Rework heightmap check.
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5e5aa5f610
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0285d39793
3 changed files with 52 additions and 57 deletions
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@ -151,8 +151,9 @@ function fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_val_in)
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return node("fun_caves:giant_mushroom_stem")
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return node("fun_caves:giant_mushroom_stem")
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elseif sr < 360 then
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elseif sr < 360 then
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local air_count = 0
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local air_count = 0
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local j
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for i = 1, 12 do
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for i = 1, 12 do
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local j = ivm + area.ystride * i
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j = ivm + area.ystride * i
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if j <= #data and data[j] == node("air") then
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if j <= #data and data[j] == node("air") then
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air_count = air_count + 1
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air_count = air_count + 1
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end
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end
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@ -68,6 +68,7 @@ function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_
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return
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return
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end
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end
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local posm, count
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for _, desc in pairs(fun_caves.water_plants) do
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for _, desc in pairs(fun_caves.water_plants) do
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if desc.content_id then
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if desc.content_id then
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if not node_match_cache[desc.content_id] then
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if not node_match_cache[desc.content_id] then
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@ -79,7 +80,7 @@ function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_
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-- against a given node (or nodes). However, it's slow.
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-- against a given node (or nodes). However, it's slow.
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-- To speed it up, we cache the results for each plant
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-- To speed it up, we cache the results for each plant
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-- on each node, and avoid calling find_nodes every time.
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-- on each node, and avoid calling find_nodes every time.
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local posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on)
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posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on)
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if #posm > 0 then
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if #posm > 0 then
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node_match_cache[desc.content_id][data[ivm]] = "good"
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node_match_cache[desc.content_id][data[ivm]] = "good"
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else
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else
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103
mapgen.lua
103
mapgen.lua
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@ -1,4 +1,4 @@
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local DEBUG = false
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local DEBUG = true
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local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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@ -24,17 +24,16 @@ local function get_node(name)
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end
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end
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local node = get_node
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local node = get_node
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local min_surface = -80
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local deco_depth = 30
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local data = {}
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local data = {}
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--local p2data = {} -- vm rotation data buffer
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--local p2data = {} -- vm rotation data buffer
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local vm, emin, emax, area, noise_area, csize, minp, maxp
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local vm, emin, emax, area, noise_area, csize, minp, maxp, heightmap, biomemap
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-- Create a table of biome ids, so I can use the biomemap.
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-- Create a table of biome ids, so I can use the biomemap.
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local biome_ids = {}
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local biome_ids = {}
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for name, desc in pairs(minetest.registered_biomes) do
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for name, desc in pairs(minetest.registered_biomes) do
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local i = minetest.get_biome_id(desc.name)
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biome_ids[minetest.get_biome_id(desc.name)] = desc.name
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biome_ids[i] = desc.name
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end
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end
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--local function place_schematic(pos, schem, center)
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--local function place_schematic(pos, schem, center)
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@ -105,52 +104,19 @@ end
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--end
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--end
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local function detect_bull(heightmap, csize)
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local probably = false
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local j = -31000
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local k = 0
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local cutoff = (csize.x * csize.z) * 0.1
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for i = 1, #heightmap do
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if j == heightmap[i] then
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k = k + 1
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if k > cutoff then
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--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", heightmap stuck at: "..heightmap[i])
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return true
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elseif i > 2 * cutoff then
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--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", guessing good heightmap")
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return false
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end
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else
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k = 0
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end
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j = heightmap[i]
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end
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end
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local function generate(p_minp, p_maxp, seed)
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local function generate(p_minp, p_maxp, seed)
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minp, maxp = p_minp, p_maxp
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minp, maxp = p_minp, p_maxp
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vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm:get_data(data)
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vm:get_data(data)
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--p2data = vm:get_param2_data()
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--p2data = vm:get_param2_data()
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local heightmap = minetest.get_mapgen_object("heightmap")
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heightmap = minetest.get_mapgen_object("heightmap")
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local biomemap = minetest.get_mapgen_object("biomemap")
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biomemap = minetest.get_mapgen_object("biomemap")
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area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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csize = vector.add(vector.subtract(maxp, minp), 1)
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csize = vector.add(vector.subtract(maxp, minp), 1)
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noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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-- There's a bug in the heightmap from valleys_c. Check for it.
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local bullshit_heightmap = detect_bull(heightmap, csize)
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local write = false
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local write = false
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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local mem = math.floor(collectgarbage("count")/1024)
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if mem > 200 then
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print("Fun Caves: Manually collecting garbage...")
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collectgarbage("collect")
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end
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-- use the same seed (based on perlin noise).
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-- use the same seed (based on perlin noise).
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math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
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math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
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@ -159,23 +125,33 @@ local function generate(p_minp, p_maxp, seed)
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local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
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local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
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local ivm, ivm2, height, new_node
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local index = 0
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local index = 0
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local index3d = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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for x = minp.x, maxp.x do
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index = index + 1
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index = index + 1
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write = true
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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local ivm = area:index(x, minp.y, z)
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ivm = area:index(x, minp.y, z)
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height = heightmap[index]
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if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then
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height = 31000
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heightmap[index] = height
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elseif height <= minp.y then
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height = -31000
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heightmap[index] = height
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end
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for y = minp.y, maxp.y do
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for y = minp.y, maxp.y do
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if ((bullshit_heightmap and cave_3[index] < 1) or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
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if data[ivm] ~= node('air') and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > 0.05 then
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data[ivm] = node("air")
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data[ivm] = node("air")
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write = true
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if y > 0 and cave_3[index] < 1 and heightmap[index] == y then
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if y > 0 and cave_3[index] < 1 and y == height then
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-- Clear the air above a cave mouth.
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-- Clear the air above a cave mouth.
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local ivm2 = ivm
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ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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ivm2 = ivm2 + area.ystride
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if data[ivm2] ~= node("default:water_source") then
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if data[ivm2] ~= node("default:water_source") then
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@ -194,24 +170,35 @@ local function generate(p_minp, p_maxp, seed)
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-- Air needs to be placed prior to decorations.
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-- Air needs to be placed prior to decorations.
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local index = 0
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local index = 0
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local index3d = 0
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local index3d = 0
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local pn, biome
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for z = minp.z, maxp.z do
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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for x = minp.x, maxp.x do
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index = index + 1
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index = index + 1
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local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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local biome = biome_ids[biomemap[index]]
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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local ivm = area:index(x, minp.y, z)
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ivm = area:index(x, minp.y, z)
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write = true
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height = heightmap[index]
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for y = minp.y, maxp.y do
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for y = minp.y, maxp.y do
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if y < 0 and (bullshit_heightmap or y <= heightmap[index] - 20) then
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if y <= height - deco_depth and (height < 31000 or y < 0) then
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data[ivm] = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d]) or data[ivm]
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new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
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elseif y < heightmap[index] and not bullshit_heightmap then
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if new_node then
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data[ivm] = new_node
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write = true
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end
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elseif y < height then
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if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then
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if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then
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data[ivm - area.ystride] = node("dirt")
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data[ivm - area.ystride] = node("dirt")
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write = true
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end
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end
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else
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else
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data[ivm] = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm]
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pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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biome = biome_ids[biomemap[index]]
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new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
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if new_node then
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data[ivm] = new_node
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write = true
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end
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end
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end
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ivm = ivm + area.ystride
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ivm = ivm + area.ystride
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@ -233,7 +220,13 @@ local function generate(p_minp, p_maxp, seed)
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vm:write_to_map()
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vm:write_to_map()
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end
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end
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vm, area, noise_area = nil, nil, nil
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vm, area, noise_area, heightmap, biomemap = nil, nil, nil, nil, nil
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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if math.floor(collectgarbage("count")/1024) > 400 then
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print("Fun Caves: Manually collecting garbage...")
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collectgarbage("collect")
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end
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end
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end
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