3 Copyright (C) 2014-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2015-2017 paramat
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #include "mg_decoration.h"
22 #include "mg_schematic.h"
27 #include "util/numeric.h"
31 FlagDesc flagdesc_deco[] = {
32 {"place_center_x", DECO_PLACE_CENTER_X},
33 {"place_center_y", DECO_PLACE_CENTER_Y},
34 {"place_center_z", DECO_PLACE_CENTER_Z},
35 {"force_placement", DECO_FORCE_PLACEMENT},
36 {"liquid_surface", DECO_LIQUID_SURFACE},
41 ///////////////////////////////////////////////////////////////////////////////
44 DecorationManager::DecorationManager(IGameDef *gamedef) :
45 ObjDefManager(gamedef, OBJDEF_DECORATION)
50 size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
51 v3s16 nmin, v3s16 nmax, s16 deco_zero_level)
55 for (size_t i = 0; i != m_objects.size(); i++) {
56 Decoration *deco = (Decoration *)m_objects[i];
60 nplaced += deco->placeDeco(mg, blockseed, nmin, nmax, deco_zero_level);
68 ///////////////////////////////////////////////////////////////////////////////
70 void Decoration::resolveNodeNames()
72 getIdsFromNrBacklog(&c_place_on);
73 getIdsFromNrBacklog(&c_spawnby);
77 bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
79 // Check if the decoration can be placed on this node
80 u32 vi = vm->m_area.index(p);
81 if (!CONTAINS(c_place_on, vm->m_data[vi].getContent()))
84 // Don't continue if there are no spawnby constraints
89 static const v3s16 dirs[16] = {
109 // Check these 16 neighbouring nodes for enough spawnby nodes
110 for (size_t i = 0; i != ARRLEN(dirs); i++) {
111 u32 index = vm->m_area.index(p + dirs[i]);
112 if (!vm->m_area.contains(index))
115 if (CONTAINS(c_spawnby, vm->m_data[index].getContent()))
119 if (nneighs < nspawnby)
126 size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed,
127 v3s16 nmin, v3s16 nmax, s16 deco_zero_level)
129 // Decoration y_min / y_max is displaced by deco_zero_level or remains
130 // unchanged. Any decoration with a limit at +-MAX_MAP_GENERATION_LIMIT is
131 // considered to have that limit at +-infinity, so we do not alter that limit.
132 s32 y_min_disp = (y_min <= -MAX_MAP_GENERATION_LIMIT) ?
133 -MAX_MAP_GENERATION_LIMIT : y_min + deco_zero_level;
135 s32 y_max_disp = (y_max >= MAX_MAP_GENERATION_LIMIT) ?
136 MAX_MAP_GENERATION_LIMIT : y_max + deco_zero_level;
138 PcgRandom ps(blockseed + 53);
139 int carea_size = nmax.X - nmin.X + 1;
141 // Divide area into parts
142 // If chunksize is changed it may no longer be divisable by sidelen
143 if (carea_size % sidelen)
144 sidelen = carea_size;
146 s16 divlen = carea_size / sidelen;
147 int area = sidelen * sidelen;
149 for (s16 z0 = 0; z0 < divlen; z0++)
150 for (s16 x0 = 0; x0 < divlen; x0++) {
151 v2s16 p2d_center( // Center position of part of division
152 nmin.X + sidelen / 2 + sidelen * x0,
153 nmin.Z + sidelen / 2 + sidelen * z0
155 v2s16 p2d_min( // Minimum edge of part of division
156 nmin.X + sidelen * x0,
157 nmin.Z + sidelen * z0
159 v2s16 p2d_max( // Maximum edge of part of division
160 nmin.X + sidelen + sidelen * x0 - 1,
161 nmin.Z + sidelen + sidelen * z0 - 1
164 // Amount of decorations
165 float nval = (flags & DECO_USE_NOISE) ?
166 NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
169 float deco_count_f = (float)area * nval;
170 if (deco_count_f >= 1.f) {
171 deco_count = deco_count_f;
172 } else if (deco_count_f > 0.f) {
173 // For low density decorations calculate a chance for 1 decoration
174 if (ps.range(1000) <= deco_count_f * 1000.f)
178 for (u32 i = 0; i < deco_count; i++) {
179 s16 x = ps.range(p2d_min.X, p2d_max.X);
180 s16 z = ps.range(p2d_min.Y, p2d_max.Y);
182 int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
184 s16 y = -MAX_MAP_GENERATION_LIMIT;
185 if (flags & DECO_LIQUID_SURFACE)
186 y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
187 else if (mg->heightmap)
188 y = mg->heightmap[mapindex];
190 y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
192 if (y < y_min_disp || y > y_max_disp || y < nmin.Y || y > nmax.Y)
195 if (y + getHeight() > mg->vm->m_area.MaxEdge.Y) {
198 printf("Decoration at (%d %d %d) cut off\n", x, y, z);
200 MutexAutoLock cutofflock(cutoff_mutex);
201 cutoffs.push_back(CutoffData(x, y, z, height));
205 if (mg->biomemap && !biomes.empty()) {
206 std::unordered_set<u8>::const_iterator iter =
207 biomes.find(mg->biomemap[mapindex]);
208 if (iter == biomes.end())
213 if (generate(mg->vm, &ps, pos))
214 mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
223 void Decoration::placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
225 PcgRandom pr(blockseed + 53);
226 std::vector<CutoffData> handled_cutoffs;
228 // Copy over the cutoffs we're interested in so we don't needlessly hold a lock
230 MutexAutoLock cutofflock(cutoff_mutex);
231 for (std::list<CutoffData>::iterator i = cutoffs.begin();
232 i != cutoffs.end(); ++i) {
233 CutoffData cutoff = *i;
235 s16 height = cutoff.height;
236 if (p.X < nmin.X || p.X > nmax.X ||
237 p.Z < nmin.Z || p.Z > nmax.Z)
239 if (p.Y + height < nmin.Y || p.Y > nmax.Y)
242 handled_cutoffs.push_back(cutoff);
246 // Generate the cutoffs
247 for (size_t i = 0; i != handled_cutoffs.size(); i++) {
248 v3s16 p = handled_cutoffs[i].p;
249 s16 height = handled_cutoffs[i].height;
251 if (p.Y + height > nmax.Y) {
252 //printf("Decoration at (%d %d %d) cut off again!\n", p.X, p.Y, p.Z);
253 cuttoffs.push_back(v3s16(p.X, p.Y, p.Z));
256 generate(mg, &pr, nmax.Y, nmin.Y - p.Y, v3s16(p.X, nmin.Y, p.Z));
259 // Remove cutoffs that were handled from the cutoff list
261 MutexAutoLock cutofflock(cutoff_mutex);
262 for (std::list<CutoffData>::iterator i = cutoffs.begin();
263 i != cutoffs.end(); ++i) {
265 for (size_t j = 0; j != handled_cutoffs.size(); j++) {
266 CutoffData coff = *i;
267 if (coff.p == handled_cutoffs[j].p)
268 i = cutoffs.erase(i);
276 ///////////////////////////////////////////////////////////////////////////////
279 void DecoSimple::resolveNodeNames()
281 Decoration::resolveNodeNames();
282 getIdsFromNrBacklog(&c_decos);
286 size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p)
288 // Don't bother if there aren't any decorations to place
289 if (c_decos.size() == 0)
292 if (!canPlaceDecoration(vm, p))
295 content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
297 s16 height = (deco_height_max > 0) ?
298 pr->range(deco_height, deco_height_max) : deco_height;
300 bool force_placement = (flags & DECO_FORCE_PLACEMENT);
302 v3s16 em = vm->m_area.getExtent();
303 u32 vi = vm->m_area.index(p);
304 for (int i = 0; i < height; i++) {
305 vm->m_area.add_y(em, vi, 1);
307 content_t c = vm->m_data[vi].getContent();
308 if (c != CONTENT_AIR && c != CONTENT_IGNORE &&
312 vm->m_data[vi] = MapNode(c_place, 0, deco_param2);
319 int DecoSimple::getHeight()
321 return (deco_height_max > 0) ? deco_height_max : deco_height;
325 ///////////////////////////////////////////////////////////////////////////////
327 size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p)
329 // Schematic could have been unloaded but not the decoration
330 // In this case generate() does nothing (but doesn't *fail*)
331 if (schematic == NULL)
334 if (!canPlaceDecoration(vm, p))
337 if (flags & DECO_PLACE_CENTER_X)
338 p.X -= (schematic->size.X - 1) / 2;
339 if (flags & DECO_PLACE_CENTER_Y)
340 p.Y -= (schematic->size.Y - 1) / 2;
341 if (flags & DECO_PLACE_CENTER_Z)
342 p.Z -= (schematic->size.Z - 1) / 2;
344 Rotation rot = (rotation == ROTATE_RAND) ?
345 (Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
347 bool force_placement = (flags & DECO_FORCE_PLACEMENT);
349 schematic->blitToVManip(vm, p, rot, force_placement);
355 int DecoSchematic::getHeight()
357 // Account for a schematic being sunk into the ground by flag.
358 // When placed normally account for how a schematic is placed
359 // sunk 1 node into the ground.
360 return (flags & DECO_PLACE_CENTER_Y) ?
361 (schematic->size.Y - 1) / 2 : schematic->size.Y - 1;