Optimize mapgen a bit.

This commit is contained in:
Duane Robertson 2016-05-23 07:33:24 -05:00
parent 26af8d805c
commit 689548aa9b

View file

@ -9,12 +9,10 @@ local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z =
local node = fun_caves.node local node = fun_caves.node
local min_surface = -80 local min_surface = -80
local coral_biomes = {"desert_ocean", "savanna_ocean", "rainforest_ocean", }
local data = {} local data = {}
--local p2data = {} -- vm rotation data buffer --local p2data = {} -- vm rotation data buffer
local vm, emin, emax, area, noise_area, csize local vm, emin, emax, area, noise_area, csize, minp, maxp
local minp, maxp
-- Create a table of biome ids, so I can use the biomemap. -- Create a table of biome ids, so I can use the biomemap.
if not fun_caves.biome_ids then if not fun_caves.biome_ids then
@ -94,23 +92,34 @@ end
local function detect_bull(heightmap, csize) local function detect_bull(heightmap, csize)
local probably = false
if minp.y >= 8 + csize.y / 2 then
return false
end
if maxp.y <= 8 - csize.y / 2 then
probably = true
end
local j = -31000 local j = -31000
local k = 0 local k = 0
local cutoff = (csize.x * csize.z) * 0.3 local cutoff = (csize.x * csize.z) * 0.1
for i = 1, #heightmap do for i = 1, #heightmap do
if j == heightmap[i] then if j == heightmap[i] then
k = k + 1 k = k + 1
if k > cutoff then if k > cutoff then
--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", heightmap stuck at: "..heightmap[i]) --print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", heightmap stuck at: "..heightmap[i])
return true return true
elseif not probably and i > 2 * cutoff then
--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", guessing good heightmap")
return false
end end
else else
k = 0 k = 0
end end
j = heightmap[i] j = heightmap[i]
end end
return false
end end
@ -147,31 +156,35 @@ function fun_caves.generate(p_minp, p_maxp, seed)
local index = 0 local index = 0
local index3d = 0 local index3d = 0
for z = minp.z, maxp.z do for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do for x = minp.x, maxp.x do
index = index + 1 index = index + 1
local dx = x - minp.x
index3d = noise_area:index(dx, 0, dz)
local ivm = area:index(x, minp.y, z)
for y = minp.y, maxp.y do if bullshit_heightmap and maxp.y > 0 then
if (y < min_surface or (bullshit_heightmap and y < 0) or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then -- nop
data[ivm] = node("air") else
write = true write = true
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z)
if y > 0 and cave_3[index] < 1 and heightmap[index] == y then for y = minp.y, maxp.y do
local ivm2 = ivm if (bullshit_heightmap or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
for y2 = y + 1, maxp.y + 8 do data[ivm] = node("air")
ivm2 = ivm2 + area.ystride
if data[ivm2] ~= node("default:water_source") then if y > 0 and cave_3[index] < 1 and heightmap[index] == y then
data[ivm2] = node("air") -- Clear the air above a cave mouth.
local ivm2 = ivm
for y2 = y + 1, maxp.y + 8 do
ivm2 = ivm2 + area.ystride
if data[ivm2] ~= node("default:water_source") then
data[ivm2] = node("air")
end
end end
end end
end end
end
ivm = ivm + area.ystride ivm = ivm + area.ystride
index3d = index3d + csize.x index3d = index3d + csize.x
end
end end
end end
end end
@ -180,37 +193,31 @@ function fun_caves.generate(p_minp, p_maxp, seed)
local index = 0 local index = 0
local index3d = 0 local index3d = 0
for z = minp.z, maxp.z do for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do for x = minp.x, maxp.x do
index = index + 1 index = index + 1
local dx = x - minp.x if bullshit_heightmap and maxp.y > 0 then
index3d = noise_area:index(dx, 0, dz) -- nop
local ivm = area:index(x, minp.y, z) else
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = fun_caves.biome_ids[biomemap[index]]
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z)
write = true
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
if y < min_surface or (bullshit_heightmap and y < 0) or (not bullshit_heightmap and y <= heightmap[index] - 20) then if bullshit_heightmap or y <= heightmap[index] - 20 then
local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) data[ivm] = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) or data[ivm]
if i then elseif y < heightmap[index] and not bullshit_heightmap then
data[ivm] = i if data[ivm] == node("air") and data[ivm - area.ystride] ~= node('air') then
write = true data[ivm - area.ystride] = node("dirt")
end end
elseif y < heightmap[index] and not bullshit_heightmap then else
local ivm_below = ivm - area.ystride data[ivm] = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm]
if data[ivm] == node("air") and data[ivm_below] ~= node('air') then
data[ivm_below] = node("dirt")
end
else
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = fun_caves.biome_ids[biomemap[index]]
local i = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
if i then
data[ivm] = i
write = true
end end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end end
end end
end end
@ -222,7 +229,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
if DEBUG then if DEBUG then
vm:set_lighting({day = 15, night = 15}) vm:set_lighting({day = 15, night = 15})
else else
vm:calc_lighting() vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp)
end end
vm:update_liquids() vm:update_liquids()
vm:write_to_map() vm:write_to_map()