const char *OreManager::ELEMENT_TITLE = "ore";
FlagDesc flagdesc_ore[] = {
- {"absheight", OREFLAG_ABSHEIGHT},
- {"scatter_noisedensity", OREFLAG_DENSITY},
- {"claylike_nodeisnt", OREFLAG_NODEISNT},
- {NULL, 0}
+ {"absheight", OREFLAG_ABSHEIGHT},
+ {NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
+OreManager::OreManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
+{
+}
+
+
size_t OreManager::placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
{
size_t nplaced = 0;
}
+void OreManager::clear()
+{
+ for (size_t i = 0; i < m_elements.size(); i++) {
+ Ore *ore = (Ore *)m_elements[i];
+ delete ore;
+ }
+ m_elements.clear();
+}
+
+
///////////////////////////////////////////////////////////////////////////////
+
Ore::Ore()
{
- c_ore = CONTENT_IGNORE;
- np = NULL;
- noise = NULL;
+ flags = 0;
+ noise = NULL;
}
+
Ore::~Ore()
{
- delete np;
delete noise;
}
+void Ore::resolveNodeNames(NodeResolveInfo *nri)
+{
+ m_ndef->getIdFromResolveInfo(nri, "", CONTENT_AIR, c_ore);
+ m_ndef->getIdsFromResolveInfo(nri, c_wherein);
+}
+
+
size_t Ore::placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
{
int in_range = 0;
- in_range |= (nmin.Y <= height_max && nmax.Y >= height_min);
+ in_range |= (nmin.Y <= y_max && nmax.Y >= y_min);
if (flags & OREFLAG_ABSHEIGHT)
- in_range |= (nmin.Y >= -height_max && nmax.Y <= -height_min) << 1;
+ in_range |= (nmin.Y >= -y_max && nmax.Y <= -y_min) << 1;
if (!in_range)
return 0;
- int ymin, ymax;
+ int actual_ymin, actual_ymax;
if (in_range & ORE_RANGE_MIRROR) {
- ymin = MYMAX(nmin.Y, -height_max);
- ymax = MYMIN(nmax.Y, -height_min);
+ actual_ymin = MYMAX(nmin.Y, -y_max);
+ actual_ymax = MYMIN(nmax.Y, -y_min);
} else {
- ymin = MYMAX(nmin.Y, height_min);
- ymax = MYMIN(nmax.Y, height_max);
+ actual_ymin = MYMAX(nmin.Y, y_min);
+ actual_ymax = MYMIN(nmax.Y, y_max);
}
- if (clust_size >= ymax - ymin + 1)
+ if (clust_size >= actual_ymax - actual_ymin + 1)
return 0;
- nmin.Y = ymin;
- nmax.Y = ymax;
+ nmin.Y = actual_ymin;
+ nmax.Y = actual_ymax;
generate(mg->vm, mg->seed, blockseed, nmin, nmax);
- return 0;
+ return 1;
}
+///////////////////////////////////////////////////////////////////////////////
+
+
void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax)
{
int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
- if (np && (NoisePerlin3D(np, x0, y0, z0, seed) < nthresh))
+ if ((flags & OREFLAG_USE_NOISE) &&
+ (NoisePerlin3D(&np, x0, y0, z0, seed) < nthresh))
continue;
for (int z1 = 0; z1 != csize; z1++)
}
+///////////////////////////////////////////////////////////////////////////////
+
+
void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax)
{
if (!noise) {
int sx = nmax.X - nmin.X + 1;
int sz = nmax.Z - nmin.Z + 1;
- noise = new Noise(np, 0, sx, sz);
+ noise = new Noise(&np, 0, sx, sz);
}
noise->seed = seed + y_start;
noise->perlinMap2D(nmin.X, nmin.Z);
- int index = 0;
+ size_t index = 0;
for (int z = nmin.Z; z <= nmax.Z; z++)
for (int x = nmin.X; x <= nmax.X; x++) {
float noiseval = noise->result[index++];
continue;
int height = max_height * (1. / pr.range(1, 3));
- int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
+ int y0 = y_start + np.scale * noiseval; //pr.range(1, 3) - 1;
int y1 = y0 + height;
for (int y = y0; y != y1; y++) {
u32 i = vm->m_area.index(x, y, z);
}
}
+
+///////////////////////////////////////////////////////////////////////////////
+
+void OreBlob::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
+ v3s16 nmin, v3s16 nmax)
+{
+ PseudoRandom pr(blockseed + 2404);
+ MapNode n_ore(c_ore, 0, ore_param2);
+
+ int volume = (nmax.X - nmin.X + 1) *
+ (nmax.Y - nmin.Y + 1) *
+ (nmax.Z - nmin.Z + 1);
+ int csize = clust_size;
+ int nblobs = volume / clust_scarcity;
+
+ if (!noise)
+ noise = new Noise(&np, seed, csize, csize, csize);
+
+ for (int i = 0; i != nblobs; i++) {
+ int x0 = pr.range(nmin.X, nmax.X - csize + 1);
+ int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
+ int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
+
+ bool noise_generated = false;
+ noise->seed = blockseed + i;
+
+ size_t index = 0;
+ for (int z1 = 0; z1 != csize; z1++)
+ for (int y1 = 0; y1 != csize; y1++)
+ for (int x1 = 0; x1 != csize; x1++, index++) {
+ u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
+ if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
+ continue;
+
+ // Lazily generate noise only if there's a chance of ore being placed
+ // This simple optimization makes calls 6x faster on average
+ if (!noise_generated) {
+ noise_generated = true;
+ noise->perlinMap3D(x0, y0, z0);
+ }
+
+ float noiseval = noise->result[index];
+
+ float xdist = x1 - csize / 2;
+ float ydist = y1 - csize / 2;
+ float zdist = z1 - csize / 2;
+
+ noiseval -= (sqrt(xdist * xdist + ydist * ydist + zdist * zdist) / csize);
+
+ if (noiseval < nthresh)
+ continue;
+
+ vm->m_data[i] = n_ore;
+ }
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+OreVein::~OreVein()
+{
+ delete noise2;
+}
+
+
+void OreVein::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
+ v3s16 nmin, v3s16 nmax)
+{
+ PseudoRandom pr(blockseed + 520);
+ MapNode n_ore(c_ore, 0, ore_param2);
+
+ if (!noise) {
+ int sx = nmax.X - nmin.X + 1;
+ int sy = nmax.Y - nmin.Y + 1;
+ int sz = nmax.Z - nmin.Z + 1;
+ noise = new Noise(&np, seed, sx, sy, sz);
+ noise2 = new Noise(&np, seed + 436, sx, sy, sz);
+ }
+ bool noise_generated = false;
+
+ size_t index = 0;
+ for (int z = nmin.Z; z <= nmax.Z; z++)
+ for (int y = nmin.Y; y <= nmax.Y; y++)
+ for (int x = nmin.X; x <= nmax.X; x++, index++) {
+ u32 i = vm->m_area.index(x, y, z);
+ if (!vm->m_area.contains(i))
+ continue;
+ if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
+ continue;
+
+ // Same lazy generation optimization as in OreBlob
+ if (!noise_generated) {
+ noise_generated = true;
+ noise->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
+ noise2->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
+ }
+
+ // randval ranges from -1..1
+ float randval = (float)pr.next() / (PSEUDORANDOM_MAX / 2) - 1.f;
+ float noiseval = contour(noise->result[index]);
+ float noiseval2 = contour(noise2->result[index]);
+ if (noiseval * noiseval2 + randval * random_factor < nthresh)
+ continue;
+
+ vm->m_data[i] = n_ore;
+ }
+}