b->m_nodenames.emplace_back("mapgen_stone");
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
+ b->m_nnlistsizes.push_back(1);
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
EmergeManager *emerge = m_server->getEmergeManager();
// Remove all dangling references in Decorations
- DecorationManager *decomgr = emerge->decomgr;
+ DecorationManager *decomgr = emerge->getWritableDecorationManager();
for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
Decoration *deco = (Decoration *)decomgr->getRaw(i);
deco->biomes.clear();
}
-// For BiomeGen type 'BiomeGenOriginal'
-float BiomeManager::getHeatAtPosOriginal(v3s16 pos, NoiseParams &np_heat,
- NoiseParams &np_heat_blend, u64 seed)
+BiomeManager *BiomeManager::clone() const
{
- return
- NoisePerlin2D(&np_heat, pos.X, pos.Z, seed) +
- NoisePerlin2D(&np_heat_blend, pos.X, pos.Z, seed);
+ auto mgr = new BiomeManager();
+ assert(mgr);
+ ObjDefManager::cloneTo(mgr);
+ mgr->m_server = m_server;
+ return mgr;
}
-
-// For BiomeGen type 'BiomeGenOriginal'
-float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
- NoiseParams &np_humidity_blend, u64 seed)
-{
- return
- NoisePerlin2D(&np_humidity, pos.X, pos.Z, seed) +
- NoisePerlin2D(&np_humidity_blend, pos.X, pos.Z, seed);
-}
-
-
-// For BiomeGen type 'BiomeGenOriginal'
-Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos)
-{
- Biome *biome_closest = nullptr;
- Biome *biome_closest_blend = nullptr;
- float dist_min = FLT_MAX;
- float dist_min_blend = FLT_MAX;
-
- for (size_t i = 1; i < getNumObjects(); i++) {
- Biome *b = (Biome *)getRaw(i);
- if (!b ||
- pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
- pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
- pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
- continue;
-
- 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 (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
- if (dist < dist_min) {
- dist_min = dist;
- biome_closest = b;
- }
- } else if (dist < dist_min_blend) { // Blend area above biome b
- dist_min_blend = dist;
- biome_closest_blend = b;
- }
- }
-
- mysrand(pos.Y + (heat + humidity) * 0.9f);
- if (biome_closest_blend && dist_min_blend <= dist_min &&
- myrand_range(0, biome_closest_blend->vertical_blend) >=
- pos.Y - biome_closest_blend->max_pos.Y)
- return biome_closest_blend;
-
- return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
-}
-
-
////////////////////////////////////////////////////////////////////////////////
void BiomeParamsOriginal::readParams(const Settings *settings)
////////////////////////////////////////////////////////////////////////////////
BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
- BiomeParamsOriginal *params, v3s16 chunksize)
+ const BiomeParamsOriginal *params, v3s16 chunksize)
{
m_bmgr = biomemgr;
m_params = params;
delete noise_humidity_blend;
}
-// Only usable in a mapgen thread
-Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
+BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const
+{
+ return new BiomeGenOriginal(biomemgr, m_params, m_csize);
+}
+
+float BiomeGenOriginal::calcHeatAtPoint(v3s16 pos) const
{
- float heat =
- NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
+ return NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
- float humidity =
- NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
+}
+
+float BiomeGenOriginal::calcHumidityAtPoint(v3s16 pos) const
+{
+ return NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
+}
- return calcBiomeFromNoise(heat, humidity, pos);
+Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
+{
+ return calcBiomeFromNoise(calcHeatAtPoint(pos), calcHumidityAtPoint(pos), pos);
}
// Carefully tune pseudorandom seed variation to avoid single node dither
// and create larger scale blending patterns similar to horizontal biome
// blend.
- mysrand(pos.Y + (heat + humidity) * 0.9f);
+ const u64 seed = pos.Y + (heat + humidity) * 0.9f;
+ PcgRandom rng(seed);
if (biome_closest_blend && dist_min_blend <= dist_min &&
- myrand_range(0, biome_closest_blend->vertical_blend) >=
+ rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
- return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
+ return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
}
////////////////////////////////////////////////////////////////////////////////
+ObjDef *Biome::clone() const
+{
+ auto obj = new Biome();
+ ObjDef::cloneTo(obj);
+ NodeResolver::cloneTo(obj);
+
+ obj->flags = flags;
+
+ obj->c_top = c_top;
+ obj->c_filler = c_filler;
+ obj->c_stone = c_stone;
+ obj->c_water_top = c_water_top;
+ obj->c_water = c_water;
+ obj->c_river_water = c_river_water;
+ obj->c_riverbed = c_riverbed;
+ obj->c_dust = c_dust;
+ obj->c_cave_liquid = c_cave_liquid;
+ obj->c_dungeon = c_dungeon;
+ obj->c_dungeon_alt = c_dungeon_alt;
+ obj->c_dungeon_stair = c_dungeon_stair;
+
+ obj->depth_top = depth_top;
+ obj->depth_filler = depth_filler;
+ obj->depth_water_top = depth_water_top;
+ obj->depth_riverbed = depth_riverbed;
+
+ obj->min_pos = min_pos;
+ obj->max_pos = max_pos;
+ obj->heat_point = heat_point;
+ obj->humidity_point = humidity_point;
+ obj->vertical_blend = vertical_blend;
+
+ return obj;
+}
+
void Biome::resolveNodeNames()
{
getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR, false);
getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR, false);
getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR, false);
getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE, false);
- getIdFromNrBacklog(&c_cave_liquid, "ignore", CONTENT_IGNORE, false);
+ getIdsFromNrBacklog(&c_cave_liquid);
getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE, false);
getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE, false);
getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE, false);