_max - 6)
+ continue;
v3s16 p(x,y,z);
/*
Trees grow only on mud and grass
}
#endif
- }//timer1
-
- // Spread light around
+#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++)
{
- TimeTaker timer("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
- }
-
- /*
- Generation ended
- */
-
- timer_generate.stop();
-
- /*
- Blit generated stuff to map
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Apply initial sunlight
+ */
+ {
+ 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--)
+ {
+ MapNode *n = &vmanip.m_data[i];
+
+ 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);
+ }
+ }
+ }
+#endif
+
+ }//timer1
+
+ // Spread light around
+ {
+ TimeTaker timer("generateChunkRaw() spreadLight");
+ vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ }
+
+ /*
+ Generation ended
+ */
+
+ timer_generate.stop();
+
+ /*
+ Blit generated stuff to map
*/
{
// 70ms @cs=8
}
}
-#endif
/*
Create chunk metadata
*/
return chunk;
}
-#endif
-#if 0
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
+ core::map<v3s16, MapBlock*> &changed_blocks)
{
- DSTACK(__FUNCTION_NAME);
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
+ dstream<<"generateChunk(): Generating chunk "
+ <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
+ <<std::endl;
+
+ /*for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)*/
+ for(s16 x=-0; x<=0; x++)
+ for(s16 y=-0; y<=0; y++)
{
- MapChunk *chunk = getChunk(chunkpos);
+ v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
+ MapChunk *chunk = getChunk(chunkpos0);
+ // Skip if already generated
if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- {
- dstream<<"generateChunkRaw(): Chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<" already generated"<<std::endl;
- return chunk;
- }
+ continue;
+ generateChunkRaw(chunkpos0, changed_blocks);
}
-
-#if 0
- 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 = 1;
- 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 = -2;
- 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;
+ assert(chunkNonVolatile(chunkpos1));
- v3s16 bigarea_blocks_min(
- sectorpos_bigbase.X,
- y_blocks_min,
- sectorpos_bigbase.Y
- );
+ MapChunk *chunk = getChunk(chunkpos1);
+ return chunk;
+}
- v3s16 bigarea_blocks_max(
- sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
- y_blocks_max,
- sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
- );
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
+{
+ DSTACK("%s: p2d=(%d,%d)",
+ __FUNCTION_NAME,
+ p2d.X, p2d.Y);
- // 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.
+ Check if it exists already in memory
*/
- s16 lighting_min_d = 0-max_spread_amount;
- s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
+ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+ if(sector != NULL)
+ return sector;
+
/*
- Create the whole area of this and the neighboring chunks
+ Try to load it from disk (with blocks)
*/
+ if(loadSectorFull(p2d) == true)
{
- TimeTaker timer("generateChunkRaw() create area");
-
- for(s16 x=0; x<sectorpos_bigbase_size; x++)
- for(s16 z=0; z<sectorpos_bigbase_size; z++)
+ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
{
- 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);
+ dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
+ throw InvalidPositionException("");
+ }
+ return sector;
+ }
- // Lighting won't be calculated
- //block->setLightingExpired(true);
- // Lighting will be calculated
- block->setLightingExpired(false);
+ /*
+ Do not create over-limit
+ */
+ if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+ throw InvalidPositionException("createSector(): pos. over limit");
- /*
- Block gets sunlight if this is true.
+ /*
+ Generate blank sector
+ */
+
+ sector = new ServerMapSector(this, p2d);
+
+ // Sector position on map in nodes
+ v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
- This should be set to true when the top side of a block
- is completely exposed to the sky.
+ /*
+ Insert to container
+ */
+ m_sectors.insert(p2d, sector);
+
+ return sector;
+}
- Actually this doesn't matter now because the
- initial lighting is done here.
- */
- block->setIsUnderground(y != y_blocks_max);
- }
- }
- }
+MapSector * ServerMap::emergeSector(v2s16 p2d,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ DSTACK("%s: p2d=(%d,%d)",
+ __FUNCTION_NAME,
+ p2d.X, p2d.Y);
/*
- Now we have a big empty area.
-
- Make a ManualMapVoxelManipulator that contains this and the
- neighboring chunks
+ Check chunk status
*/
+ v2s16 chunkpos = sector_to_chunk(p2d);
+ /*bool chunk_nonvolatile = false;
+ MapChunk *chunk = getChunk(chunkpos);
+ if(chunk && chunk->getIsVolatile() == false)
+ chunk_nonvolatile = true;*/
+ bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
+ /*
+ If chunk is not fully generated, generate chunk
+ */
+ if(chunk_nonvolatile == false)
{
- TimeTaker timer("generateChunkRaw() initialEmerge");
- vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+ // Generate chunk and neighbors
+ generateChunk(chunkpos, changed_blocks);
}
-
- // Clear all flags
- vmanip.clearFlag(0xff);
-
- TimeTaker timer_generate("generateChunkRaw() generate");
-
+
/*
- Generate general ground level to full area
+ Return sector if it exists now
*/
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if(sector != NULL)
+ return sector;
- {
- // 22ms @cs=8
- TimeTaker timer1("ground level");
- dstream<<"Generating base ground..."<<std::endl;
-
- for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Skip if already generated
- */
- {
- v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }
-
- v2f p2df(p2d.X, p2d.Y);
-
- s16 mud_amount = get_mud_amount(m_seed, p2df);
-
- double tfxz = get_turbulence_factor_2d(m_seed, p2df);
- bool turbulence_is_used = (tfxz > 0.001);
-
- s16 surface_y = 0;
-
- float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df);
- s16 noturb_surface_y = noturb_surface_y_f;
-
- {
- s16 depth_counter = 0;
- s16 min = y_nodes_min;
- s16 max = y_nodes_max;
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
- for(s16 y=max; y>=min; y--)
- {
- v3f p3df(p2df.X, y, p2df.Y);
-
- bool is_ground = false;
-
- bool turb_for_node = (turbulence_is_used
- && y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-
- if(is_carved(m_seed, p3df))
- {
- is_ground = false;
- }
- else
- {
- if(turb_for_node)
- {
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- p3df, &depth_guess);
-
- // Estimate the surface height
- surface_y = y + depth_guess;
- }
- else
- {
- surface_y = noturb_surface_y;
- }
-
- is_ground = (y <= surface_y);
- }
-
- if(is_ground)
- {
- //vmanip.m_data[i].d = CONTENT_STONE;
- /*if(y > surface_y - mud_amount)
- vmanip.m_data[i].d = CONTENT_MUD;
- else
- vmanip.m_data[i].d = CONTENT_STONE;*/
- if(depth_counter < mud_amount)
- vmanip.m_data[i].d = CONTENT_MUD;
- else
- vmanip.m_data[i].d = CONTENT_STONE;
- }
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-
- if(is_ground || depth_counter != 0)
- depth_counter++;
-
-#if 0
-#if 1
- bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
- if(is)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#endif
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-
- }//timer1
-
- {
- // 50ms @cs=8
- //TimeTaker timer1("add water");
-
- /*
- 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;
- x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Find ground level
- //s16 surface_y = find_ground_level(vmanip, p2d);
-
- /*
- If ground level is over water level, skip.
- NOTE: This leaves caves near water without water,
- which looks especially crappy when the nearby water
- won't start flowing either for some reason
- */
- /*if(surface_y > WATER_LEVEL)
- continue;*/
-
- /*
- Add water on ground
- */
- {
- v3s16 em = 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);
- }*/
-
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- n = &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 dungeons
- if(!(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);
- }
-
- // Next one
- vmanip.m_area.add_y(em, i, -1);
- if(light > 0)
- light--;
- }
- }
-
- }
-
- }//timer1
-
- {
- //TimeTaker timer1("convert mud to sand");
-
- /*
- Convert mud to sand
- */
-
- //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;
- x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Determine whether to have sand here
- bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y));
-
- if(have_sand == false)
- continue;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
- if(surface_y > WATER_LEVEL + 2)
- continue;
-
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y;
- u32 i = 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];
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- n->d = CONTENT_SAND;
- }
- else
- {
- not_sand_counter++;
- if(not_sand_counter > 3)
- break;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
-
- }
-
- }//timer1
-
- {
- // 19ms @cs=8
- //TimeTaker timer1("grow grass");
-
- /*
- 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;
- x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Find the lowest surface to which enough light ends up
- to make grass grow.
-
- Basically just wait until not air and not leaves.
- */
- s16 surface_y = 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(n.d != CONTENT_AIR
- && n.d != CONTENT_LEAVES)
- break;
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
- u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_MUD)
- n->d = CONTENT_GRASS;
- }
-
- }//timer1
-
- {
- // 1ms @cs=8
- //TimeTaker timer1("generate trees");
-
- /*
- Generate some trees
- */
- {
- // Divide area into parts
- s16 div = 8;
- s16 sidelen = 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
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- 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
- );
- // Amount of trees
- u32 tree_count = area * tree_amount_2d(m_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));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(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));
- // 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);
- }*/
- }
-
- }//timer1
-
-
- /*
- Initial lighting (sunlight)
- */
-
- core::map<v3s16, bool> light_sources;
-
- {
- // 750ms @cs=8, can't optimize more
- TimeTaker timer1("initial lighting");
-
-#if 1
- /*
- 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
- v2s16 p2d = 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();
- 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(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- // This doesn't take much time
- if(add_to_sources == false)
- {
- /*
- Check sides. If side is not air or water, start
- adding to light_sources.
- */
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
- if(
- n2->d != CONTENT_AIR
- && n2->d != CONTENT_WATERSOURCE
- && n2->d != CONTENT_WATER
- ){
- add_to_sources = true;
- break;
- }
- }
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- // This doesn't take much time
- if(light != 0 && add_to_sources)
- {
- // 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);
- }
- }
- }
-#endif
-
- }//timer1
-
- // Spread light around
- {
- TimeTaker timer("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
- }
-
- /*
- Generation ended
- */
-
- timer_generate.stop();
-
- /*
- Blit generated stuff to map
- */
- {
- // 70ms @cs=8
- //TimeTaker timer("generateChunkRaw() blitBackAll");
- vmanip.blitBackAll(&changed_blocks);
- }
-
- /*
- Update day/night difference cache of the MapBlocks
- */
- {
- for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
- i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
- }
- }
-#endif
-
- /*
- Create chunk metadata
- */
-
- for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)
- {
- v2s16 chunkpos0 = chunkpos + v2s16(x,y);
- // Add chunk meta information
- MapChunk *chunk = getChunk(chunkpos0);
- if(chunk == NULL)
- {
- chunk = new MapChunk();
- m_chunks.insert(chunkpos0, chunk);
- }
- //chunk->setIsVolatile(true);
- if(chunk->getGenLevel() > GENERATED_PARTLY)
- chunk->setGenLevel(GENERATED_PARTLY);
- }
-
- /*
- Set central chunk non-volatile
- */
- MapChunk *chunk = getChunk(chunkpos);
- assert(chunk);
- // Set non-volatile
- //chunk->setIsVolatile(false);
- chunk->setGenLevel(GENERATED_FULLY);
-
- /*
- Save changed parts of map
- */
- save(true);
-
- /*
- Return central chunk (which was requested)
- */
- return chunk;
-}
-
-
-MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
- core::map<v3s16, MapBlock*> &changed_blocks)
-{
- dstream<<"generateChunk(): Generating chunk "
- <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
- <<std::endl;
-
- // Shall be not used now
- //assert(0);
-
- /*for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)*/
- for(s16 x=-0; x<=0; x++)
- for(s16 y=-0; y<=0; y++)
- {
- v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
- MapChunk *chunk = getChunk(chunkpos0);
- // Skip if already generated
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- continue;
- generateChunkRaw(chunkpos0, changed_blocks);
- }
-
- assert(chunkNonVolatile(chunkpos1));
-
- MapChunk *chunk = getChunk(chunkpos1);
- return chunk;
-}
-#endif
-
-ServerMapSector * ServerMap::createSector(v2s16 p2d)
-{
- DSTACK("%s: p2d=(%d,%d)",
- __FUNCTION_NAME,
- p2d.X, p2d.Y);
-
- /*
- Check if it exists already in memory
- */
- ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
- if(sector != NULL)
- return sector;
-
- /*
- Try to load it from disk (with blocks)
- */
- if(loadSectorFull(p2d) == true)
- {
- ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
- if(sector == NULL)
- {
- dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
- throw InvalidPositionException("");
- }
- return sector;
- }
-
- /*
- Do not create over-limit
- */
- if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
- || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
- || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
- || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
- throw InvalidPositionException("createSector(): pos. over limit");
-
- /*
- Generate blank sector
- */
-
- sector = new ServerMapSector(this, p2d);
-
- // Sector position on map in nodes
- v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
-
- /*
- Insert to container
- */
- m_sectors.insert(p2d, sector);
-
- return sector;
-}
-
-MapSector * ServerMap::emergeSector(v2s16 p2d,
- core::map<v3s16, MapBlock*> &changed_blocks)
-{
- DSTACK("%s: p2d=(%d,%d)",
- __FUNCTION_NAME,
- p2d.X, p2d.Y);
-
-#if 0
- /*
- Check chunk status
- */
- v2s16 chunkpos = sector_to_chunk(p2d);
- /*bool chunk_nonvolatile = false;
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk && chunk->getIsVolatile() == false)
- chunk_nonvolatile = true;*/
- bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
-
- /*
- If chunk is not fully generated, generate chunk
- */
- if(chunk_nonvolatile == false)
- {
- // Generate chunk and neighbors
- generateChunk(chunkpos, changed_blocks);
- }
-#endif
-
- /*
- Return sector if it exists now
- */
- MapSector *sector = getSectorNoGenerateNoEx(p2d);
- if(sector != NULL)
- return sector;
-
- /*
- Try to load it from disk
- */
- if(loadSectorFull(p2d) == true)
- {
- MapSector *sector = getSectorNoGenerateNoEx(p2d);
- if(sector == NULL)
- {
- dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
- throw InvalidPositionException("");
- }
- return sector;
- }
-
- /*
- generateChunk should have generated the sector
- */
- //assert(0);
-
- dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
- <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
- <<std::endl;
-
-#if 0
- 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
-
-#if 1
- dstream<<"WARNING: Creating an empty sector."<<std::endl;
-
- return createSector(p2d);
-
-#endif
-
- /*
- Generate directly
- */
- //return generateSector();
-}
-
-enum BlockType{
- BT_GROUND,
- BT_SURFACE,
- BT_SKY
-};
-
-MapBlock* ServerMap::generateBlockRaw(v3s16 blockpos0,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
-{
- DSTACK(__FUNCTION_NAME);
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
- {
- MapBlock *block = getBlockNoCreateNoEx(blockpos0);
- if(block != NULL && block->isFullyGenerated())
- {
- dstream<<"generateBlockRaw(): Block "
- <<"("<<blockpos0.X<<","<<blockpos0.Y
- <<","<<blockpos0.Z<<")"
- <<" already generated (not forced)"<<std::endl;
- return block;
- }
- }
-
- /*dstream<<"generateBlockRaw(): Generating block "
- <<"("<<blockpos0.X<<","<<blockpos0.Y
- <<","<<blockpos0.Z<<")"
- <<std::endl;*/
-
- //TimeTaker timer("generateBlockRaw()");
-
- /*
- Calculate some simple values
- */
-
- v2s16 sectorpos0(blockpos0.X, blockpos0.Z);
-
- /*
- Fill in some variables for the code that was copied from
- generateChunkRaw
- */
- s16 y_blocks_min = blockpos0.Y-1;
- s16 y_blocks_max = blockpos0.Y+1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
- v2s16 sectorpos_bigbase = sectorpos0 - v2s16(1,1);
- s16 sectorpos_bigbase_size = 3;
- v2s16 sectorpos_base = sectorpos0;
- s16 sectorpos_base_size = 1;
- s16 max_spread_amount = MAP_BLOCKSIZE;
- 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 blocks
- */
-
- core::list<v3s16> blocks_created;
-
- {
- //TimeTaker timer("generateBlockRaw() create area");
-
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- v2s16 sectorpos = sectorpos0 + v2s16(x,z);
- ServerMapSector *sector = createSector(sectorpos);
- assert(sector);
-
- for(s16 y=blockpos0.Y-1; y<=blockpos0.Y+1; y++)
- {
- v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
-
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block && block->isDummy() == false)
- continue;
-
- block = createBlock(blockpos);
- block->setFullyGenerated(false);
-
- blocks_created.push_back(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.
-
- This doesn't matter if the initial lighting is done
- here.
- */
- //block->setIsUnderground(y != y_blocks_max);
- block->setIsUnderground(false);
- }
- }
- }
-
- /*
- Now we have a big empty area of (16x16x16)x27.
-
- Make a ManualMapVoxelManipulator that contains the whole area.
- */
-
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
- {
- //TimeTaker timer("generateBlockRaw() initialEmerge");
- vmanip.initialEmerge(blockpos0-v3s16(1,1,1), blockpos0+v3s16(1,1,1));
- }
-
- // Clear all flags
- vmanip.clearFlag(0xff);
-
- // Block type of blockpos0
- BlockType center_block_type = BT_SURFACE;
-
- /*
- Generate general ground level to newly created blocks.
- Only stone is used and it is converted to other stuff later on.
- */
- {
- // 22ms @cs=8
- //dstream<<"Generating base ground..."<<std::endl;
- //TimeTaker timer1("ground level");
-
- // Loop through created blocks
- for(core::list<v3s16>::Iterator i = blocks_created.begin();
- i != blocks_created.end(); i++)
- {
- v3s16 blockpos = *i;
- v2s16 sectorpos(blockpos.X, blockpos.Z);
-
- /*
- Approximate whether this block is a surface block, an air
- block or a ground block.
-
- This shall never mark a surface block as non-surface.
- */
-
- BlockType block_type = BT_SURFACE;
- v3s16 p_nodes = blockpos * MAP_BLOCKSIZE;
- s32 lowest_ground_y = 32767;
- s32 highest_ground_y = -32768;
- u8 water_material = CONTENT_WATERSOURCE;
-
- {
- /*
- Estimate surface at different positions of the block, to
- try to accomodate the effect of turbulence.
- */
- v3f checklist[] = {
- v3f(0,0,0),
- v3f(0,1,0),
- v3f(0,1,1),
- v3f(0,0,1),
- v3f(1,0,0),
- v3f(1,1,0),
- v3f(1,1,1),
- v3f(1,0,1),
- v3f(0.5,0.5,0.5),
- };
- v3f p_nodes_f = intToFloat(p_nodes, 1);
- float surface_y_max = -1000000;
- float surface_y_min = 1000000;
- for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
- {
- v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = p_map_f.Y + depth_guess;
-
- if(surface_y_f > surface_y_max)
- surface_y_max = surface_y_f;
- if(surface_y_f < surface_y_min)
- surface_y_min = surface_y_f;
- }
-
- float block_low_y_f = p_nodes_f.Y;
- float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
-
- /*dstream<<"surface_y_max="<<surface_y_max
- <<", surface_y_min="<<surface_y_min
- <<", block_low_y_f="<<block_low_y_f
- <<", block_high_y_f="<<block_high_y_f
- <<std::endl;*/
-
- // A fuzzyness value
- // Must accomodate mud and turbulence holes
- float d_down = 16;
- // Must accomodate a bit less
- float d_up = 5;
-
- if(block_high_y_f < surface_y_min - d_down)
- {
- //dstream<<"BT_GROUND"<<std::endl;
- // A ground block
- block_type = BT_GROUND;
- }
- else if(block_low_y_f >= surface_y_max + d_up
- && block_low_y_f > WATER_LEVEL + d_up)
- {
- //dstream<<"BT_SKY"<<std::endl;
- // A sky block
- block_type = BT_SKY;
- }
- else
- {
- //dstream<<"BT_SURFACE"<<std::endl;
- // A surface block
- block_type = BT_SURFACE;
- }
-
- if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
- {
- lowest_ground_y = surface_y_min;
- highest_ground_y = surface_y_max;
- }
- }
-
- if(blockpos == blockpos0)
- center_block_type = block_type;
-
- if(block_type == BT_GROUND)
- {
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block)
- block->setIsUnderground(true);
- }
-
- /*
- If the block has ground, generate ground precisely.
- */
-
- if(block_type == BT_SURFACE || block_type == BT_GROUND)
- {
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- {
- v2s16 real_p2d = v2s16(x0,z0) + sectorpos*MAP_BLOCKSIZE;
-
- v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
- double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
- bool turbulence_is_used = (tfxz > 0.001);
-
- float surface_y_f = 0;
- s16 surface_y = 0;
-
- float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
- s16 noturb_surface_y = noturb_surface_y_f;
-
- // Get some statistics of surface height
- if(noturb_surface_y < lowest_ground_y)
- lowest_ground_y = noturb_surface_y;
- if(noturb_surface_y > highest_ground_y)
- highest_ground_y = noturb_surface_y;
-
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(
- real_p2d.X,
- blockpos.Y*MAP_BLOCKSIZE,
- real_p2d.Y));
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- s16 real_y = blockpos.Y * MAP_BLOCKSIZE + y0;
- v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
- MapNode n;
-
- /*
- Calculate material
- */
-
- bool is_ground = false;
- v3f real_pos_f = intToFloat(real_pos, 1);
-
- bool turb_for_node = (turbulence_is_used
- && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-
- bool is_cavern = false;
-
- if(is_carved(m_seed, real_pos_f))
- {
- is_ground = false;
- if(real_y < noturb_surface_y)
- is_cavern = true;
- }
- else
- {
- if(turb_for_node)
- {
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- surface_y_f = (float)real_y + depth_guess;
- surface_y = real_y + depth_guess;
-
- // Save some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
- }
- else
- {
- surface_y = noturb_surface_y;
- }
-
- is_ground = (real_y <= surface_y);
- }
-
- // If node is not ground, it's air or water
- if(is_ground == false)
- {
- // If under water level, it's water
- if(real_y < WATER_LEVEL && !is_cavern)
- {
- n.d = water_material;
- u8 dist = 16;
- if(real_y >= surface_y)
- dist = WATER_LEVEL-real_y+1;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, dist));
- /*
- Add to transforming liquid queue (in case it'd
- start flowing)
- */
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- {
- n.d = CONTENT_AIR;
-
- /*
- Guess lighting
- */
- if(real_y > surface_y + 4)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- }
- // Else it's ground
- else
- {
- if(is_underground_mud(m_seed, real_pos_f))
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_STONE;
- }
-
- vmanip.m_data[i] = n;
- vmanip.m_area.add_y(em, i, 1);
- }
- }
- }// BT_SURFACE
- else // BT_SKY or anything else
- {
- MapNode n_fill;
- if(block_type == BT_GROUND)
- {
- //n_fill.d = CONTENT_STONE;
- }
- else if(block_type == BT_SKY)
- {
- n_fill.d = CONTENT_AIR;
- n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- else // fallback
- {
- n_fill.d = CONTENT_MESE;
- }
-
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos*MAP_BLOCKSIZE + v2s16(x,z);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = blockpos.Y*MAP_BLOCKSIZE;
- s16 max = min + MAP_BLOCKSIZE-1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
- for(s16 y=min; y<=max; y++)
- {
- vmanip.m_data[i] = n_fill;
- vmanip.m_area.add_y(em, i, 1);
- }
- }
- }
- }
- }
-
- }//timer1
-
- /*
- Convert surface ground to mud
- */
-
- if(center_block_type == BT_SURFACE)
- {
-#if 1
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos0*MAP_BLOCKSIZE + v2s16(x,z);
- v2f real_p2d_f(p2d.X,p2d.Y);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = blockpos0.Y*MAP_BLOCKSIZE;
- // Start from one above the central block
- s16 max = min + MAP_BLOCKSIZE-1+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
- // If stone, there won't be mud
- if(vmanip.m_data[i].d == CONTENT_STONE)
- continue;
- // Find top of ground
- bool found = false;
- s16 y;
- for(y=max; y>=min; y--)
- {
- if(vmanip.m_data[i].d == CONTENT_STONE)
- {
- found = true;
- break;
- }
- vmanip.m_area.add_y(em, i, -1);
- }
- if(found == false)
- continue;
- // Set mud
- s16 mud_amount = get_mud_amount(m_seed, real_p2d_f);
- for(s16 j=0; j<mud_amount; j++)
- {
- if(vmanip.m_data[i].d != CONTENT_STONE)
- {
- break;
- }
- if(j==0 && y >= WATER_LEVEL)
- vmanip.m_data[i].d = CONTENT_GRASS;
- else
- vmanip.m_data[i].d = CONTENT_MUD;
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-#endif
- }
-
- /*
- Convert mud to sand
- */
- if(center_block_type == BT_SURFACE)
- {
- for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Determine whether to have sand here
- bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y));
-
- if(have_sand == false)
- continue;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
- if(surface_y >= WATER_LEVEL + 2)
- continue;
-
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y;
- u32 i = 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];
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- n->d = CONTENT_SAND;
- }
- else
- {
- not_sand_counter++;
- if(not_sand_counter > 3)
- break;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
- }
-
- /*
- Add some minerals
- */
-
- if(center_block_type == BT_SURFACE || center_block_type == BT_GROUND)
- {
- s16 underground_level = 1 - blockpos0.Y;
-
- /*
- Add meseblocks
- */
- for(s16 i=0; i<underground_level/4 + 1; i++)
- {
- if(myrand()%25 == 0)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
- cp += blockpos0*MAP_BLOCKSIZE;
-
- MapNode n;
- n.d = CONTENT_MESE;
-
- for(u16 i=0; i<27; i++)
- {
- if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- vmanip.setNode(cp+g_27dirs[i], n);
- }
- }
- }
-
- /*
- Add coal
- */
- u16 coal_amount = 60;
- u16 coal_rareness = 120 / coal_amount;
- if(coal_rareness == 0)
- coal_rareness = 1;
- if(myrand()%coal_rareness == 0)
- {
- u16 a = myrand() % 16;
- u16 amount = coal_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
- cp += blockpos0*MAP_BLOCKSIZE;
-
- MapNode n;
- n.d = CONTENT_STONE;
- n.param = MINERAL_COAL;
-
- for(u16 i=0; i<27; i++)
- {
- if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- vmanip.setNode(cp+g_27dirs[i], n);
- }
- }
- }
-
- /*
- Add iron
- */
- u16 iron_amount = 40;
- u16 iron_rareness = 80 / iron_amount;
- if(iron_rareness == 0)
- iron_rareness = 1;
- if(myrand()%iron_rareness == 0)
- {
- u16 a = myrand() % 16;
- u16 amount = iron_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
- cp += blockpos0*MAP_BLOCKSIZE;
-
- MapNode n;
- n.d = CONTENT_STONE;
- n.param = MINERAL_IRON;
-
- for(u16 i=0; i<27; i++)
- {
- if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- vmanip.setNode(cp+g_27dirs[i], n);
- }
- }
- }
- }
-
-
- /*
- Generate some trees
- */
- if(center_block_type == BT_SURFACE)
- {
- // Divide area into this amount of parts
- s16 div = 1;
- s16 sidelen = 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
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- 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
- );
- // Amount of trees
- u32 tree_count = area * tree_amount_2d(m_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));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- // Don't make a tree in other blocks
- if(y < blockpos0.Y*MAP_BLOCKSIZE
- || y >= (blockpos0.Y+1)*MAP_BLOCKSIZE)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(vmanip, p);
- }
- }
- }
-
-#if 0
- /*
- Initial lighting (sunlight)
- TODO: Do the lighting this way, with the VoxelManipulator
- */
-
- core::map<v3s16, bool> light_sources;
-
- {
- // 750ms @cs=8, can't optimize more
- TimeTaker timer1("initial lighting");
-
- /*
- Go through the edges and apply sunlight to them, not caring
- about neighbors
- */
-
- // 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);
-
- // Loop from top to down
- {
- 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--)
- {
- MapNode *n = &vmanip.m_data[i];
- 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);
-
- 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);
- }
- }
- }
-
/*
- This has to be 1 smaller than the actual area, because
- neighboring nodes are checked.
+ Try to load it from disk
*/
- 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++)
+ if(loadSectorFull(p2d) == true)
{
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Apply initial sunlight
- */
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
{
- u8 light = LIGHT_SUN;
- bool add_to_sources = false;
- 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(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- // This doesn't take much time
- if(add_to_sources == false)
- {
- /*
- Check sides. If side is not air or water, start
- adding to light_sources.
- */
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
- if(
- n2->d != CONTENT_AIR
- && n2->d != CONTENT_WATERSOURCE
- && n2->d != CONTENT_WATER
- ){
- add_to_sources = true;
- break;
- }
- }
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- // This doesn't take much time
- if(light != 0 && add_to_sources)
- {
- // 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);
- }
+ dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+ throw InvalidPositionException("");
}
+ return sector;
}
- }//timer1
-
- // Spread light around
- {
- TimeTaker timer("generateBlockRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
- }
-#endif
-
- /*
- Blit generated stuff to map
- */
- {
- vmanip.blitBackAll(&changed_blocks);
- }
-
-#if 0
/*
- Update day/night difference cache of the MapBlocks
+ generateChunk should have generated the sector
*/
- {
- for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
- i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
- }
- }
-#endif
-
- /*for(core::map<v3s16, MapBlock*>::Iterator
- i = changed_blocks*/
-
- // Done!
- MapBlock *block = getBlockNoCreate(blockpos0);
- block->setFullyGenerated(true);
+ //assert(0);
- /*
- TODO: Calculate lighting with the VoxelManipulator, not this way
- */
- // emergeBlock reads this
- block->setLightingExpired(true);
- // Also set the above one, trees often will be there
- {
- MapBlock *block = getBlockNoCreate(blockpos0+v3s16(0,1,0));
- if(block)
- block->setLightingExpired(true);
- }
-
- return block;
-}
-
-
-/*MapBlock* ServerMap::generateBlock(v3s16 blockpos1,
- core::map<v3s16, MapBlock*> &changed_blocks)*/
-MapBlock * ServerMap::generateBlock(
- v3s16 blockpos1,
- MapBlock *original_dummy,
- ServerMapSector *sector,
- core::map<v3s16, MapBlock*> &changed_blocks,
- core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
-{
- dstream<<"generateBlock(): Generating block "
- <<"("<<blockpos1.X<<","<<blockpos1.Y<<","<<blockpos1.Z<<")"
+ 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);
+
/*
- The block at blockpos1 should be generated fully, so that it won't
- change in the future anymore when more stuff is generated.
-
- Now, a block can be generated with generateBlockRaw().
- generateBlockRaw() accesses the block and all its neighbors.
- Here is what generateBlockRaw() does:
- - If the asked block has been marked fully generated, do nothing.
- - Create the asked block and its neighbors and generate the base
- ground in them (if they don't exist)
- - In places where the ground level is in the asked block, convert
- top layer of ground to mud or sand. Conversion is extended to
- the block below as needed.
- - Add trees and other objects to the asked block. Parts of them
- can be located in the neighboring blocks.
- - Mark the asked block as fully generated.
-
- This means the block and all its neighbors have to be generated to
- obtain a block that won't change in the future.
+ Return sector if it exists now
*/
- for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)
- for(s16 z=-1; z<=1; z++)
- {
- v3s16 blockpos0 = blockpos1 + v3s16(x,y,z);
- MapBlock *block = getBlockNoCreateNoEx(blockpos0);
- // Skip if already generated
- if(block != NULL && block->isFullyGenerated())
- continue;
- generateBlockRaw(blockpos0, changed_blocks);
- }
+ sector = getSectorNoGenerateNoEx(p2d);
+ if(sector != NULL)
+ return sector;
- assert(blockNonVolatile(blockpos1));
-
- MapBlock *block = getBlockNoCreate(blockpos1);
+ dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
- return block;
+ assert(0);
+#endif
+
+ /*
+ Generate directly
+ */
+ //return generateSector();
}
-#if 0
/*
NOTE: This is not used for main map generation, only for blocks
- that are very high or low.
- NOTE: Now it is used mainly. Might change in the future.
+ that are very high or low
*/
MapBlock * ServerMap::generateBlock(
v3s16 p,
v2s16 p2d(p.X, p.Z);
s16 block_y = p.Y;
v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
- v3s16 p_nodes = p * MAP_BLOCKSIZE;
/*
Do not generate over-limit
s32 lowest_ground_y = 32767;
s32 highest_ground_y = -32768;
-
- enum{
- BT_GROUND,
- BT_SURFACE,
- BT_SKY
- } block_type = BT_SURFACE;
-
- {// ground_timer (0ms or ~100ms)
- TimeTaker ground_timer("Ground generation");
-
- /*
- Approximate whether this block is a surface block, an air
- block or a ground block.
-
- This shall never mark a surface block as non-surface.
- */
-
+
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- /*
- Estimate surface at different positions of the block, to
- try to accomodate the effect of turbulence.
- */
- v3f checklist[] = {
- v3f(0,0,0),
- v3f(0,1,0),
- v3f(0,1,1),
- v3f(0,0,1),
- v3f(1,0,0),
- v3f(1,1,0),
- v3f(1,1,1),
- v3f(1,0,1),
- v3f(0.5,0.5,0.5),
- };
- v3f p_nodes_f = intToFloat(p_nodes, 1);
- float surface_y_max = -1000000;
- float surface_y_min = 1000000;
- for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
- {
- v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = p_map_f.Y + depth_guess;
-
- if(surface_y_f > surface_y_max)
- surface_y_max = surface_y_f;
- if(surface_y_f < surface_y_min)
- surface_y_min = surface_y_f;
- }
+ //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
- float block_low_y_f = p_nodes_f.Y;
- float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
+ //s16 surface_y = 0;
- /*dstream<<"surface_y_max="<<surface_y_max
- <<", surface_y_min="<<surface_y_min
- <<", block_low_y_f="<<block_low_y_f
- <<", block_high_y_f="<<block_high_y_f
- <<std::endl;*/
-
- // A fuzzyness value
- // Must accomodate mud and turbulence holes
- float d_down = 16;
- // Must accomodate a bit less
- float d_up = 5;
+ s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
+ + AVERAGE_MUD_AMOUNT;
- if(block_high_y_f < surface_y_min - d_down)
- {
- //dstream<<"BT_GROUND"<<std::endl;
- // A ground block
- block_type = BT_GROUND;
- }
- else if(block_low_y_f >= surface_y_max + d_up
- && block_low_y_f > WATER_LEVEL + d_up)
- {
- //dstream<<"BT_SKY"<<std::endl;
- // A sky block
- block_type = BT_SKY;
- }
- else
- {
- //dstream<<"BT_SURFACE"<<std::endl;
- // A surface block
- block_type = BT_SURFACE;
- }
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
- if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
- {
- lowest_ground_y = surface_y_min;
- highest_ground_y = surface_y_max;
- }
- }
-
- if(block_type == BT_SURFACE || block_type == BT_GROUND)
- {
- /*
- Generate ground precisely
- */
+ s32 surface_depth = AVERAGE_MUD_AMOUNT;
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
- //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
- //s16 surface_y = 0;
-
- /*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
- + AVERAGE_MUD_AMOUNT;
-
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;*/
-
- v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
-
- v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
- s16 surface_depth = get_mud_amount(m_seed, real_p2d_f);
-
- double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
- bool turbulence_is_used = (tfxz > 0.001);
-
- float surface_y_f = 0;
- s16 surface_y = 0;
-
- float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
- s16 noturb_surface_y = noturb_surface_y_f;
+ s16 real_y = block_y * MAP_BLOCKSIZE + y0;
+ MapNode n;
+ /*
+ Calculate lighting
- // Get some statistics of surface height
- if(noturb_surface_y < lowest_ground_y)
- lowest_ground_y = noturb_surface_y;
- if(noturb_surface_y > highest_ground_y)
- highest_ground_y = noturb_surface_y;
-
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- #if 1
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
- MapNode n;
- /*
- Calculate lighting
-
- NOTE: If there are some man-made structures above the
- newly created block, they won't be taken into account.
- */
- /*if(real_y > surface_y)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);*/
+ NOTE: If there are some man-made structures above the
+ newly created block, they won't be taken into account.
+ */
+ if(real_y > surface_y)
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- /*
- Calculate material
- */
-
- bool is_ground = false;
- v3f real_pos_f = intToFloat(real_pos, 1);
-
- bool turb_for_node = (turbulence_is_used
- && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
+ /*
+ Calculate material
+ */
- bool is_cavern = false;
-
- if(is_carved(m_seed, real_pos_f))
+ // If node is over heightmap y, it's air or water
+ if(real_y > surface_y)
+ {
+ // If under water level, it's water
+ if(real_y < WATER_LEVEL)
{
- is_ground = false;
- if(real_y < noturb_surface_y)
- is_cavern = true;
+ n.d = water_material;
+ n.setLight(LIGHTBANK_DAY,
+ diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+ /*
+ Add to transforming liquid queue (in case it'd
+ start flowing)
+ */
+ v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
+ m_transforming_liquid.push_back(real_pos);
}
+ // else air
else
+ n.d = CONTENT_AIR;
+ }
+ // Else it's ground or dungeons (air)
+ else
+ {
+ // If it's surface_depth under ground, it's stone
+ if(real_y <= surface_y - surface_depth)
{
- if(turb_for_node)
- {
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- surface_y_f = (float)real_y + depth_guess;
- surface_y = real_y + depth_guess;
-
- // Get some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
- }
- else
- {
- surface_y = noturb_surface_y;
- }
-
- is_ground = (real_y <= surface_y);
- }
-
- // If node is not ground, it's air or water
- if(is_ground == false)
- {
- // If under water level, it's water
- if(real_y < WATER_LEVEL && !is_cavern)
- {
- n.d = water_material;
- u8 dist = 16;
- if(real_y >= surface_y)
- dist = WATER_LEVEL-real_y+1;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, dist));
- /*
- Add to transforming liquid queue (in case it'd
- start flowing)
- */
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- n.d = CONTENT_AIR;
+ n.d = CONTENT_STONE;
}
- // Else it's ground or dungeons (air)
else
{
- // If it's surface_depth under ground, it's stone
- if((float)real_y <= surface_y_f - surface_depth - 0.75)
- {
- if(is_underground_mud(m_seed, real_pos_f))
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_STONE;
- }
- else if(surface_y_f <= WATER_LEVEL + 2.1
- && get_have_sand_coast(m_seed, real_p2d_f))
+ // It is mud if it is under the first ground
+ // level or under water
+ if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
{
- n.d = CONTENT_SAND;
+ n.d = CONTENT_MUD;
}
else
{
- /*// It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }*/
-
- if(get_have_sand_ground(m_seed, real_p2d_f))
- n.d = CONTENT_SAND;
- else
- n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
+ n.d = CONTENT_GRASS;
}
- }
- block->setNode(v3s16(x0,y0,z0), n);
- #endif
- #if 0
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- MapNode n;
- /*
- Calculate lighting
+ //n.d = CONTENT_MUD;
- NOTE: If there are some man-made structures above the
- newly created block, they won't be taken into account.
- */
- if(real_y > surface_y)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-
- /*
- Calculate material
- */
-
- // If node is over heightmap y, it's air or water
- if(real_y > surface_y)
- {
- // If under water level, it's water
+ /*// If under water level, it's mud
if(real_y < WATER_LEVEL)
- {
- n.d = water_material;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
- /*
- Add to transforming liquid queue (in case it'd
- start flowing)
- */
- v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- n.d = CONTENT_AIR;
- }
- // Else it's ground or dungeons (air)
- else
- {
- // If it's surface_depth under ground, it's stone
- if(real_y <= surface_y - surface_depth)
- {
- n.d = CONTENT_STONE;
- }
+ n.d = CONTENT_MUD;
+ // Only the topmost node is grass
+ else if(real_y <= surface_y - 1)
+ n.d = CONTENT_MUD;
else
- {
- // It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }
-
- //n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
- }
+ n.d = CONTENT_GRASS;*/
}
-
- block->setNode(v3s16(x0,y0,z0), n);
- #endif
}
- }
- }// BT_SURFACE
- else // BT_GROUND, BT_SKY or anything else
- {
- MapNode n_fill;
- if(block_type == BT_GROUND)
- {
- //n_fill.d = CONTENT_STONE;
- }
- else if(block_type == BT_SKY)
- {
- n_fill.d = CONTENT_AIR;
- n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- else // fallback
- {
- n_fill.d = CONTENT_MESE;
- }
-
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- //MapNode n = block->getNode(v3s16(x0,y0,z0));
- block->setNode(v3s16(x0,y0,z0), n_fill);
+ block->setNode(v3s16(x0,y0,z0), n);
}
}
- }// ground_timer
-
/*
Calculate some helper variables
*/
//dstream<<"generateBlock(): Getting local attributes"<<std::endl;
- //float caves_amount = 0.5;
+ float caves_amount = 0.5;
#if 0
{
//dstream<<"generateBlock(): Done"<<std::endl;
-#if 0
- // Set to true if has caves.
- // Set when some non-air is changed to air when making caves.
- bool has_dungeons = false;
-
/*
Generate dungeons
*/
}
// Fill table
-#if 0
+#if 1
{
/*
Initialize orp and ors. Try to find if some neighboring
// Partly underground = cave
else if(!completely_underground)
{
- //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
- do_generate_dungeons = false;
+ do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Found existing dungeon underground
else if(found_existing && completely_underground)
}
#endif
+ // Set to true if has caves.
+ // Set when some non-air is changed to air when making caves.
+ bool has_dungeons = false;
+
/*
Apply temporary cave data to block
*/
block->setNode(v3s16(x0,y0,z0), n);
}
}
-#endif
/*
This is used for guessing whether or not the block should
/*
Add coal
*/
- u16 coal_amount = 60;
- u16 coal_rareness = 120 / coal_amount;
+ u16 coal_amount = 30;
+ u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
if(myrand()%coal_rareness == 0)
/*
Add iron
*/
- u16 iron_amount = 40;
- u16 iron_rareness = 80 / iron_amount;
+ //TODO: change to iron_amount or whatever
+ u16 iron_amount = 15;
+ u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
if(myrand()%iron_rareness == 0)
}
/*
- Add block to sector
+ Add block to sector.
*/
sector->insertBlock(block);
- // Lighting is invalid after generation for surface blocks
- if(block_type == BT_SURFACE)
- {
-#if 1
- block->setLightingExpired(true);
- lighting_invalidated_blocks.insert(p, block);
-#else
- block->setLightingExpired(false);
-#endif
- }
- // Lighting is not invalid for other blocks
- else
- {
- block->setLightingExpired(false);
- }
-
- /*
- Add trees
- */
-#if 1
- if(some_part_underground && !completely_underground)
- {
- MapVoxelManipulator vm(this);
-
- double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
- u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
- for(u16 i=0; i<tree_count/2; i++)
- {
- v3s16 tree_p = p_nodes + v3s16(
- myrand_range(0,MAP_BLOCKSIZE-1),
- 8,
- myrand_range(0,MAP_BLOCKSIZE-1)
- );
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed,
- intToFloat(tree_p, 1), &depth_guess);
- tree_p.Y += (depth_guess - 0.5);
- if(tree_p.Y <= WATER_LEVEL)
- continue;
- make_tree(vm, tree_p);
- }
-
- vm.blitBack(changed_blocks);
- }
-#endif
+ // Lighting is invalid after generation.
+ block->setLightingExpired(true);
#if 0
/*
return block;
}
-#endif
MapBlock * ServerMap::createBlock(v3s16 p)
{
bool does_not_exist = false;
bool lighting_expired = false;
- bool half_generated = false;
MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
if(block == NULL)
{
lighting_expired = true;
}
- else if(block->isFullyGenerated() == false)
- {
- half_generated = true;
- }
else
{
// Valid block
return block;
}
- if(half_generated == false)
+ /*
+ If block was not found on disk and not going to generate a
+ new one, make sure there is a dummy block in place.
+ */
+ if(only_from_disk && (does_not_exist || lighting_expired))
{
- /*
- If block was not found on disk and not going to generate a
- new one, make sure there is a dummy block in place.
- */
- if(only_from_disk && (does_not_exist || lighting_expired))
- {
- //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
+ //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
- if(block == NULL)
- {
- // Create dummy block
- block = new MapBlock(this, p, true);
+ if(block == NULL)
+ {
+ // Create dummy block
+ block = new MapBlock(this, p, true);
- // Add block to sector
- sector->insertBlock(block);
- }
- // Done.
- return block;
+ // Add block to sector
+ sector->insertBlock(block);
}
+ // Done.
+ return block;
}
//dstream<<"Not found on disk, generating."<<std::endl;
/*
If the block doesn't exist, generate the block.
*/
- if(does_not_exist || half_generated)
+ if(does_not_exist)
{
block = generateBlock(p, block, sector, changed_blocks,
- lighting_invalidated_blocks);
-
- lighting_expired = block->getLightingExpired();
+ lighting_invalidated_blocks);
}
if(lighting_expired)
Initially update sunlight
*/
- if(lighting_expired)
{
core::map<v3s16, bool> light_sources;
bool black_air_left = false;
<<std::endl;
saveMapMeta();
- //saveChunkMeta();
+ saveChunkMeta();
u32 sector_meta_count = 0;
u32 block_count = 0;
dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
loadMapMeta();
- //loadChunkMeta();
+ loadChunkMeta();
std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
DSTACK(__FUNCTION_NAME);
dstream<<"INFO: ServerMap::saveMapMeta(): "
- <<"seed="<<m_seed
- /*<<", chunksize="<<m_chunksize*/
+ <<"seed="<<m_seed<<", chunksize="<<m_chunksize
<<std::endl;
createDir(m_savedir);
Settings params;
params.setU64("seed", m_seed);
- //params.setS32("chunksize", m_chunksize);
+ params.setS32("chunksize", m_chunksize);
params.writeLines(os);
}
m_seed = params.getU64("seed");
- //m_chunksize = params.getS32("chunksize");
+ m_chunksize = params.getS32("chunksize");
dstream<<"INFO: ServerMap::loadMapMeta(): "
- <<"seed="<<m_seed
- /*<<", chunksize="<<m_chunksize*/
+ <<"seed="<<m_seed<<", chunksize="<<m_chunksize
<<std::endl;
}
-#if 0
void ServerMap::saveChunkMeta()
{
DSTACK(__FUNCTION_NAME);
m_chunks.insert(p, chunk);
}
}
-#endif
void ServerMap::saveSectorMeta(ServerMapSector *sector)
{
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
{
+ assert(mapType() == MAPTYPE_CLIENT);
+
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
-}
-
-/*
- Update mesh of block in which the node is, and if the node is at the
- leading edge, update the appropriate leading blocks too.
-*/
-void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
-{
- v3s16 dirs[4] = {
- v3s16(0,0,0),
- v3s16(-1,0,0),
- v3s16(0,-1,0),
- v3s16(0,0,-1),
- };
- v3s16 blockposes[4];
- for(u32 i=0; i<4; i++)
- {
- v3s16 np = nodepos + dirs[i];
- blockposes[i] = getNodeBlockPos(np);
- // Don't update mesh of block if it has been done already
- bool already_updated = false;
- for(u32 j=0; j<i; j++)
- {
- if(blockposes[j] == blockposes[i])
- {
- already_updated = true;
- break;
- }
- }
- if(already_updated)
- continue;
- // Update mesh
- MapBlock *b = getBlockNoCreate(blockposes[i]);
+ /*// Trailing edge
+ try{
+ v3s16 p = blockpos + v3s16(1,0,0);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,1,0);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,0,1);
+ MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
}
+ catch(InvalidPositionException &e){}*/
}
void ClientMap::PrintInfo(std::ostream &out)