#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
#include "log.h"
+#include "util/numeric.h"
#include "main.h"
-
+#include "util/mathconstants.h"
NoiseParams nparams_biome_def_heat =
{50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70};
b->id = 0;
b->name = "Default";
b->flags = 0;
+
+ b->depth_top = 0;
+ b->depth_filler = 0;
+
+ b->nname_top = "air";
+ b->nname_filler = "air";
+ b->nname_water = "mapgen_water_source";
+ b->nname_dust = "air";
+ b->nname_dust_water = "mapgen_water_source";
- b->c_top = CONTENT_AIR;
- b->top_depth = 0;
- b->c_filler = b->c_top;
- b->filler_height = MAP_GENERATION_LIMIT;
+ b->c_top = CONTENT_IGNORE;
+ b->c_filler = CONTENT_IGNORE;
+ b->c_water = CONTENT_IGNORE;
+ b->c_dust = CONTENT_IGNORE;
+ b->c_dust_water = CONTENT_IGNORE;
- b->height_min = -MAP_GENERATION_LIMIT;
- b->height_max = MAP_GENERATION_LIMIT;
- b->heat_point = 0.0;
- b->humidity_point = 0.0;
+ b->height_min = -MAP_GENERATION_LIMIT;
+ b->height_max = MAP_GENERATION_LIMIT;
+ b->heat_point = 0.0;
+ b->humidity_point = 0.0;
biomes.push_back(b);
}
biome_registration_finished = true;
- for (size_t i = 0; i != biomes.size(); i++) {
+ for (size_t i = 0; i < biomes.size(); i++) {
b = biomes[i];
-
+
+ b->c_top = ndef->getId(b->nname_top);
if (b->c_top == CONTENT_IGNORE) {
- b->c_top = ndef->getId(b->top_nodename);
- if (b->c_top == CONTENT_IGNORE) {
- errorstream << "BiomeDefManager::resolveNodeNames: node '"
- << b->top_nodename << "' not defined" << std::endl;
- b->c_top = CONTENT_AIR;
- b->top_depth = 0;
- }
+ errorstream << "BiomeDefManager::resolveNodeNames: node '"
+ << b->nname_top << "' not defined" << std::endl;
+ b->c_top = CONTENT_AIR;
+ b->depth_top = 0;
}
-
+
+ b->c_filler = ndef->getId(b->nname_filler);
if (b->c_filler == CONTENT_IGNORE) {
- b->c_filler = ndef->getId(b->filler_nodename);
- if (b->c_filler == CONTENT_IGNORE) {
- errorstream << "BiomeDefManager::resolveNodeNames: node '"
- << b->filler_nodename << "' not defined" << std::endl;
- b->c_filler = CONTENT_AIR;
- b->filler_height = MAP_GENERATION_LIMIT;
- }
+ errorstream << "BiomeDefManager::resolveNodeNames: node '"
+ << b->nname_filler << "' not defined" << std::endl;
+ b->c_filler = CONTENT_AIR;
+ b->depth_filler = 0;
+ }
+
+ b->c_water = ndef->getId(b->nname_water);
+ if (b->c_water == CONTENT_IGNORE) {
+ errorstream << "BiomeDefManager::resolveNodeNames: node '"
+ << b->nname_water << "' not defined" << std::endl;
+ b->c_water = CONTENT_AIR;
+ }
+
+ b->c_dust = ndef->getId(b->nname_dust);
+ if (b->c_dust == CONTENT_IGNORE) {
+ errorstream << "BiomeDefManager::resolveNodeNames: node '"
+ << b->nname_dust << "' not defined" << std::endl;
+ }
+
+ b->c_dust_water = ndef->getId(b->nname_dust_water);
+ if (b->c_dust_water == CONTENT_IGNORE) {
+ errorstream << "BiomeDefManager::resolveNodeNames: node '"
+ << b->nname_dust_water << "' not defined" << std::endl;
}
}
}
if (y > b->height_max || y < b->height_min)
continue;
- float d_heat = heat - b->heat_point;
- float d_humidity = humidity - b->humidity_point;
+ float d_heat = heat - b->heat_point;
+ float d_humidity = humidity - b->humidity_point;
float dist = (d_heat * d_heat) +
(d_humidity * d_humidity);
if (dist < dist_min) {
return 0;
}
+
+
+///////////////////////////// Weather
+
+
+s16 BiomeDefManager::calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime) {
+ //variant 1: full random
+ //f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed);
+
+ //variant 2: season change based on default heat map
+ const f32 offset = 20; // = np_heat->offset
+ const f32 scale = 20; // = np_heat->scale
+ const f32 range = 20;
+ f32 heat = NoisePerlin2D(np_heat, p.X, p.Z, seed); // 0..50..100
+
+ heat -= np_heat->offset; // -50..0..+50
+
+ // normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
+ if (np_heat->scale)
+ heat /= np_heat->scale / scale; // -20..0..+20
+
+ f32 seasonv = totaltime;
+ seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
+ seasonv += (f32)p.X / 3000; // you can walk to area with other season
+ seasonv = sin(seasonv * M_PI);
+ heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
+
+ heat += offset; // -40..0..50
+ heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
+
+ // daily change, hotter at sun +4, colder at night -4
+ heat += 8 * (sin(cycle_shift(timeofday, -0.25) * M_PI) - 0.5); //-44..20..54
+
+ return heat;
+}
+
+
+s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) {
+
+ f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed);
+
+ f32 seasonv = totaltime;
+ seasonv /= 86400 * 2; // bad weather change speed (2 days)
+ seasonv += (f32)p.Z / 300;
+ humidity += 30 * sin(seasonv * M_PI);
+
+ humidity += -12 * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5);
+ humidity = rangelim(humidity, 0, 100);
+
+ return humidity;
+}