#include "utility.h"
#include "voxel.h"
#include "porting.h"
+#include "mineral.h"
/*
Map
}
}
-MapSector * Map::getSectorNoGenerate(v2s16 p)
+MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
{
- JMutexAutoLock lock(m_sector_mutex);
-
if(m_sector_cache != NULL && p == m_sector_cache_p){
MapSector * sector = m_sector_cache;
// Reset inactivity timer
}
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
- // If sector doesn't exist, throw an exception
+
if(n == NULL)
- {
- throw InvalidPositionException();
- }
+ return NULL;
MapSector *sector = n->getValue();
m_sector_cache_p = p;
m_sector_cache = sector;
- //MapSector * ref(sector);
-
// Reset inactivity timer
sector->usage_timer = 0.0;
return sector;
}
+MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
+{
+ JMutexAutoLock lock(m_sector_mutex);
+
+ return getSectorNoGenerateNoExNoLock(p);
+}
+
+MapSector * Map::getSectorNoGenerate(v2s16 p)
+{
+ MapSector *sector = getSectorNoGenerateNoEx(p);
+ if(sector == NULL)
+ throw InvalidPositionException();
+
+ return sector;
+}
+
MapBlock * Map::getBlockNoCreate(v3s16 p3d)
{
v2s16 p2d(p3d.X, p3d.Z);
}
}
+/*MapBlock * Map::getBlockCreate(v3s16 p3d)
+{
+ v2s16 p2d(p3d.X, p3d.Z);
+ MapSector * sector = getSectorCreate(p2d);
+ assert(sector);
+ MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+ if(block)
+ return block;
+ block = sector->createBlankBlock(p3d.Y);
+ return block;
+}*/
+
f32 Map::getGroundHeight(v2s16 p, bool generate)
{
try{
core::map<v3s16, MapBlock*> & modified_blocks)
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
- <<a_blocks.getSize()<<" blocks... ";*/
+ <<a_blocks.size()<<" blocks."<<std::endl;*/
+
+ //TimeTaker timer("updateLighting");
// For debugging
- bool debug=false;
- u32 count_was = modified_blocks.size();
+ //bool debug=true;
+ //u32 count_was = modified_blocks.size();
+
+ core::map<v3s16, MapBlock*> blocks_to_update;
core::map<v3s16, bool> light_sources;
v3s16 pos = block->getPos();
modified_blocks.insert(pos, block);
+ blocks_to_update.insert(pos, block);
+
/*
Clear all light from block
*/
}
else if(bank == LIGHTBANK_NIGHT)
{
+ // For night lighting, sunlight is not propagated
break;
}
else
{
+ // Invalid lighting bank
assert(0);
}
<<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
<<std::endl;*/
- // Else get the block below and loop to it
+ // Bottom sunlight is not valid; get the block and loop to it
pos.Y--;
try{
}
}
-
+
+#if 0
{
- //TimeTaker timer("unspreadLight");
+ TimeTaker timer("unspreadLight");
unspreadLight(bank, unlight_from, light_sources, modified_blocks);
}
dstream<<"unspreadLight modified "<<diff<<std::endl;
}
- // TODO: Spread light from propagated sunlight?
- // Yes, add it to light_sources... somehow.
- // It has to be added at somewhere above, in the loop.
- // TODO
- // NOTE: This actually works fine without doing so
- // - Find out why it works
-
{
- //TimeTaker timer("spreadLight");
+ TimeTaker timer("spreadLight");
spreadLight(bank, light_sources, modified_blocks);
}
count_was = modified_blocks.size();
dstream<<"spreadLight modified "<<diff<<std::endl;
}
+#endif
+
+ {
+ //MapVoxelManipulator vmanip(this);
+
+ // Make a manual voxel manipulator and load all the blocks
+ // that touch the requested blocks
+ ManualMapVoxelManipulator vmanip(this);
+ core::map<v3s16, MapBlock*>::Iterator i;
+ i = blocks_to_update.getIterator();
+ for(; i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ v3s16 p = block->getPos();
+
+ // Add all surrounding blocks
+ vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
+
+ /*
+ Add all surrounding blocks that have up-to-date lighting
+ NOTE: This doesn't quite do the job (not everything
+ appropriate is lighted)
+ */
+ /*for(s16 z=-1; z<=1; z++)
+ for(s16 y=-1; y<=1; y++)
+ for(s16 x=-1; x<=1; x++)
+ {
+ v3s16 p(x,y,z);
+ MapBlock *block = getBlockNoCreateNoEx(p);
+ if(block == NULL)
+ continue;
+ if(block->isDummy())
+ continue;
+ if(block->getLightingExpired())
+ continue;
+ vmanip.initialEmerge(p, p);
+ }*/
+
+ // Lighting of block will be updated completely
+ block->setLightingExpired(false);
+ }
+
+ {
+ //TimeTaker timer("unSpreadLight");
+ vmanip.unspreadLight(bank, unlight_from, light_sources);
+ }
+ {
+ //TimeTaker timer("spreadLight");
+ vmanip.spreadLight(bank, light_sources);
+ }
+ {
+ //TimeTaker timer("blitBack");
+ vmanip.blitBack(modified_blocks);
+ }
+ /*dstream<<"emerge_time="<<emerge_time<<std::endl;
+ emerge_time = 0;*/
+ }
//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
+
+ //dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;
+
while(m_transforming_liquid.size() != 0)
{
+ /*
+ Get a queued transforming liquid node
+ */
v3s16 p0 = m_transforming_liquid.pop_front();
MapNode n0 = getNode(p0);
v3s16 p2 = p0 + dirs_to[i];
MapNode n2 = getNode(p2);
+ //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
if(content_liquid(n2.d))
{
n2_changed = true;
flowed = true;
}
+
+ //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
if(n2_changed)
{
}
// If n2_changed to bottom, don't flow anywhere else
- if(to_bottom && flowed)
+ if(to_bottom && flowed && !is_source)
break;
}catch(InvalidPositionException &e)
Map(dout_server),
m_heightmap(NULL)
{
+
+ //m_chunksize = 64;
+ //m_chunksize = 16;
+ m_chunksize = 8;
+ //m_chunksize = 4;
+ //m_chunksize = 2;
+
/*
Experimental and debug stuff
*/
PointAttributeList *list_baseheight = m_padb.getList("hm_baseheight");
PointAttributeList *list_randmax = m_padb.getList("hm_randmax");
PointAttributeList *list_randfactor = m_padb.getList("hm_randfactor");
- PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
- PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+ //PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
+ //PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+#if 0
/*
NOTE: BEWARE: Too big amount of these will make map generation
slow. Especially those that are read by every block emerge.
15000 points: 40ms
*/
- for(u32 i=0; i<5000; i++)
+ for(u32 i=0; i<500; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
- u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
v3s16 p(
-lim + myrand()%(lim*2),
list_plants_amount->addPoint(p, Attribute(plants_amount));*/
float plants_amount = 0;
- if(myrand()%5 == 0)
+ if(myrand()%4 == 0)
{
plants_amount = 1.5;
}
list_plants_amount->addPoint(p, Attribute(plants_amount));
}
- for(u32 i=0; i<1000; i++)
+ for(u32 i=0; i<500; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
- u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
v3s16 p(
-lim + myrand()%(lim*2),
list_caves_amount->addPoint(p, Attribute(caves_amount));
}
- for(u32 i=0; i<5000; i++)
+ for(u32 i=0; i<500; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
- u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
v3s16 p(
-lim + (myrand()%(lim*2)),
float randmax = 0;
float randfactor = 0;
- if(myrand()%4 == 0)
+ /*if(myrand()%5 == 0)
{
baseheight = 100;
randmax = 50;
baseheight = -3;
randmax = 20;
randfactor = 0.5;
+ }*/
+
+ if(myrand()%3 < 2)
+ {
+ baseheight = 10;
+ randmax = 30;
+ randfactor = 0.7;
+ }
+ else
+ {
+ baseheight = 0;
+ randmax = 15;
+ randfactor = 0.63;
}
list_baseheight->addPoint(p, Attribute(baseheight));
list_randmax->addPoint(p, Attribute(randmax));
list_randfactor->addPoint(p, Attribute(randfactor));
}
-
- /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
- list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
- list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
+#endif
+
+ // Add only one entry
+ list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
+ list_randmax->addPoint(v3s16(0,0,0), Attribute(22));
+ //list_randmax->addPoint(v3s16(0,0,0), Attribute(0));
+ list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
// Easy spawn point
/*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
list_randmax->addPoint(v3s16(0,0,0), Attribute(10));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.65));*/
}
-
+
/*
Try to load map; if not found, create a new one.
*/
dstream<<DTIME<<"Initializing new map."<<std::endl;
// Create master heightmap
- /*ValueGenerator *maxgen =
- ValueGenerator::deSerialize(hmp.randmax);
- ValueGenerator *factorgen =
- ValueGenerator::deSerialize(hmp.randfactor);
- ValueGenerator *basegen =
- ValueGenerator::deSerialize(hmp.base);
- m_heightmap = new UnlimitedHeightmap
- (hmp.blocksize, maxgen, factorgen, basegen, &m_padb);*/
-
- /*m_heightmap = new UnlimitedHeightmap
- (hmp.blocksize, &m_padb);*/
-
m_heightmap = new UnlimitedHeightmap
(32, &m_padb);
if(m_heightmap != NULL)
delete m_heightmap;
+
+ /*
+ Free all MapChunks
+ */
+ core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
+ for(; i.atEnd() == false; i++)
+ {
+ MapChunk *chunk = i.getNode()->getValue();
+ delete chunk;
+ }
}
-MapSector * ServerMap::emergeSector(v2s16 p2d)
+/*
+ Some helper functions
+*/
+
+s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
{
- DSTACK("%s: p2d=(%d,%d)",
- __FUNCTION_NAME,
- p2d.X, p2d.Y);
- // Check that it doesn't exist already
- try{
- return getSectorNoGenerate(p2d);
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(content_walkable(n.d))
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
}
- catch(InvalidPositionException &e)
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min;
+}
+
+void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode treenode(CONTENT_TREE);
+ MapNode leavesnode(CONTENT_LEAVES);
+
+ s16 trunk_h = myrand_range(2, 6);
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
{
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ p1.Y++;
}
- /*
- Try to load the sector from disk.
- */
- if(loadSectorFull(p2d) == true)
+ // p1 is now the last piece of the trunk
+ p1.Y -= 1;
+
+ VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+ SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+ for(s32 i=0; i<leaves_a.getVolume(); i++)
+ leaves_d[i] = 0;
+
+ // Force leaves at near the end of the trunk
{
- return getSectorNoGenerate(p2d);
+ s16 d = 1;
+ for(s16 z=-d; z<=d; z++)
+ for(s16 y=-d; y<=d; y++)
+ for(s16 x=-d; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+ }
}
+
+ // Add leaves randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
- /*
- If there is no master heightmap, throw.
- */
- if(m_heightmap == NULL)
+ v3s16 p(
+ myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+ myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+ myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Blit leaves to vmanip
+ for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+ for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+ for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
{
- throw InvalidPositionException("emergeSector(): no heightmap");
+ v3s16 p(x,y,z);
+ p += p1;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d != CONTENT_AIR)
+ continue;
+ u32 i = leaves_a.index(x,y,z);
+ if(leaves_d[i] == 1)
+ vmanip.m_data[vi] = leavesnode;
}
+}
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
/*
- Do not generate 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("emergeSector(): pos. over limit");
-
- /*
- Generate sector and heightmaps
+ Don't generate if already fully generated
*/
-
- // Number of heightmaps in sector in each direction
- u16 hm_split = SECTOR_HEIGHTMAP_SPLIT;
-
- // Heightmap side width
- s16 hm_d = MAP_BLOCKSIZE / hm_split;
+ {
+ MapChunk *chunk = getChunk(chunkpos);
+ if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+ {
+ dstream<<"generateChunkRaw(): Chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<" already generated"<<std::endl;
+ return chunk;
+ }
+ }
- ServerMapSector *sector = new ServerMapSector(this, p2d, hm_split);
+ dstream<<"generateChunkRaw(): Generating chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<std::endl;
- // Sector position on map in nodes
- v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
-
- /*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
- " heightmaps and objects"<<std::endl;*/
+ TimeTaker timer("generateChunkRaw()");
- /*
- Calculate some information about local properties
- */
+ // The distance how far into the neighbors the generator is allowed to go
+ s16 max_spread_amount_sectors = 2;
+ 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);
- v2s16 mhm_p = p2d * hm_split;
- f32 corners[4] = {
- m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
- m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split),
- m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split),
- m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split),
- };
+ s16 y_blocks_min = -4;
+ 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;
+
+ v3s16 bigarea_blocks_min(
+ sectorpos_bigbase.X,
+ y_blocks_min,
+ sectorpos_bigbase.Y
+ );
+
+ v3s16 bigarea_blocks_max(
+ sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+ y_blocks_max,
+ sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+ );
- float avgheight = (corners[0]+corners[1]+corners[2]+corners[3])/4.0;
- float avgslope = 0.0;
- avgslope += fabs(avgheight - corners[0]);
- avgslope += fabs(avgheight - corners[1]);
- avgslope += fabs(avgheight - corners[2]);
- avgslope += fabs(avgheight - corners[3]);
- avgslope /= 4.0;
- avgslope /= MAP_BLOCKSIZE;
- //dstream<<"avgslope="<<avgslope<<std::endl;
-
- float pitness = 0.0;
- v2f32 a;
- a = m_heightmap->getSlope(p2d+v2s16(0,0));
- pitness += -a.X;
- pitness += -a.Y;
- a = m_heightmap->getSlope(p2d+v2s16(0,1));
- pitness += -a.X;
- pitness += a.Y;
- a = m_heightmap->getSlope(p2d+v2s16(1,1));
- pitness += a.X;
- pitness += a.Y;
- a = m_heightmap->getSlope(p2d+v2s16(1,0));
- pitness += a.X;
- pitness += -a.Y;
- pitness /= 4.0;
- pitness /= MAP_BLOCKSIZE;
- //dstream<<"pitness="<<pitness<<std::endl;
-
+ // 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;
+
/*
- Get local attributes
+ Create the whole area of this and the neighboring chunks
*/
-
- float local_plants_amount = 0.0;
{
- //dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
- //TimeTaker attrtimer("emergeSector() attribute fetch");
+ TimeTaker timer("generateChunkRaw() create area");
- // Get plant amount from attributes
- PointAttributeList *palist = m_padb.getList("plants_amount");
- assert(palist);
- /*local_plants_amount =
- palist->getNearAttr(nodepos2d).getFloat();*/
- local_plants_amount =
- palist->getInterpolatedFloat(nodepos2d);
- }
-
- /*
- Generate sector heightmap
- */
+ for(s16 x=0; x<sectorpos_bigbase_size; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size; z++)
+ {
+ v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
- // Loop through sub-heightmaps
- for(s16 y=0; y<hm_split; y++)
- for(s16 x=0; x<hm_split; x++)
- {
- v2s16 p_in_sector = v2s16(x,y);
- v2s16 mhm_p = p2d * hm_split + p_in_sector;
- f32 corners[4] = {
- m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
- m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
- m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
- m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
- };
+ for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+ {
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
- /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
- <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
- <<std::endl;*/
+ // Lighting won't be calculated
+ //block->setLightingExpired(true);
+ // Lighting will be calculated
+ block->setLightingExpired(false);
- FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
- mhm_p, hm_d);
- sector->setHeightmap(p_in_sector, hm);
+ /*
+ Block gets sunlight if this is true.
- //TODO: Make these values configurable
- //hm->generateContinued(0.0, 0.0, corners);
- //hm->generateContinued(0.25, 0.2, corners);
- //hm->generateContinued(0.5, 0.2, corners);
- //hm->generateContinued(1.0, 0.2, corners);
- //hm->generateContinued(2.0, 0.2, corners);
- //hm->generateContinued(2.0 * avgslope, 0.5, corners);
- hm->generateContinued(avgslope * MAP_BLOCKSIZE/8, 0.5, corners);
+ This should be set to true when the top side of a block
+ is completely exposed to the sky.
- //hm->print();
+ Actually this doesn't matter now because the
+ initial lighting is done here.
+ */
+ block->setIsUnderground(y != y_blocks_max);
+ }
+ }
}
/*
- Generate objects
+ Now we have a big empty area.
+
+ Make a ManualMapVoxelManipulator that contains this and the
+ neighboring chunks
*/
-
- core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
- sector->setObjects(objects);
- float area = MAP_BLOCKSIZE * MAP_BLOCKSIZE;
+ ManualMapVoxelManipulator vmanip(this);
+ // Add the area we just generated
+ {
+ TimeTaker timer("generateChunkRaw() initialEmerge");
+ vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+ }
+
+ TimeTaker timer_generate("generateChunkRaw() generate");
/*
- Plant some trees if there is not much slope
+ Generate general ground level to full area
*/
+
{
- // Avgslope is the derivative of a hill
- //float t = avgslope * avgslope;
- float t = avgslope;
- float a = area/16 * m_params.plants_amount * local_plants_amount;
- u32 tree_max;
- //float something = 0.17*0.17;
- float something = 0.3;
- if(t > something)
- tree_max = a / (t/something);
- else
- tree_max = a;
+ // 22ms @cs=8
+ //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++)
+ {
+ // Node position
+ v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
- u32 count = (myrand()%(tree_max+1));
- //u32 count = tree_max;
- for(u32 i=0; i<count; i++)
+ /*
+ Skip of already generated
+ */
{
- s16 x = (myrand()%(MAP_BLOCKSIZE-2))+1;
- s16 z = (myrand()%(MAP_BLOCKSIZE-2))+1;
- s16 y = sector->getGroundHeight(v2s16(x,z))+1;
- if(y < WATER_LEVEL)
+ v3s16 p(p2d.X, y_nodes_min, p2d.Y);
+ if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
continue;
- objects->insert(v3s16(x, y, z),
- SECTOR_OBJECT_TREE_1);
}
- }
- /*
- Plant some bushes if sector is pit-like
- */
- {
- // Pitness usually goes at around -0.5...0.5
- u32 bush_max = 0;
- u32 a = area/16 * 3.0 * m_params.plants_amount * local_plants_amount;
- if(pitness > 0)
- bush_max = (pitness*a*4);
- if(bush_max > a)
- bush_max = a;
- u32 count = (myrand()%(bush_max+1));
- for(u32 i=0; i<count; i++)
+
+ // Ground height at this point
+ float surface_y_f = 0.0;
+ /*
+ A hack to get the ground height from the sector.
+ Do this better.
+ */
{
- s16 x = myrand()%(MAP_BLOCKSIZE-0)+0;
- s16 z = myrand()%(MAP_BLOCKSIZE-0)+0;
- s16 y = sector->getGroundHeight(v2s16(x,z))+1;
- if(y < WATER_LEVEL)
- continue;
- objects->insert(v3s16(x, y, z),
- SECTOR_OBJECT_BUSH_1);
+ v2s16 sectorpos = getContainerPos(p2d, MAP_BLOCKSIZE);
+ v2s16 sector_relpos = p2d - sectorpos*MAP_BLOCKSIZE;
+ MapSector *sector = getSectorNoGenerate(sectorpos);
+ assert(sector);
+ float h = sector->getGroundHeight(sector_relpos);
+ if(h > GROUNDHEIGHT_VALID_MINVALUE)
+ surface_y_f = h;
+ else
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<": sector->getGroundHeight returned bad height"<<std::endl;
+ }
+ // Convert to integer
+ s16 surface_y = (s16)surface_y_f;
+
+ /*
+ Fill ground with stone
+ */
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+ for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
+ {
+ vmanip.m_data[i].d = CONTENT_STONE;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
}
}
+
+ }//timer1
+
+ /*
+ Randomize some parameters
+ */
+
+ // 0-100
+ // Usually little, sometimes huge
+ //u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
+ u32 stone_obstacle_amount = myrand_range(0, 100);
+
/*
- Add ravine (randomly)
+ Loop this part, it will make stuff look older and newer nicely
*/
- if(m_params.ravines_amount > 0.001)
+
+ for(u32 i_age=0; i_age<2; i_age++)
+ { // Aging loop
+
+ // This is set during the next operation.
+ // Maximum height of the stone surface and obstacles.
+ // This is used to disable dungeon generation from going too high.
+ s16 stone_surface_max_y = 0;
+
{
- if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0)
- {
- s16 s = 6;
- s16 x = myrand()%(MAP_BLOCKSIZE-s*2-1)+s;
- s16 z = myrand()%(MAP_BLOCKSIZE-s*2-1)+s;
- /*s16 x = 8;
- s16 z = 8;*/
- s16 y = sector->getGroundHeight(v2s16(x,z))+1;
- objects->insert(v3s16(x, y, z),
- SECTOR_OBJECT_RAVINE);
- }
- }
+ // 8ms @cs=8
+ //TimeTaker timer1("stone obstacles");
/*
- Insert to container
+ Add some random stone obstacles
*/
- JMutexAutoLock lock(m_sector_mutex);
- m_sectors.insert(p2d, sector);
- return sector;
-}
-
-MapBlock * ServerMap::emergeBlock(
- v3s16 p,
- bool only_from_disk,
- core::map<v3s16, MapBlock*> &changed_blocks,
- core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
+ for(u32 ri=0; ri<stone_obstacle_amount/3; ri++)
+ //for(u32 ri=0; ri<7; ri++)
+ //if(0)
+ {
+ // Randomize max height so usually stuff will be quite low
+ //s16 maxheight_randomized = myrand_range(0, 25);
+ s16 maxheight_randomized = myrand_range(0, stone_obstacle_amount/3);
+
+ // The size of these could actually be m_chunksize*MAP_BLOCKSIZE*2
+ v3s16 ob_size(
+ myrand_range(5, stone_obstacle_max_size),
+ myrand_range(0, maxheight_randomized),
+ myrand_range(5, stone_obstacle_max_size)
+ );
+ v2s16 ob_place(
+ myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
+ myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
+ );
+
+ // Minimum space left on top of the obstacle
+ s16 min_head_space = 10;
+
+ for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
+ for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
+
+ // Find stone ground level
+ // (ignore everything else than mud in already generated chunks)
+ // and mud amount over the stone level
+ s16 surface_y = 0;
+ s16 mud_amount = 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(content_walkable(n.d)
+ && n.d != CONTENT_MUD
+ && n.d != CONTENT_GRASS)
+ break;*/
+ if(n.d == CONTENT_STONE)
+ break;
+
+ if(n.d == CONTENT_MUD || n.d == CONTENT_GRASS)
+ mud_amount++;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ surface_y = y;
+ else
+ surface_y = y_nodes_min;
+ }
+
+
+ /*
+ Add stone on ground
+ */
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ s16 y;
+ // Add stone
+ s16 count = 0;
+ for(y=y_start; y<=y_nodes_max - min_head_space; y++)
+ {
+ MapNode &n = vmanip.m_data[i];
+ n.d = CONTENT_STONE;
+
+ if(y > stone_surface_max_y)
+ stone_surface_max_y = y;
+
+ count++;
+ if(count >= ob_size.Y)
+ break;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ // Add mud
+ count = 0;
+ for(; y<=y_nodes_max; y++)
+ {
+ MapNode &n = vmanip.m_data[i];
+ n.d = CONTENT_MUD;
+ count++;
+ if(count >= mud_amount)
+ break;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
+ }
+ }
+
+ }//timer1
+ {
+ // 24ms @cs=8
+ //TimeTaker timer1("dungeons");
+
+ /*
+ Make dungeons
+ */
+ u32 dungeons_count = relative_volume/200000;
+ for(u32 jj=0; jj<dungeons_count; jj++)
+ {
+ s16 min_tunnel_diameter = 1;
+ s16 max_tunnel_diameter = 5;
+ u16 tunnel_routepoints = 15;
+
+ u32 bruise_surface_maxindex =
+ dungeons_count / 10 * stone_surface_max_y / 10;
+ bruise_surface_maxindex =
+ rangelim(bruise_surface_maxindex, 0, dungeons_count/2);
+ bool bruise_surface = (jj < bruise_surface_maxindex);
+
+ if(bruise_surface)
+ {
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = 10;
+ tunnel_routepoints = 10;
+ }
+
+ // Allowed route area size in nodes
+ v3s16 ar(
+ sectorpos_base_size*MAP_BLOCKSIZE,
+ h_blocks*MAP_BLOCKSIZE,
+ sectorpos_base_size*MAP_BLOCKSIZE
+ );
+
+ // Area starting point in nodes
+ v3s16 of(
+ sectorpos_base.X*MAP_BLOCKSIZE,
+ y_blocks_min*MAP_BLOCKSIZE,
+ sectorpos_base.Y*MAP_BLOCKSIZE
+ );
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 insure = 5;
+ s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ s16 route_y_min = 0;
+ //s16 route_y_max = ar.Y-1;
+ s16 route_y_max = stone_surface_max_y - of.Y;
+
+ if(bruise_surface)
+ {
+ // Minimum is at y=0
+ route_y_min = -of.Y - 0;
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
+ }
+
+ /*dstream<<"route_y_min = "<<route_y_min
+ <<", route_y_max = "<<route_y_max<<std::endl;*/
+
+ // Randomize starting position
+ v3f orp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand_range(route_y_min, route_y_max))+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+
+ MapNode airnode(CONTENT_AIR);
+
+ /*
+ Generate some tunnel starting from orp
+ */
+
+ for(u16 j=0; j<tunnel_routepoints; j++)
+ {
+ v3s16 maxlen(20, 10, 20);
+
+ if(bruise_surface)
+ {
+ maxlen = v3s16(60,60,60);
+ }
+
+ v3f vec(
+ (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+ (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+ (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ );
+ v3f rp = orp + vec;
+ if(rp.X < 0)
+ rp.X = 0;
+ else if(rp.X >= ar.X)
+ rp.X = ar.X-1;
+ if(rp.Y < route_y_min)
+ rp.Y = route_y_min;
+ else if(rp.Y >= route_y_max)
+ rp.Y = route_y_max-1;
+ if(rp.Z < 0)
+ rp.Z = 0;
+ else if(rp.Z >= ar.Z)
+ rp.Z = ar.Z-1;
+ vec = rp - orp;
+
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs - abs(z0);
+ for(s16 x0=-si; x0<=si-1; x0++)
+ {
+ s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ {
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ /*if(isInArea(p, ar) == false)
+ continue;*/
+ // Check only height
+ if(y < 0 || y >= ar.Y)
+ continue;
+ p += of;
+
+ //assert(vmanip.m_area.contains(p));
+ if(vmanip.m_area.contains(p) == false)
+ {
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<":"<<__LINE__<<": "
+ <<"point not in area"
+ <<std::endl;
+ continue;
+ }
+
+ // Just set it to air, it will be changed to
+ // water afterwards
+ u32 i = vmanip.m_area.index(p);
+ vmanip.m_data[i] = airnode;
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ }
+
+ }
+
+ }//timer1
+ {
+ // 46ms @cs=8
+ //TimeTaker timer1("ore veins");
+
+ /*
+ Make ore veins
+ */
+ for(u32 jj=0; jj<relative_volume/524; jj++)
+ {
+ s16 max_vein_diameter = 3;
+
+ // Allowed route area size in nodes
+ v3s16 ar(
+ sectorpos_base_size*MAP_BLOCKSIZE,
+ h_blocks*MAP_BLOCKSIZE,
+ sectorpos_base_size*MAP_BLOCKSIZE
+ );
+
+ // Area starting point in nodes
+ v3s16 of(
+ sectorpos_base.X*MAP_BLOCKSIZE,
+ y_blocks_min*MAP_BLOCKSIZE,
+ sectorpos_base.Y*MAP_BLOCKSIZE
+ );
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 insure = 3;
+ s16 more = max_spread_amount - max_vein_diameter/2 - insure;
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ // Randomize starting position
+ v3f orp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand()%ar.Y)+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+
+ // Randomize mineral
+ u8 mineral = myrand_range(1, MINERAL_COUNT-1);
+
+ /*
+ Generate some vein starting from orp
+ */
+
+ for(u16 j=0; j<2; j++)
+ {
+ /*v3f rp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand()%ar.Y)+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+ v3f vec = rp - orp;*/
+
+ v3s16 maxlen(10, 10, 10);
+ v3f vec(
+ (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+ (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+ (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ );
+ v3f rp = orp + vec;
+ if(rp.X < 0)
+ rp.X = 0;
+ else if(rp.X >= ar.X)
+ rp.X = ar.X;
+ if(rp.Y < 0)
+ rp.Y = 0;
+ else if(rp.Y >= ar.Y)
+ rp.Y = ar.Y;
+ if(rp.Z < 0)
+ rp.Z = 0;
+ else if(rp.Z >= ar.Z)
+ rp.Z = ar.Z;
+ vec = rp - orp;
+
+ // Randomize size
+ s16 min_d = 0;
+ s16 max_d = max_vein_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs - abs(z0);
+ for(s16 x0=-si; x0<=si-1; x0++)
+ {
+ s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ {
+ // Don't put mineral to every place
+ if(myrand()%5 != 0)
+ continue;
+
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ /*if(isInArea(p, ar) == false)
+ continue;*/
+ // Check only height
+ if(y < 0 || y >= ar.Y)
+ continue;
+ p += of;
+
+ assert(vmanip.m_area.contains(p));
+
+ // Just set it to air, it will be changed to
+ // water afterwards
+ u32 i = vmanip.m_area.index(p);
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d == CONTENT_STONE)
+ n->param = mineral;
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ }
+
+ }
+
+ }//timer1
+ {
+ // 15ms @cs=8
+ //TimeTaker timer1("add mud");
+
+ /*
+ Add mud to the central chunk
+ */
+
+ 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);
+
+ // Find ground level
+ s16 surface_y = find_ground_level(vmanip, p2d);
+
+ /*
+ If topmost node is grass, change it to mud.
+ It might be if it was flown to there from a neighboring
+ chunk and then converted.
+ */
+ {
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d == CONTENT_GRASS)
+ n->d = CONTENT_MUD;
+ }
+
+ /*
+ Add mud on ground
+ */
+ {
+ s16 mudcount = 0;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y<=y_nodes_max; y++)
+ {
+ MapNode &n = vmanip.m_data[i];
+ n.d = CONTENT_MUD;
+ mudcount++;
+ if(mudcount >= 3)
+ break;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
+ }
+
+ }//timer1
+ {
+ // 179ms @cs=8
+ //TimeTaker timer1("flow mud");
+
+ /*
+ Flow mud away from steep edges
+ */
+
+ // Iterate a few times
+ for(s16 k=0; k<4; k++)
+ {
+
+ 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);
+
+ 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)
+ if(content_walkable(n.d))
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+
+ // If not mud, do nothing to it
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+
+ // Make it exactly mud
+ n->d = CONTENT_MUD;
+
+ v3s16 dirs4[4] = {
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+
+ // Drop mud on side
+
+ for(u32 di=0; di<4; di++)
+ {
+ v3s16 dirp = dirs4[di];
+ u32 i2 = i;
+ // Check that side is air
+ vmanip.m_area.add_p(em, i2, dirp);
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;
+ // Check that under side is air
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;
+ // Loop further down until not air
+ do{
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ }while(content_walkable(n2->d) == false);
+ // Loop one up so that we're in air
+ vmanip.m_area.add_y(em, i2, 1);
+ n2 = &vmanip.m_data[i2];
+
+ // Move mud to new place
+ *n2 = *n;
+ // Set old place to be air
+ *n = MapNode(CONTENT_AIR);
+
+ #if 0
+ // Switch mud and other and change mud source to air
+ //MapNode tempnode = *n2;
+ *n2 = *n;
+ //*n = tempnode;
+ // Force old mud position to be air
+ n->d = CONTENT_AIR;
+ #endif
+
+ // Done
+ break;
+ }
+ }
+
+ }
+
+ }//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();
+ s16 y_start = WATER_LEVEL;
+ u8 light = LIGHT_MAX;
+ 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(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;
+ }
+
+ 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
+
+ } // Aging loop
+
+ {
+ // 1ms @cs=8
+ //TimeTaker timer1("plant trees");
+
+ /*
+ Plant some trees
+ */
+ {
+ u32 tree_max = relative_area / 100;
+
+ 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
+
+ {
+ // 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
+
+ /*
+ Handle lighting
+ */
+
+ core::map<v3s16, bool> light_sources;
+
+ {
+ // 750ms @cs=8, can't optimize more
+ //TimeTaker timer1("initial lighting");
+
+ /*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);
+
+ /*
+ 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);
+ }
+ }
+ }
+
+ }//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();
+ }
+ }
+
+
+ /*
+ 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 and return it
+ */
+ MapChunk *chunk = getChunk(chunkpos);
+ assert(chunk);
+ // Set non-volatile
+ //chunk->setIsVolatile(false);
+ chunk->setGenLevel(GENERATED_FULLY);
+ // Return it
+ return chunk;
+}
+
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ 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++)
+ {
+ 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;
+}
+
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
{
- DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+ DSTACK("%s: p2d=(%d,%d)",
__FUNCTION_NAME,
- p.X, p.Y, p.Z, only_from_disk);
-
- /*dstream<<"ServerMap::emergeBlock(): "
- <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<", only_from_disk="<<only_from_disk<<std::endl;*/
- v2s16 p2d(p.X, p.Z);
- s16 block_y = p.Y;
+ p2d.X, p2d.Y);
+
/*
- This will create or load a sector if not found in memory.
- If block exists on disk, it will be loaded.
+ 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;
+ }
- NOTE: On old save formats, this will be slow, as it generates
- lighting on blocks for them.
+ /*
+ If there is no master heightmap, throw.
*/
- ServerMapSector *sector = (ServerMapSector*)emergeSector(p2d);
- assert(sector->getId() == MAPSECTOR_SERVER);
+ if(m_heightmap == NULL)
+ {
+ throw InvalidPositionException("createSector(): no heightmap");
+ }
- // Try to get a block from the sector
- MapBlock *block = NULL;
- bool not_on_disk = false;
- try{
- block = sector->getBlockNoCreate(block_y);
- if(block->isDummy() == true)
- not_on_disk = true;
- else
- return block;
+ /*
+ 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
+ */
+
+ // Number of heightmaps in sector in each direction
+ u16 hm_split = SECTOR_HEIGHTMAP_SPLIT;
+
+ // Heightmap side width
+ s16 hm_d = MAP_BLOCKSIZE / hm_split;
+
+ sector = new ServerMapSector(this, p2d, hm_split);
+
+ // Sector position on map in nodes
+ v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+
+ /*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
+ " heightmaps and objects"<<std::endl;*/
+
+ /*
+ Generate sector heightmap
+ */
+
+ v2s16 mhm_p = p2d * hm_split;
+ /*f32 corners[4] = {
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split),
+ };*/
+
+ // Loop through sub-heightmaps
+ for(s16 y=0; y<hm_split; y++)
+ for(s16 x=0; x<hm_split; x++)
+ {
+ v2s16 p_in_sector = v2s16(x,y);
+ v2s16 mhm_p = p2d * hm_split + p_in_sector;
+ f32 corners[4] = {
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
+ };
+
+ /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
+ <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
+ <<std::endl;*/
+
+ FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
+ mhm_p, hm_d);
+ sector->setHeightmap(p_in_sector, hm);
+
+ //hm->generateContinued(1.0, 0.5, corners);
+ hm->generateContinued(0.5, 0.5, corners);
+
+ //hm->print();
}
- catch(InvalidPositionException &e)
+
+ // Add dummy objects
+ core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
+ sector->setObjects(objects);
+
+ /*
+ 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);
+
+ /*
+ 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)
{
- not_on_disk = true;
+ // Generate chunk and neighbors
+ generateChunk(chunkpos, changed_blocks);
}
/*
- If block was not found on disk and not going to generate a
- new one, make sure there is a dummy block in place.
+ Return sector if it exists now
+ */
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if(sector != NULL)
+ return sector;
+
+ /*
+ Try to load it from disk
*/
- if(not_on_disk && only_from_disk)
+ if(loadSectorFull(p2d) == true)
{
- if(block == NULL)
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
{
- // Create dummy block
- block = new MapBlock(this, p, true);
-
- // Add block to sector
- sector->insertBlock(block);
+ dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+ throw InvalidPositionException("");
}
- // Done.
- return block;
+ return sector;
}
- //dstream<<"Not found on disk, generating."<<std::endl;
- //TimeTaker("emergeBlock()", g_irrlicht);
-
/*
- Do not generate over-limit
+ generateChunk should have generated the sector
*/
- if(blockpos_over_limit(p))
- throw InvalidPositionException("emergeBlock(): pos. over limit");
+ assert(0);
/*
- OK; Not found.
-
- Go on generating the block.
-
- TODO: If a dungeon gets generated so that it's side gets
- revealed to the outside air, the lighting should be
- recalculated.
+ Generate directly
*/
+ //return generateSector();
+}
+
+/*
+ NOTE: This is not used for main map generation, only for blocks
+ that are very high or low
+*/
+MapBlock * ServerMap::generateBlock(
+ v3s16 p,
+ MapBlock *original_dummy,
+ ServerMapSector *sector,
+ core::map<v3s16, MapBlock*> &changed_blocks,
+ core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
+)
+{
+ DSTACK("%s: p=(%d,%d,%d)",
+ __FUNCTION_NAME,
+ p.X, p.Y, p.Z);
+
+ /*dstream<<"generateBlock(): "
+ <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;*/
+
+ MapBlock *block = original_dummy;
+
+ v2s16 p2d(p.X, p.Z);
+ s16 block_y = p.Y;
+ /*
+ Do not generate over-limit
+ */
+ if(blockpos_over_limit(p))
+ {
+ dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
+ throw InvalidPositionException("generateBlock(): pos. over limit");
+ }
+
/*
If block doesn't exist, create one.
If it exists, it is a dummy. In that case unDummify() it.
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
+ //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
//assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
Get local attributes
*/
- //dstream<<"emergeBlock(): Getting local attributes"<<std::endl;
+ //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
- float caves_amount = 0;
-
+ float caves_amount = 0.5;
+
+#if 0
{
/*
NOTE: BEWARE: Too big amount of attribute points slows verything
down by a lot.
1 interpolation from 5000 points takes 2-3ms.
*/
- //TimeTaker timer("emergeBlock() local attribute retrieval");
+ //TimeTaker timer("generateBlock() local attribute retrieval");
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
}
+#endif
- //dstream<<"emergeBlock(): Done"<<std::endl;
+ //dstream<<"generateBlock(): Done"<<std::endl;
/*
Generate dungeons
do_generate_dungeons = false;
}
// Don't generate if mostly underwater surface
- else if(mostly_underwater_surface)
+ /*else if(mostly_underwater_surface)
{
do_generate_dungeons = false;
- }
+ }*/
// Partly underground = cave
else if(!completely_underground)
{
(float)(myrand()%ued)+0.5
);
s16 min_d = 0;
- s16 max_d = 6;
+ s16 max_d = 4;
s16 rs = (myrand()%(max_d-min_d+1))+min_d;
v3f vec = rp - orp;
+ued*(y0*ued/MAP_BLOCKSIZE)
+(x0*ued/MAP_BLOCKSIZE)])
{
- if(is_ground_content(n.d))
+ if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
{
// Has now caves
has_dungeons = true;
/*
This is used for guessing whether or not the block should
- receive sunlight from the top if the top block doesn't exist
+ receive sunlight from the top if the block above doesn't exist
*/
block->setIsUnderground(completely_underground);
MapNode n;
n.d = CONTENT_MESE;
- //if(is_ground_content(block->getNode(cp).d))
- if(block->getNode(cp).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- block->setNode(cp, n);
-
- for(u16 i=0; i<26; i++)
+ for(u16 i=0; i<27; i++)
{
- //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
- if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
+ if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
if(myrand()%8 == 0)
- block->setNode(cp+g_26dirs[i], n);
+ block->setNode(cp+g_27dirs[i], n);
}
}
}
);
MapNode n;
- n.d = CONTENT_COALSTONE;
+ n.d = CONTENT_STONE;
+ n.param = MINERAL_COAL;
- //dstream<<"Adding coalstone"<<std::endl;
-
- //if(is_ground_content(block->getNode(cp).d))
- if(block->getNode(cp).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- block->setNode(cp, n);
+ for(u16 i=0; i<27; i++)
+ {
+ if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ block->setNode(cp+g_27dirs[i], n);
+ }
+ }
+ }
+
+ /*
+ Add iron
+ */
+ //TODO: change to iron_amount or whatever
+ u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 iron_rareness = 60 / 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
+ );
+
+ MapNode n;
+ n.d = CONTENT_STONE;
+ n.param = MINERAL_IRON;
- for(u16 i=0; i<26; i++)
+ for(u16 i=0; i<27; i++)
{
- //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
- if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
+ if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
if(myrand()%8 == 0)
- block->setNode(cp+g_26dirs[i], n);
+ block->setNode(cp+g_27dirs[i], n);
}
}
}
n.d = CONTENT_LEAVES;
- if(rand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
+ if(myrand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
- /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
+ /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
sector->setNode(gp+v3s16(0,4,0), n);
sector->setNode(gp+v3s16(-1,3,-1), n);
sector->setNode(gp+v3s16(1,3,-1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
- /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
- if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
+ /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
// Objects are identified by wanted position
objects_to_remove.push_back(p);
<<std::endl;*/
{
v3s16 p2 = p + v3s16(x,y,z-2);
- if(is_ground_content(sector->getNode(p2).d)
- && !is_mineral(sector->getNode(p2).d))
+ //if(is_ground_content(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n);
}
{
v3s16 p2 = p + v3s16(x,y,z-1);
- if(is_ground_content(sector->getNode(p2).d)
- && !is_mineral(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n2);
}
{
v3s16 p2 = p + v3s16(x,y,z+0);
- if(is_ground_content(sector->getNode(p2).d)
- && !is_mineral(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n2);
}
{
v3s16 p2 = p + v3s16(x,y,z+1);
- if(is_ground_content(sector->getNode(p2).d)
- && !is_mineral(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n);
}
- //if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2)
- //if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5)
- }
- }
-
- objects_to_remove.push_back(p);
-
- // Lighting has to be recalculated for this one.
- sector->getBlocksInArea(p_min, p_max,
- lighting_invalidated_blocks);
- }
- }
- else
- {
- dstream<<"ServerMap::emergeBlock(): "
- "Invalid heightmap object"
- <<std::endl;
- }
+ //if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2)
+ //if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5)
+ }
+ }
+
+ objects_to_remove.push_back(p);
+
+ // Lighting has to be recalculated for this one.
+ sector->getBlocksInArea(p_min, p_max,
+ lighting_invalidated_blocks);
+ }
+ }
+ else
+ {
+ dstream<<"ServerMap::generateBlock(): "
+ "Invalid heightmap object"
+ <<std::endl;
+ }
+
+ }//try
+ catch(InvalidPositionException &e)
+ {
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<": while inserting object "<<(int)d
+ <<" to ("<<p.X<<","<<p.Y<<","<<p.Z<<"):"
+ <<" InvalidPositionException.what()="
+ <<e.what()<<std::endl;
+ // This is not too fatal and seems to happen sometimes.
+ assert(0);
+ }
+ }
+
+ for(core::list<v3s16>::Iterator i = objects_to_remove.begin();
+ i != objects_to_remove.end(); i++)
+ {
+ objects->remove(*i);
+ }
+
+ /*
+ Translate sector's changed blocks to global changed blocks
+ */
+
+ for(core::map<s16, MapBlock*>::Iterator
+ i = changed_blocks_sector.getIterator();
+ i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+
+ changed_blocks.insert(block->getPos(), block);
+ }
+
+ block->setLightingExpired(true);
+
+#if 0
+ /*
+ Debug information
+ */
+ dstream
+ <<"lighting_invalidated_blocks.size()"
+ <<", has_dungeons"
+ <<", completely_ug"
+ <<", some_part_ug"
+ <<" "<<lighting_invalidated_blocks.size()
+ <<", "<<has_dungeons
+ <<", "<<completely_underground
+ <<", "<<some_part_underground
+ <<std::endl;
+#endif
+
+ return block;
+}
+
+MapBlock * ServerMap::createBlock(v3s16 p)
+{
+ DSTACK("%s: p=(%d,%d,%d)",
+ __FUNCTION_NAME, p.X, p.Y, p.Z);
+
+ v2s16 p2d(p.X, p.Z);
+ s16 block_y = p.Y;
+ /*
+ This will create or load a sector if not found in memory.
+ If block exists on disk, it will be loaded.
+
+ NOTE: On old save formats, this will be slow, as it generates
+ lighting on blocks for them.
+ */
+ ServerMapSector *sector;
+ try{
+ sector = (ServerMapSector*)createSector(p2d);
+ assert(sector->getId() == MAPSECTOR_SERVER);
+ }
+ /*catch(InvalidPositionException &e)
+ {
+ dstream<<"createBlock: createSector() failed"<<std::endl;
+ throw e;
+ }*/
+ catch(std::exception &e)
+ {
+ dstream<<"createBlock: createSector() failed: "
+ <<e.what()<<std::endl;
+ throw e;
+ }
- }//try
- catch(InvalidPositionException &e)
+ /*
+ Try to get a block from the sector
+ */
+
+ MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+ if(block)
+ return block;
+ // Create blank
+ block = sector->createBlankBlock(block_y);
+ return block;
+}
+
+MapBlock * ServerMap::emergeBlock(
+ v3s16 p,
+ bool only_from_disk,
+ core::map<v3s16, MapBlock*> &changed_blocks,
+ core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
+)
+{
+ DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+ __FUNCTION_NAME,
+ p.X, p.Y, p.Z, only_from_disk);
+
+ v2s16 p2d(p.X, p.Z);
+ s16 block_y = p.Y;
+ /*
+ This will create or load a sector if not found in memory.
+ If block exists on disk, it will be loaded.
+
+ NOTE: On old save formats, this will be slow, as it generates
+ lighting on blocks for them.
+ */
+ ServerMapSector *sector;
+ try{
+ sector = (ServerMapSector*)emergeSector(p2d, changed_blocks);
+ assert(sector->getId() == MAPSECTOR_SERVER);
+ }
+ catch(std::exception &e)
+ {
+ dstream<<"emergeBlock: emergeSector() failed: "
+ <<e.what()<<std::endl;
+ throw e;
+ }
+
+ /*
+ Try to get a block from the sector
+ */
+
+ bool does_not_exist = false;
+ bool lighting_expired = false;
+ MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+
+ if(block == NULL)
+ {
+ does_not_exist = true;
+ }
+ else if(block->isDummy() == true)
+ {
+ does_not_exist = true;
+ }
+ else if(block->getLightingExpired())
+ {
+ lighting_expired = true;
+ }
+ else
+ {
+ // Valid block
+ //dstream<<"emergeBlock(): Returning already valid block"<<std::endl;
+ return block;
+ }
+
+ /*
+ 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;
+
+ if(block == NULL)
{
- dstream<<"WARNING: "<<__FUNCTION_NAME
- <<": while inserting object "<<(int)d
- <<" to ("<<p.X<<","<<p.Y<<","<<p.Z<<"):"
- <<" InvalidPositionException.what()="
- <<e.what()<<std::endl;
- // This is not too fatal and seems to happen sometimes.
- assert(0);
+ // Create dummy block
+ block = new MapBlock(this, p, true);
+
+ // Add block to sector
+ sector->insertBlock(block);
}
+ // Done.
+ return block;
}
- for(core::list<v3s16>::Iterator i = objects_to_remove.begin();
- i != objects_to_remove.end(); i++)
+ //dstream<<"Not found on disk, generating."<<std::endl;
+ // 0ms
+ //TimeTaker("emergeBlock() generate");
+
+ //dstream<<"emergeBlock(): Didn't find valid block -> making one"<<std::endl;
+
+ /*
+ If the block doesn't exist, generate the block.
+ */
+ if(does_not_exist)
{
- objects->remove(*i);
+ block = generateBlock(p, block, sector, changed_blocks,
+ lighting_invalidated_blocks);
+ }
+
+ if(lighting_expired)
+ {
+ lighting_invalidated_blocks.insert(p, block);
}
/*
// If sunlight didn't reach everywhere and part of block is
// above ground, lighting has to be properly updated
- if(black_air_left && some_part_underground)
+ //if(black_air_left && some_part_underground)
+ if(black_air_left)
{
lighting_invalidated_blocks[block->getPos()] = block;
}
lighting_invalidated_blocks[block->getPos()] = block;
}
}
-
- /*
- Translate sector's changed blocks to global changed blocks
- */
- for(core::map<s16, MapBlock*>::Iterator
- i = changed_blocks_sector.getIterator();
- i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
-
- changed_blocks.insert(block->getPos(), block);
- }
-
- /*
- Debug information
- */
- if(0)
- {
- dstream
- <<"lighting_invalidated_blocks.size()"
- <<", has_dungeons"
- <<", completely_ug"
- <<", some_part_ug"
- <<" "<<lighting_invalidated_blocks.size()
- <<", "<<has_dungeons
- <<", "<<completely_underground
- <<", "<<some_part_underground
- <<std::endl;
- }
-
/*
Debug mode operation
*/
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
-v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod, bool *changed)
+bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
+ core::map<v3s16, MapBlock*> *affected_blocks)
{
+ bool changed = false;
/*
Add it to all blocks touching it
*/
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
if(blockref->setTempMod(relpos, mod))
{
- if(changed != NULL)
- *changed = true;
+ changed = true;
}
}
- return getNodeBlockPos(p);
+ if(changed && affected_blocks!=NULL)
+ {
+ for(u16 i=0; i<7; i++)
+ {
+ v3s16 p2 = p + dirs[i];
+ // Block position of neighbor (or requested) node
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+ if(blockref == NULL)
+ continue;
+ affected_blocks->insert(blockpos, blockref);
+ }
+ }
+ return changed;
}
-v3s16 ClientMap::clearTempMod(v3s16 p, bool *changed)
+
+bool ClientMap::clearTempMod(v3s16 p,
+ core::map<v3s16, MapBlock*> *affected_blocks)
{
+ bool changed = false;
v3s16 dirs[7] = {
v3s16(0,0,0), // this
v3s16(0,0,1), // back
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
if(blockref->clearTempMod(relpos))
{
- if(changed != NULL)
- *changed = true;
+ changed = true;
+ }
+ }
+ if(changed && affected_blocks!=NULL)
+ {
+ for(u16 i=0; i<7; i++)
+ {
+ v3s16 p2 = p + dirs[i];
+ // Block position of neighbor (or requested) node
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+ if(blockref == NULL)
+ continue;
+ affected_blocks->insert(blockpos, blockref);
}
}
- return getNodeBlockPos(p);
+ return changed;
}
void ClientMap::PrintInfo(std::ostream &out)
<<std::endl;*/
}
-#if 1
void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
{
TimeTaker timer1("emerge", &emerge_time);
}
}
- m_loaded_blocks.insert(p, true);
+ m_loaded_blocks.insert(p, !block_data_inexistent);
}
//dstream<<"emerge done"<<std::endl;
}
-#endif
-
-#if 0
-void MapVoxelManipulator::emerge(VoxelArea a)
-{
- TimeTaker timer1("emerge", &emerge_time);
-
- v3s16 size = a.getExtent();
-
- VoxelArea padded = a;
- padded.pad(m_area.getExtent() / 4);
- addArea(padded);
-
- for(s16 z=0; z<size.Z; z++)
- for(s16 y=0; y<size.Y; y++)
- for(s16 x=0; x<size.X; x++)
- {
- v3s16 p(x,y,z);
- s32 i = m_area.index(a.MinEdge + p);
- // Don't touch nodes that have already been loaded
- if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
- continue;
- try
- {
- TimeTaker timer1("emerge load", &emerge_load_time);
- MapNode n = m_map->getNode(a.MinEdge + p);
- m_data[i] = n;
- m_flags[i] = 0;
- }
- catch(InvalidPositionException &e)
- {
- m_flags[i] = VOXELFLAG_INEXISTENT;
- }
- }
-}
-#endif
-
/*
- TODO: Add an option to only update eg. water and air nodes.
+ SUGG: Add an option to only update eg. water and air nodes.
This will make it interfere less with important stuff if
run on background.
*/
return;
//TimeTaker timer1("blitBack");
+
+ /*dstream<<"blitBack(): m_loaded_blocks.size()="
+ <<m_loaded_blocks.size()<<std::endl;*/
/*
Initialize block cache
}
}
+ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
+ MapVoxelManipulator(map)
+{
+}
+
+ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
+{
+}
+
+void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+ // Just create the area so that it can be pointed to
+ VoxelManipulator::emerge(a, caller_id);
+}
+
+void ManualMapVoxelManipulator::initialEmerge(
+ v3s16 blockpos_min, v3s16 blockpos_max)
+{
+ TimeTaker timer1("initialEmerge", &emerge_time);
+
+ // Units of these are MapBlocks
+ v3s16 p_min = blockpos_min;
+ v3s16 p_max = blockpos_max;
+
+ VoxelArea block_area_nodes
+ (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+
+ u32 size_MB = block_area_nodes.getVolume()*4/1000000;
+ if(size_MB >= 1)
+ {
+ dstream<<"initialEmerge: area: ";
+ block_area_nodes.print(dstream);
+ dstream<<" ("<<size_MB<<"MB)";
+ dstream<<std::endl;
+ }
+
+ addArea(block_area_nodes);
+
+ for(s32 z=p_min.Z; z<=p_max.Z; z++)
+ for(s32 y=p_min.Y; y<=p_max.Y; y++)
+ for(s32 x=p_min.X; x<=p_max.X; x++)
+ {
+ v3s16 p(x,y,z);
+ core::map<v3s16, bool>::Node *n;
+ n = m_loaded_blocks.find(p);
+ if(n != NULL)
+ continue;
+
+ bool block_data_inexistent = false;
+ try
+ {
+ TimeTaker timer1("emerge load", &emerge_load_time);
+
+ MapBlock *block = m_map->getBlockNoCreate(p);
+ if(block->isDummy())
+ block_data_inexistent = true;
+ else
+ block->copyTo(*this);
+ }
+ catch(InvalidPositionException &e)
+ {
+ block_data_inexistent = true;
+ }
+
+ if(block_data_inexistent)
+ {
+ /*
+ Mark area inexistent
+ */
+ VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+ // Fill with VOXELFLAG_INEXISTENT
+ for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+ for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+ {
+ s32 i = m_area.index(a.MinEdge.X,y,z);
+ memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
+ }
+ }
+
+ m_loaded_blocks.insert(p, !block_data_inexistent);
+ }
+}
+
+void ManualMapVoxelManipulator::blitBackAll(
+ core::map<v3s16, MapBlock*> * modified_blocks)
+{
+ if(m_area.getExtent() == v3s16(0,0,0))
+ return;
+
+ /*
+ Copy data of all blocks
+ */
+ for(core::map<v3s16, bool>::Iterator
+ i = m_loaded_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ bool existed = i.getNode()->getValue();
+ if(existed == false)
+ continue;
+ v3s16 p = i.getNode()->getKey();
+ MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<": got NULL block "
+ <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;
+ continue;
+ }
+
+ block->copyFrom(*this);
+
+ if(modified_blocks)
+ modified_blocks->insert(p, block);
+ }
+}
+
//END