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 min_surface = -80
local coral_biomes = {"desert_ocean", "savanna_ocean", "rainforest_ocean", }
local data = {}
--local p2data = {} -- vm rotation data buffer
local vm, emin, emax, area, noise_area, csize
local minp, maxp
local vm, emin, emax, area, noise_area, csize, minp, maxp
-- Create a table of biome ids, so I can use the biomemap.
if not fun_caves.biome_ids then
@ -94,23 +92,34 @@ end
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 k = 0
local cutoff = (csize.x * csize.z) * 0.3
local cutoff = (csize.x * csize.z) * 0.1
for i = 1, #heightmap do
if j == heightmap[i] then
k = k + 1
if k > cutoff then
--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", heightmap stuck at: "..heightmap[i])
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
else
k = 0
end
j = heightmap[i]
end
return false
end
@ -147,19 +156,22 @@ function fun_caves.generate(p_minp, p_maxp, seed)
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
index3d = noise_area:index(dx, 0, dz)
if bullshit_heightmap and maxp.y > 0 then
-- nop
else
write = true
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z)
for y = minp.y, maxp.y do
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
if (bullshit_heightmap or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
data[ivm] = node("air")
write = true
if y > 0 and cave_3[index] < 1 and heightmap[index] == y then
-- Clear the air above a cave mouth.
local ivm2 = ivm
for y2 = y + 1, maxp.y + 8 do
ivm2 = ivm2 + area.ystride
@ -175,38 +187,32 @@ function fun_caves.generate(p_minp, p_maxp, seed)
end
end
end
end
-- Air needs to be placed prior to decorations.
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
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 y < min_surface or (bullshit_heightmap and y < 0) or (not bullshit_heightmap and y <= heightmap[index] - 20) then
local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d])
if i then
data[ivm] = i
write = true
end
elseif y < heightmap[index] and not bullshit_heightmap then
local ivm_below = ivm - area.ystride
if data[ivm] == node("air") and data[ivm_below] ~= node('air') then
data[ivm_below] = node("dirt")
end
if bullshit_heightmap and maxp.y > 0 then
-- nop
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
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
if bullshit_heightmap or y <= heightmap[index] - 20 then
data[ivm] = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) or data[ivm]
elseif y < heightmap[index] and not bullshit_heightmap then
if data[ivm] == node("air") and data[ivm - area.ystride] ~= node('air') then
data[ivm - area.ystride] = node("dirt")
end
else
data[ivm] = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm]
end
ivm = ivm + area.ystride
@ -214,6 +220,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
end
end
end
end
if write then
@ -222,7 +229,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
if DEBUG then
vm:set_lighting({day = 15, night = 15})
else
vm:calc_lighting()
vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp)
end
vm:update_liquids()
vm:write_to_map()