Also produce this same ore between the height range of -height_max and -height_min.
Useful for having ore in sky realms without having to duplicate ore entries.
+Decoration types
+-------------------
+The varying types of decorations that can be placed.
+The default value is simple, and is currently the only type supported.
+
+- simple
+ Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
+ list is specified). Can specify a certain node it must spawn next to, such as water or lava,
+ for example. Can also generate a decoration of random height between a specified lower and
+ upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
+ papyrus, and so on.
+
HUD element types
-------------------
The position field is used for all element types.
minetest.register_alias(name, convert_to)
minetest.register_craft(recipe)
minetest.register_ore(ore definition)
+minetest.register_decoration(decoration definition)
Global callback registration functions: (Call these only at load time)
minetest.register_globalstep(func(dtime))
Ore definition (register_ore)
{
- ore_type = "scatter" -- See "Ore types"
+ ore_type = "scatter", -- See "Ore types"
ore = "default:stone_with_coal",
wherein = "default:stone",
clust_scarcity = 8*8*8,
^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
}
+Decoration definition (register_decoration)
+{
+ deco_type = "simple", -- See "Decoration types"
+ place_on = "default:dirt_with_grass",
+ ^ Node that decoration can be placed on
+ divlen = 8,
+ ^ Number of divisions made in the chunk being generated
+ fill_ratio = 0.02,
+ ^ Ratio of the area to be uniformly filled by the decoration.
+ ^ Used only if noise_params is not specified.
+ noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
+ ^ NoiseParams structure describing the perlin noise used for decoration distribution.
+ ^ The result of this is multiplied by the 2d area of the division being decorated.
+ biomes = {"Oceanside", "Hills", "Plains"},
+ ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
+ ^ and ignored if the Mapgen being used does not support biomes.
+
+ ----- Simple-type parameters
+ decoration = "default:grass",
+ ^ The node name used as the decoration.
+ ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
+ height = 1,
+ ^ Number of nodes high the decoration is made.
+ ^ If height_max is not 0, this is the lower bound of the randomly selected height.
+ height_max = 0,
+ ^ Number of nodes the decoration can be at maximum.
+ ^ If absent, the parameter 'height' is used as a constant.
+ spawn_by = "default:water",
+ ^ Node that the decoration only spawns next to, in a 1-node square radius.
+ num_spawn_by = 1,
+ ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
+ ^ If absent or -1, decorations occur next to any nodes.
+}
+
Chatcommand definition (register_chatcommand)
{
params = "<name> <privilege>", -- short parameter description
return biome_closest ? biome_closest : biomes[0];
}
+
+
+u8 BiomeDefManager::getBiomeIdByName(const char *name) {
+ for (size_t i = 0; i != biomes.size(); i++) {
+ if (!strcasecmp(name, biomes[i]->name.c_str()))
+ return i;
+ }
+
+ return 0;
+}
void addBiome(Biome *b);
void resolveNodeNames(INodeDefManager *ndef);
+ u8 getBiomeIdByName(const char *name);
};
#endif
settings->setDefault("mgv7_np_terrain_mod", "0, 1, (350, 350, 350), 85039, 5, 0.6");
settings->setDefault("mgv7_np_terrain_persist", "0, 1, (500, 500, 500), 539, 3, 0.6");
settings->setDefault("mgv7_np_height_select", "0.5, 0.5, (250, 250, 250), 4213, 5, 0.69");
- settings->setDefault("mgv7_np_ridge", "0.5, 1, (100, 100, 100), 6467, 4, 0.75");
+ settings->setDefault("mgv7_np_ridge", "0, 1, (100, 100, 100), 6467, 4, 0.75");
settings->setDefault("mgindev_np_terrain_base", "-4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10");
settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10");
for (unsigned int i = 0; i < ores.size(); i++)
delete ores[i];
ores.clear();
+
+ for (unsigned int i = 0; i < decorations.size(); i++)
+ delete decorations[i];
+ decorations.clear();
for (std::map<std::string, MapgenFactory *>::iterator iter = mglist.begin();
iter != mglist.end(); iter ++) {
//Mapgen-related structures
BiomeDefManager *biomedef;
std::vector<Ore *> ores;
+ std::vector<Decoration *> decorations;
EmergeManager(IGameDef *gamedef);
~EmergeManager();
wherein = CONTENT_AIR;
}
}
-
+
if (wherein == CONTENT_IGNORE) {
wherein = ndef->getId(wherein_name);
if (wherein == CONTENT_IGNORE) {
return;
resolveNodeNames(mg->ndef);
-
+
int ymin, ymax;
-
if (in_range & ORE_RANGE_MIRROR) {
ymin = MYMAX(nmin.Y, -height_max);
ymax = MYMIN(nmax.Y, -height_min);
}
if (clust_size >= ymax - ymin + 1)
return;
-
+
nmin.Y = ymin;
nmax.Y = ymax;
generate(mg->vm, mg->seed, blockseed, nmin, nmax);
void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
- u32 blockseed, v3s16 nmin, v3s16 nmax) {
+ u32 blockseed, v3s16 nmin, v3s16 nmax) {
PseudoRandom pr(blockseed);
MapNode n_ore(ore, 0, ore_param2);
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);
-
+
if (np && (NoisePerlin3D(np, x0, y0, z0, seed) < nthresh))
continue;
-
+
for (int z1 = 0; z1 != csize; z1++)
for (int y1 = 0; y1 != csize; y1++)
for (int x1 = 0; x1 != csize; x1++) {
if (pr.range(1, orechance) != 1)
continue;
-
+
u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
if (vm->m_data[i].getContent() == wherein)
vm->m_data[i] = n_ore;
u32 blockseed, v3s16 nmin, v3s16 nmax) {
PseudoRandom pr(blockseed + 4234);
MapNode n_ore(ore, 0, ore_param2);
-
+
int max_height = clust_size;
int y_start = pr.range(nmin.Y, nmax.Y - max_height);
-
+
if (!noise) {
int sx = nmax.X - nmin.X + 1;
int sz = nmax.Z - nmin.Z + 1;
}
noise->seed = seed + y_start;
noise->perlinMap2D(nmin.X, nmin.Z);
-
+
int 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++];
if (noiseval < nthresh)
continue;
-
+
int height = max_height * (1. / pr.range(1, 3));
int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
int y1 = y0 + height;
u32 i = vm->m_area.index(x, y, z);
if (!vm->m_area.contains(i))
continue;
-
+
if (vm->m_data[i].getContent() == wherein)
vm->m_data[i] = n_ore;
}
}
+Decoration *createDecoration(DecorationType type) {
+ switch (type) {
+ case DECO_SIMPLE:
+ return new DecoSimple;
+ //case DECO_SCHEMATIC:
+ // return new DecoSchematic;
+ //case DECO_LSYSTEM:
+ // return new DecoLSystem;
+ default:
+ return NULL;
+ }
+}
+
+
+Decoration::~Decoration() {
+ delete np;
+}
+
+
+void Decoration::resolveNodeNames(INodeDefManager *ndef) {
+ if (c_place_on == CONTENT_IGNORE)
+ c_place_on = ndef->getId(place_on_name);
+}
+
+
+void Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+ resolveNodeNames(mg->ndef);
+
+ PseudoRandom ps(blockseed + 53);
+ int carea_size = nmax.X - nmin.X + 1;
+
+ // Divide area into parts
+ s16 sidelen = carea_size / divlen;
+ float area = sidelen * sidelen;
+
+ for (s16 z0 = 0; z0 < divlen; z0++)
+ for (s16 x0 = 0; x0 < divlen; x0++) {
+ v2s16 p2d_center( // Center position of part of division
+ nmin.X + sidelen / 2 + sidelen * x0,
+ nmin.Z + sidelen / 2 + sidelen * z0
+ );
+ v2s16 p2d_min( // Minimum edge of part of division
+ nmin.X + sidelen * x0,
+ nmin.Z + sidelen * z0
+ );
+ v2s16 p2d_max( // Maximum edge of part of division
+ nmin.X + sidelen + sidelen * x0 - 1,
+ nmin.Z + sidelen + sidelen * z0 - 1
+ );
+
+ // Amount of decorations
+ float nval = np ?
+ NoisePerlin2D(np, p2d_center.X, p2d_center.Y, mapseed) :
+ fill_ratio;
+ u32 deco_count = area * MYMAX(nval, 0.f);
+
+ for (u32 i = 0; i < deco_count; i++) {
+ s16 x = ps.range(p2d_min.X, p2d_max.X);
+ s16 z = ps.range(p2d_min.Y, p2d_max.Y);
+
+ int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
+
+ s16 y = mg->heightmap ?
+ mg->heightmap[mapindex] :
+ mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+
+ if (y < nmin.Y || y > nmax.Y)
+ continue;
+
+ int height = getHeight();
+ int max_y = nmax.Y + MAP_BLOCKSIZE;
+ if (y + 1 + height > max_y) {
+ continue;
+#if 0
+ printf("Decoration at (%d %d %d) cut off\n", x, y, z);
+ //add to queue
+ JMutexAutoLock cutofflock(cutoff_mutex);
+ cutoffs.push_back(CutoffData(x, y, z, height));
+#endif
+ }
+
+ if (mg->biomemap) {
+ std::set<u8>::iterator iter;
+
+ if (biomes.size()) {
+ iter = biomes.find(mg->biomemap[mapindex]);
+ if (iter == biomes.end())
+ continue;
+ }
+ }
+
+ generate(mg, &ps, max_y, 0, v3s16(x, y, z));
+ }
+ }
+}
+
+
+#if 0
+void Decoration::placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+ PseudoRandom pr(blockseed + 53);
+ std::vector<CutoffData> handled_cutoffs;
+
+ // Copy over the cutoffs we're interested in so we don't needlessly hold a lock
+ {
+ JMutexAutoLock cutofflock(cutoff_mutex);
+ for (std::list<CutoffData>::iterator i = cutoffs.begin();
+ i != cutoffs.end(); ++i) {
+ CutoffData cutoff = *i;
+ v3s16 p = cutoff.p;
+ s16 height = cutoff.height;
+ if (p.X < nmin.X || p.X > nmax.X ||
+ p.Z < nmin.Z || p.Z > nmax.Z)
+ continue;
+ if (p.Y + height < nmin.Y || p.Y > nmax.Y)
+ continue;
+
+ handled_cutoffs.push_back(cutoff);
+ }
+ }
+
+ // Generate the cutoffs
+ for (size_t i = 0; i != handled_cutoffs.size(); i++) {
+ v3s16 p = handled_cutoffs[i].p;
+ s16 height = handled_cutoffs[i].height;
+
+ if (p.Y + height > nmax.Y) {
+ //printf("Decoration at (%d %d %d) cut off again!\n", p.X, p.Y, p.Z);
+ cuttoffs.push_back(v3s16(p.X, p.Y, p.Z));
+ }
+
+ generate(mg, &pr, nmax.Y, nmin.Y - p.Y, v3s16(p.X, nmin.Y, p.Z));
+ }
+
+ // Remove cutoffs that were handled from the cutoff list
+ {
+ JMutexAutoLock cutofflock(cutoff_mutex);
+ for (std::list<CutoffData>::iterator i = cutoffs.begin();
+ i != cutoffs.end(); ++i) {
+
+ for (size_t j = 0; j != handled_cutoffs.size(); j++) {
+ CutoffData coff = *i;
+ if (coff.p == handled_cutoffs[j].p)
+ i = cutoffs.erase(i);
+ }
+ }
+ }
+}
+#endif
+
+
+void DecoSimple::resolveNodeNames(INodeDefManager *ndef) {
+ Decoration::resolveNodeNames(ndef);
+
+ if (c_deco == CONTENT_IGNORE) {
+ c_deco = ndef->getId(deco_name);
+ if (c_deco == CONTENT_IGNORE) {
+ errorstream << "DecoSimple::resolveNodeNames: decoration node '"
+ << deco_name << "' not defined";
+ c_deco = CONTENT_AIR;
+ }
+ }
+ if (c_spawnby == CONTENT_IGNORE) {
+ c_spawnby = ndef->getId(spawnby_name);
+ if (c_spawnby == CONTENT_IGNORE) {
+ errorstream << "DecoSimple::resolveNodeNames: spawnby node '"
+ << deco_name << "' not defined";
+ nspawnby = -1;
+ c_spawnby = CONTENT_AIR;
+ }
+ }
+
+ if (c_decolist.size())
+ return;
+
+ for (size_t i = 0; i != decolist_names.size(); i++) {
+ content_t c = ndef->getId(decolist_names[i]);
+ if (c == CONTENT_IGNORE) {
+ errorstream << "DecoSimple::resolveNodeNames: decolist node '"
+ << decolist_names[i] << "' not defined";
+ c = CONTENT_AIR;
+ }
+ c_decolist.push_back(c);
+ }
+}
+
+
+void DecoSimple::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, s16 start_y, v3s16 p) {
+ ManualMapVoxelManipulator *vm = mg->vm;
+
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_data[vi].getContent() != c_place_on &&
+ c_place_on != CONTENT_IGNORE)
+ return;
+
+ if (nspawnby != -1) {
+ int nneighs = 0;
+ v3s16 dirs[8] = { // a Moore neighborhood
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0, -1),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 1, 0, 1),
+ v3s16(-1, 0, 1),
+ v3s16(-1, 0, -1),
+ v3s16( 1, 0, -1)
+ };
+
+ for (int i = 0; i != 8; i++) {
+ u32 index = vm->m_area.index(p + dirs[i]);
+ if (vm->m_area.contains(index) &&
+ vm->m_data[index].getContent() == c_spawnby)
+ nneighs++;
+ }
+
+ if (nneighs < nspawnby)
+ return;
+ }
+
+ size_t ndecos = c_decolist.size();
+ content_t c = ndecos ? c_decolist[pr->range(0, ndecos - 1)] : c_deco;
+
+ s16 height = (deco_height_max > 0) ?
+ pr->range(deco_height, deco_height_max) : deco_height;
+
+ height = MYMIN(height, max_y - p.Y);
+
+ v3s16 em = vm->m_area.getExtent();
+ for (int i = start_y; i < height; i++) {
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(c);
+ }
+}
+
+
+int DecoSimple::getHeight() {
+ return (deco_height_max > 0) ? deco_height_max : deco_height;
+}
+
+
+std::string DecoSimple::getName() {
+ return deco_name;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+Mapgen::Mapgen() {
+ seed = 0;
+ water_level = 0;
+ generating = false;
+ id = -1;
+ vm = NULL;
+ ndef = NULL;
+ heightmap = NULL;
+ biomemap = NULL;
+}
+
+
+// Returns Y one under area minimum if not found
+s16 Mapgen::findGroundLevelFull(v2s16 p2d) {
+ v3s16 em = vm->m_area.getExtent();
+ s16 y_nodes_max = vm->m_area.MaxEdge.Y;
+ s16 y_nodes_min = vm->m_area.MinEdge.Y;
+ u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
+ s16 y;
+
+ for (y = y_nodes_max; y >= y_nodes_min; y--) {
+ MapNode &n = vm->m_data[i];
+ if (ndef->get(n).walkable)
+ break;
+
+ vm->m_area.add_y(em, i, -1);
+ }
+ return (y >= y_nodes_min) ? y : y_nodes_min - 1;
+}
+
+
+s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax) {
+ v3s16 em = vm->m_area.getExtent();
+ u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
+ s16 y;
+
+ for (y = ymax; y >= ymin; y--) {
+ MapNode &n = vm->m_data[i];
+ if (ndef->get(n).walkable)
+ break;
+
+ vm->m_area.add_y(em, i, -1);
+ }
+ return y;
+}
+
+
+void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax) {
+ if (!heightmap)
+ return;
+
+ //TimeTaker t("Mapgen::updateHeightmap", NULL, PRECISION_MICRO);
+ int index = 0;
+ for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+ for (s16 x = nmin.X; x <= nmax.X; x++) {
+ s16 y = findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+ heightmap[index++] = y;
+ }
+ }
+ //printf("updateHeightmap: %dus\n", t.stop());
+}
+
+
void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
bool isliquid, wasliquid;
v3s16 em = vm->m_area.getExtent();
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 x = nmin.X; x <= nmax.X; x++) {
wasliquid = true;
-
+
u32 i = vm->m_area.index(x, nmax.Y, z);
for (s16 y = nmax.Y; y >= nmin.Y; y--) {
isliquid = ndef->get(vm->m_data[i]).isLiquid();
-
+
// there was a change between liquid and nonliquid, add to queue
if (isliquid != wasliquid)
trans_liquid->push_back(v3s16(x, y, z));
void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
if (light <= 1 || !a.contains(p))
return;
-
+
u32 vi = vm->m_area.index(p);
MapNode &nn = vm->m_data[vi];
// should probably compare masked, but doesn't seem to make a difference
if (light <= nn.param1 || !ndef->get(nn).light_propagates)
return;
-
+
nn.param1 = light;
-
+
lightSpread(a, p + v3s16(0, 0, 1), light);
lightSpread(a, p + v3s16(0, 1, 0), light);
lightSpread(a, p + v3s16(1, 0, 0), light);
continue;
}
vm->m_area.add_y(em, i, -1);
-
+
for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
MapNode &n = vm->m_data[i];
if (!ndef->get(n).sunlight_propagates)
}
}
}
-
+
// now spread the sunlight and light up any sources
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
if (n.getContent() == CONTENT_IGNORE ||
!ndef->get(n).light_propagates)
continue;
-
+
u8 light_produced = ndef->get(n).light_source & 0x0F;
if (light_produced)
n.param1 = light_produced;
-
+
u8 light = n.param1 & 0x0F;
if (light) {
lightSpread(a, v3s16(x, y, z + 1), light);
}
}
}
-
+
//printf("updateLighting: %dms\n", t.stop());
}
bool sunlight = !block_is_underground;
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
-
+
for (int i = 0; i < 2; i++) {
enum LightBank bank = banks[i];
std::set<v3s16> light_sources;
std::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
- light_sources, unlight_from);
+ light_sources, unlight_from);
voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
vm->unspreadLight(bank, unlight_from, light_sources, ndef);
vm->spreadLight(bank, light_sources, ndef);
}
}
-
-
+
+
//////////////////////// Mapgen V6 parameter read/write
-
+
bool MapgenV6Params::readParams(Settings *settings) {
freq_desert = settings->getFloat("mgv6_freq_desert");
freq_beach = settings->getFloat("mgv6_freq_beach");
settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
return success;
}
-
-
+
+
void MapgenV6Params::writeParams(Settings *settings) {
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
-
+
settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
settings->setNoiseParams("mgv6_np_steepness", np_steepness);
/////////////////////////////////// legacy static functions for farmesh
-
s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
//just need to return something
s16 level = 5;
bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
double sandnoise = noise2d_perlin(
- 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
- seed+59420, 3, 0.50);
-
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
+ seed+59420, 3, 0.50);
+
return (sandnoise > 0.15);
}
int id;
ManualMapVoxelManipulator *vm;
INodeDefManager *ndef;
+ s16 *heightmap;
+ u8 *biomemap;
+ Mapgen();
virtual ~Mapgen() {}
+ s16 findGroundLevelFull(v2s16 p2d);
+ s16 findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax);
+ void updateHeightmap(v3s16 nmin, v3s16 nmax);
void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
void lightSpread(VoxelArea &a, v3s16 p, u8 light);
Ore *createOre(OreType type);
+
+enum DecorationType {
+ DECO_SIMPLE,
+ DECO_SCHEMATIC,
+ DECO_LSYSTEM
+};
+
+#if 0
+struct CutoffData {
+ VoxelArea a;
+ Decoration *deco;
+ //v3s16 p;
+ //v3s16 size;
+ //s16 height;
+
+ CutoffData(s16 x, s16 y, s16 z, s16 h) {
+ p = v3s16(x, y, z);
+ height = h;
+ }
+};
+#endif
+
+class Decoration {
+public:
+ int mapseed;
+ std::string place_on_name;
+ content_t c_place_on;
+ s16 divlen;
+ float fill_ratio;
+ NoiseParams *np;
+
+ std::set<u8> biomes;
+ //std::list<CutoffData> cutoffs;
+ //JMutex cutoff_mutex;
+
+ virtual ~Decoration();
+
+ virtual void resolveNodeNames(INodeDefManager *ndef);
+ void placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
+ void placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
+
+ virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
+ s16 start_y, v3s16 p) = 0;
+ virtual int getHeight() = 0;
+ virtual std::string getName() = 0;
+};
+
+class DecoSimple : public Decoration {
+public:
+ std::string deco_name;
+ std::string spawnby_name;
+ content_t c_deco;
+ content_t c_spawnby;
+ s16 deco_height;
+ s16 deco_height_max;
+ s16 nspawnby;
+
+ std::vector<std::string> decolist_names;
+ std::vector<content_t> c_decolist;
+
+ ~DecoSimple() {}
+
+ void resolveNodeNames(INodeDefManager *ndef);
+ virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y,
+ s16 start_y, v3s16 p);
+ virtual int getHeight();
+ virtual std::string getName();
+};
+
+/*
+class DecoSchematic : public Decoration {
+public:
+ virtual void generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
+};
+*/
+
+/*
+class DecoLSystem : public Decoration {
+public:
+ virtual void generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
+};
+*/
+
+Decoration *createDecoration(DecorationType type);
+
#endif
this->freq_beach = params->freq_beach;
this->ystride = csize.X; //////fix this
-
+
np_cave = ¶ms->np_cave;
np_humidity = ¶ms->np_humidity;
np_trees = ¶ms->np_trees;
//////////////////////// Some helper functions for the map generator
-// Returns Y one under area minimum if not found
-s16 MapgenV6::find_ground_level(v2s16 p2d) {
- v3s16 em = vm->m_area.getExtent();
- s16 y_nodes_max = vm->m_area.MaxEdge.Y;
- s16 y_nodes_min = vm->m_area.MinEdge.Y;
- u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
- s16 y;
-
- for (y = y_nodes_max; y >= y_nodes_min; y--) {
- MapNode &n = vm->m_data[i];
- if(ndef->get(n).walkable)
- break;
-
- vm->m_area.add_y(em, i, -1);
- }
- return (y >= y_nodes_min) ? y : y_nodes_min - 1;
-}
// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
+ s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
if (y < water_level || y < node_min.Y || y > node_max.Y)
continue;
for (u32 i = 0; i < tree_count; i++) {
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
+ s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
// Don't make a tree under water level
// Don't make a tree so high that it doesn't fit
if(y < water_level || y > node_max.Y - 6)
virtual float baseTerrainLevelFromMap(v2s16 p);
virtual float baseTerrainLevelFromMap(int index);
- s16 find_ground_level(v2s16 p2d);
s16 find_stone_level(v2s16 p2d);
bool block_is_underground(u64 seed, v3s16 blockpos);
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
NoiseParams nparams_v7_def_height_select =
{0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
NoiseParams nparams_v7_def_ridge =
- {0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
+ {0, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
/*
NoiseParams nparams_v6_def_beach =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
s16 y = groundlevel;
- if (y > water_level) {
- int iters = 1024; // don't even bother iterating more than 1024 times..
- while (iters--) {
- float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
- if (ridgenoise * (float)(y * y) < 15.0)
- break;
- y--;
- }
+ int iters = 1024; // don't even bother iterating more than 64 times..
+ while (iters--) {
+ if (y <= water_level)
+ break;
+
+ float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
+ if (ridgenoise * (float)(y * y) < 15.0)
+ break;
+
+ y--;
}
+ if (iters == 0)
+ printf("iters exhausted at %d %d\n", p.X, p.Y);
return y + b->top_depth;
}
generateTerrain();
carveRidges();
+
+ if (flags & MG_CAVES)
+ generateCaves(stone_surface_max_y);
- generateCaves(stone_surface_max_y);
addTopNodes();
+
+ updateHeightmap(node_min, node_max);
if (flags & MG_DUNGEONS) {
DungeonGen dgen(ndef, data->seed, water_level);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
+ for (size_t i = 0; i != emerge->decorations.size(); i++) {
+ Decoration *deco = emerge->decorations[i];
+ deco->placeDeco(this, blockseed + i, node_min, node_max);
+ }
+
for (size_t i = 0; i != emerge->ores.size(); i++) {
Ore *ore = emerge->ores[i];
ore->placeOre(this, blockseed + i, node_min, node_max);
v3s16 full_node_min;
v3s16 full_node_max;
- s16 *heightmap;
s16 *ridge_heightmap;
- u8 *biomemap;
Noise *noise_terrain_base;
Noise *noise_terrain_alt;
{0, NULL},
};
+struct EnumString ModApiBasic::es_DecorationType[] =
+{
+ {DECO_SIMPLE, "simple"},
+ {DECO_SCHEMATIC, "schematic"},
+ {DECO_LSYSTEM, "lsystem"},
+ {0, NULL},
+};
+
ModApiBasic::ModApiBasic() : ModApiBase() {
}
retval &= API_FCT(rollback_revert_actions_by);
retval &= API_FCT(register_ore);
+ retval &= API_FCT(register_decoration);
return retval;
}
}
enum BiomeTerrainType terrain = (BiomeTerrainType)getenumfield(L, index,
- "terrain_type", es_BiomeTerrainType, BIOME_TERRAIN_NORMAL);
+ "terrain_type", es_BiomeTerrainType, BIOME_TERRAIN_NORMAL);
Biome *b = bmgr->createBiome(terrain);
- b->name = getstringfield_default(L, index, "name", "");
- b->top_nodename = getstringfield_default(L, index, "top_node", "");
- b->top_depth = getintfield_default(L, index, "top_depth", 0);
+ b->name = getstringfield_default(L, index, "name", "");
+ b->top_nodename = getstringfield_default(L, index, "top_node", "");
+ b->top_depth = getintfield_default(L, index, "top_depth", 0);
b->filler_nodename = getstringfield_default(L, index, "filler_node", "");
- b->filler_height = getintfield_default(L, index, "filler_height", 0);
- b->height_min = getintfield_default(L, index, "height_min", 0);
- b->height_max = getintfield_default(L, index, "height_max", 0);
- b->heat_point = getfloatfield_default(L, index, "heat_point", 0.);
- b->humidity_point = getfloatfield_default(L, index, "humidity_point", 0.);
-
- b->flags = 0; //reserved
- b->c_top = CONTENT_IGNORE;
+ b->filler_height = getintfield_default(L, index, "filler_height", 0);
+ b->height_min = getintfield_default(L, index, "height_min", 0);
+ b->height_max = getintfield_default(L, index, "height_max", 0);
+ b->heat_point = getfloatfield_default(L, index, "heat_point", 0.);
+ b->humidity_point = getfloatfield_default(L, index, "humidity_point", 0.);
+
+ b->flags = 0; //reserved
+ b->c_top = CONTENT_IGNORE;
b->c_filler = CONTENT_IGNORE;
verbosestream << "register_biome: " << b->name << std::endl;
bmgr->addBiome(b);
return 0;
}
-
-
// setting_set(name, value)
int ModApiBasic::l_setting_set(lua_State *L)
{
return 0;
}
+// register_decoration({lots of stuff})
+int ModApiBasic::l_register_decoration(lua_State *L)
+{
+ int index = 1;
+ luaL_checktype(L, index, LUA_TTABLE);
+
+ EmergeManager *emerge = getServer(L)->getEmergeManager();
+ BiomeDefManager *bdef = emerge->biomedef;
+
+ enum DecorationType decotype = (DecorationType)getenumfield(L, index,
+ "deco_type", es_DecorationType, -1);
+ if (decotype == -1) {
+ errorstream << "register_decoration: unrecognized "
+ "decoration placement type";
+ return 0;
+ }
+
+ Decoration *deco = createDecoration(decotype);
+ if (!deco) {
+ errorstream << "register_decoration: decoration placement type "
+ << decotype << " not implemented";
+ return 0;
+ }
+
+ deco->c_place_on = CONTENT_IGNORE;
+ deco->place_on_name = getstringfield_default(L, index, "place_on", "ignore");
+ deco->divlen = getintfield_default(L, index, "divlen", 8);
+ deco->fill_ratio = getfloatfield_default(L, index, "fill_ratio", 0.02);
+
+ lua_getfield(L, index, "noise_params");
+ deco->np = read_noiseparams(L, -1);
+ lua_pop(L, 1);
+
+ lua_getfield(L, index, "biomes");
+ if (lua_istable(L, -1)) {
+ lua_pushnil(L);
+ while (lua_next(L, -2)) {
+ const char *s = lua_tostring(L, -1);
+ u8 biomeid = bdef->getBiomeIdByName(s);
+ if (biomeid)
+ deco->biomes.insert(biomeid);
+
+ lua_pop(L, 1);
+ }
+ lua_pop(L, 1);
+ }
+
+ switch (decotype) {
+ case DECO_SIMPLE: {
+ DecoSimple *dsimple = (DecoSimple *)deco;
+ dsimple->c_deco = CONTENT_IGNORE;
+ dsimple->c_spawnby = CONTENT_IGNORE;
+ dsimple->spawnby_name = getstringfield_default(L, index, "spawn_by", "air");
+ dsimple->deco_height = getintfield_default(L, index, "height", 1);
+ dsimple->deco_height_max = getintfield_default(L, index, "height_max", 0);
+ dsimple->nspawnby = getintfield_default(L, index, "num_spawn_by", -1);
+
+ lua_getfield(L, index, "decoration");
+ if (lua_istable(L, -1)) {
+ lua_pushnil(L);
+ while (lua_next(L, -2)) {
+ const char *s = lua_tostring(L, -1);
+ std::string str(s);
+ dsimple->decolist_names.push_back(str);
+
+ lua_pop(L, 1);
+ }
+ } else if (lua_isstring(L, -1)) {
+ dsimple->deco_name = std::string(lua_tostring(L, -1));
+ } else {
+ dsimple->deco_name = std::string("air");
+ }
+ lua_pop(L, 1);
+
+ if (dsimple->deco_height <= 0) {
+ errorstream << "register_decoration: simple decoration height"
+ " must be greater than 0" << std::endl;
+ delete dsimple;
+ return 0;
+ }
+
+ break; }
+ case DECO_SCHEMATIC: {
+ //DecoSchematic *decoschematic = (DecoSchematic *)deco;
+
+ break; }
+ case DECO_LSYSTEM: {
+ //DecoLSystem *decolsystem = (DecoLSystem *)deco;
+
+ break; }
+ }
+
+ if (deco->divlen <= 0) {
+ errorstream << "register_decoration: divlen must be "
+ "greater than 0" << std::endl;
+ delete deco;
+ return 0;
+ }
+
+ emerge->decorations.push_back(deco);
+
+ verbosestream << "register_decoration: decoration '" << deco->getName()
+ << "' registered" << std::endl;
+ return 0;
+}
+
+
ModApiBasic modapibasic_prototype;
// get_server_status()
static int l_get_server_status(lua_State *L);
- // register_biome_groups({frequencies})
- static int l_register_biome_groups(lua_State *L);
-
// register_biome({lots of stuff})
static int l_register_biome(lua_State *L);
// rollback_revert_actions_by(actor, seconds) -> bool, log messages
static int l_rollback_revert_actions_by(lua_State *L);
+ // register_ore(oredesc)
static int l_register_ore(lua_State *L);
+
+ // register_decoration(deco)
+ static int l_register_decoration(lua_State *L);
static struct EnumString es_OreType[];
+ static struct EnumString es_DecorationType[];
+
};