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Biomes: Add 'min_pos'/'max_pos' xyz biome limits

'y_min' and 'y_max' are still accepted for compatibility.
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paramat committed Mar 9, 2018
1 parent c7c03ad commit cbb9301bea9d869a7d11f810fb320d93f6d31460
Showing with 47 additions and 34 deletions.
  1. +2 −2 src/mapgen/mapgen.cpp
  2. +29 −19 src/mapgen/mg_biome.cpp
  3. +8 −8 src/mapgen/mg_biome.h
  4. +8 −5 src/script/lua_api/l_mapgen.cpp
@@ -693,7 +693,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,

if (is_stone_surface || is_water_surface) {
// (Re)calculate biome
biome = biomegen->getBiomeAtIndex(index, y);
biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));

if (biomemap[index] == BIOME_NONE && is_stone_surface)
biomemap[index] = biome->index;
@@ -704,7 +704,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
noise_filler_depth->result[index], 0.0f);
depth_water_top = biome->depth_water_top;
depth_riverbed = biome->depth_riverbed;
biome_y_min = biome->y_min;
biome_y_min = biome->min_pos.Y;

// Detect stone type for dungeons during every biome calculation.
// If none detected the last selected biome stone is chosen.
@@ -46,8 +46,10 @@ BiomeManager::BiomeManager(Server *server) :
b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
b->depth_water_top = 0;
b->depth_riverbed = 0;
b->y_min = -MAX_MAP_GENERATION_LIMIT;
b->y_max = MAX_MAP_GENERATION_LIMIT;
b->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT,
-MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT,
MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
b->heat_point = 0.0;
b->humidity_point = 0.0;
b->vertical_blend = 0;
@@ -106,7 +108,7 @@ float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity


// For BiomeGen type 'BiomeGenOriginal'
Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y)
Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos)
{
Biome *biome_closest = nullptr;
Biome *biome_closest_blend = nullptr;
@@ -115,14 +117,17 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y

for (size_t i = 1; i < getNumObjects(); i++) {
Biome *b = (Biome *)getRaw(i);
if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
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 (y <= b->y_max) { // Within y limits of biome b
if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
@@ -133,10 +138,10 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
}
}

mysrand(y + (heat + humidity) / 2);
mysrand(pos.Y + (heat + humidity) / 2);
if (biome_closest_blend &&
myrand_range(0, biome_closest_blend->vertical_blend) >=
y - biome_closest_blend->y_max)
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;

return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
@@ -206,7 +211,7 @@ Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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.Y);
return calcBiomeFromNoise(heat, humidity, pos);
}


@@ -226,13 +231,15 @@ void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
}


biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
{
for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
for (s16 zr = 0; zr < m_csize.Z; zr++)
for (s16 xr = 0; xr < m_csize.X; xr++) {
s32 i = zr * m_csize.X + xr;
Biome *biome = calcBiomeFromNoise(
noise_heat->result[i],
noise_humidity->result[i],
heightmap[i]);
v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));

biomemap[i] = biome->index;
}
@@ -245,20 +252,20 @@ Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
{
return getBiomeAtIndex(
(pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
pos.Y);
pos);
}


Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
{
return calcBiomeFromNoise(
noise_heat->result[index],
noise_humidity->result[index],
y);
pos);
}


Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
{
Biome *biome_closest = nullptr;
Biome *biome_closest_blend = nullptr;
@@ -267,14 +274,17 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c

for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
Biome *b = (Biome *)m_bmgr->getRaw(i);
if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
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 (y <= b->y_max) { // Within y limits of biome b
if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
@@ -288,11 +298,11 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
// Carefully tune pseudorandom seed variation to avoid single node dither
// and create larger scale blending patterns similar to horizontal biome
// blend.
mysrand(y + (heat + humidity) / 2);
mysrand(pos.Y + (heat + humidity) / 2);

if (biome_closest_blend &&
myrand_range(0, biome_closest_blend->vertical_blend) >=
y - biome_closest_blend->y_max)
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;

return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
@@ -63,8 +63,8 @@ class Biome : public ObjDef, public NodeResolver {
s16 depth_water_top;
s16 depth_riverbed;

s16 y_min;
s16 y_max;
v3s16 min_pos;
v3s16 max_pos;
float heat_point;
float humidity_point;
s16 vertical_blend;
@@ -108,14 +108,14 @@ class BiomeGen {
// Gets all biomes in current chunk using each corresponding element of
// heightmap as the y position, then stores the results by biome index in
// biomemap (also returned)
virtual biome_t *getBiomes(s16 *heightmap) = 0;
virtual biome_t *getBiomes(s16 *heightmap, v3s16 pmin) = 0;

// Gets a single biome at the specified position, which must be contained
// in the region formed by m_pmin and (m_pmin + m_csize - 1).
virtual Biome *getBiomeAtPoint(v3s16 pos) const = 0;

// Same as above, but uses a raw numeric index correlating to the (x,z) position.
virtual Biome *getBiomeAtIndex(size_t index, s16 y) const = 0;
virtual Biome *getBiomeAtIndex(size_t index, v3s16 pos) const = 0;

// Result of calcBiomes bulk computation.
biome_t *biomemap = nullptr;
@@ -164,11 +164,11 @@ class BiomeGenOriginal : public BiomeGen {
Biome *calcBiomeAtPoint(v3s16 pos) const;
void calcBiomeNoise(v3s16 pmin);

biome_t *getBiomes(s16 *heightmap);
biome_t *getBiomes(s16 *heightmap, v3s16 pmin);
Biome *getBiomeAtPoint(v3s16 pos) const;
Biome *getBiomeAtIndex(size_t index, s16 y) const;
Biome *getBiomeAtIndex(size_t index, v3s16 pos) const;

Biome *calcBiomeFromNoise(float heat, float humidity, s16 y) const;
Biome *calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const;

float *heatmap;
float *humidmap;
@@ -230,7 +230,7 @@ class BiomeManager : public ObjDefManager {
NoiseParams &np_heat_blend, u64 seed);
float getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
NoiseParams &np_humidity_blend, u64 seed);
Biome *getBiomeFromNoiseOriginal(float heat, float humidity, s16 y);
Biome *getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos);

private:
Server *m_server;
@@ -388,12 +388,15 @@ Biome *read_biome_def(lua_State *L, int index, const NodeDefManager *ndef)
b->depth_filler = getintfield_default(L, index, "depth_filler", -31000);
b->depth_water_top = getintfield_default(L, index, "depth_water_top", 0);
b->depth_riverbed = getintfield_default(L, index, "depth_riverbed", 0);
b->y_min = getintfield_default(L, index, "y_min", -31000);
b->y_max = getintfield_default(L, index, "y_max", 31000);
b->heat_point = getfloatfield_default(L, index, "heat_point", 0.f);
b->humidity_point = getfloatfield_default(L, index, "humidity_point", 0.f);
b->vertical_blend = getintfield_default(L, index, "vertical_blend", 0);
b->flags = 0; //reserved
b->flags = 0; // reserved

b->min_pos = getv3s16field_default(L, index, "min_pos", v3s16(-31000, -31000, -31000));
getintfield(L, index, "y_min", b->min_pos.Y);
b->max_pos = getv3s16field_default(L, index, "max_pos", v3s16(31000, 31000, 31000));
getintfield(L, index, "y_max", b->max_pos.Y);

std::vector<std::string> &nn = b->m_nodenames;
nn.push_back(getstringfield_default(L, index, "node_top", ""));
@@ -617,7 +620,7 @@ int ModApiMapgen::l_get_biome_data(lua_State *L)
if (!humidity)
return 0;

Biome *biome = (Biome *)bmgr->getBiomeFromNoiseOriginal(heat, humidity, pos.Y);
Biome *biome = (Biome *)bmgr->getBiomeFromNoiseOriginal(heat, humidity, pos);
if (!biome || biome->index == OBJDEF_INVALID_INDEX)
return 0;

@@ -1041,7 +1044,7 @@ int ModApiMapgen::l_register_biome(lua_State *L)
luaL_checktype(L, index, LUA_TTABLE);

const NodeDefManager *ndef = getServer(L)->getNodeDefManager();
BiomeManager *bmgr = getServer(L)->getEmergeManager()->biomemgr;
BiomeManager *bmgr = getServer(L)->getEmergeManager()->biomemgr;

Biome *biome = read_biome_def(L, index, ndef);
if (!biome)

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