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Biome API: Add decoration flags for underground decorations
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Add "all_floors" and "all_ceilings" flags for simple and schematic
decorations. Decorations are placed on all floor and/or ceiling surfaces.
Decorations are placed before dungeon generation so placement in dungeons
is not possible.

Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y
coordinates for all floor and ceiling surfaces in a specified node column.

Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete
'getHeight()' functions.
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paramat committed Oct 29, 2017
1 parent a637107 commit 241fe64
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Showing 5 changed files with 199 additions and 81 deletions.
32 changes: 22 additions & 10 deletions doc/lua_api.txt
Expand Up @@ -4849,12 +4849,22 @@ Definition tables
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.
flags = "liquid_surface, force_placement",
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
-- ^ Flags for all decoration types.
-- ^ "liquid_surface": Instead of placement on the highest solid surface in
-- ^ a mapchunk column, placement is on the highest liquid surface. Placement
-- ^ is disabled if solid nodes are found above the liquid surface.
-- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
-- ^ "liquid_surface": Instead of placement on the highest solid surface
-- ^ in a mapchunk column, placement is on the highest liquid surface.
-- ^ Placement is disabled if solid nodes are found above the liquid
-- ^ surface.
-- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
-- ^ by the decoration.
-- ^ "all_floors", "all_ceilings": Instead of placement on the highest
-- ^ surface in a mapchunk the decoration is placed on all floor and/or
-- ^ ceiling surfaces, for example in caves.
-- ^ Ceiling decorations act as an inversion of floor decorations so the
-- ^ effect of 'place_offset_y' is inverted.
-- ^ If a single decoration registration has both flags the floor and
-- ^ ceiling decorations will be aligned vertically and may sometimes
-- ^ meet to form a column.

----- Simple-type parameters
decoration = "default:grass",
Expand All @@ -4873,9 +4883,10 @@ Definition tables
-- ^ Upper limit of the randomly selected param2.
-- ^ If absent, the parameter 'param2' is used as a constant.
place_offset_y = 0,
-- ^ Y offset of the decoration base node relative to the standard
-- ^ base node position for simple decorations.
-- ^ Y offset of the decoration base node relative to the standard base
-- ^ node position.
-- ^ Can be positive or negative. Default is 0.
-- ^ Effect is inverted for "all_ceilings" decorations.
-- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- ^ to the 'place_on' node.

Expand Down Expand Up @@ -4908,12 +4919,13 @@ Definition tables
rotation = "90" -- rotate schematic 90 degrees on placement
-- ^ Rotation can be "0", "90", "180", "270", or "random".
place_offset_y = 0,
-- ^ If the flag 'place_center_y' is set this parameter is ignored.
-- ^ Y offset of the schematic base node layer relative to the 'place_on'
-- ^ node.
-- ^ Can be positive or negative. Default is 0.
-- ^ If the flag 'place_center_y' is set this parameter is ignored.
-- ^ If absent or 0 the schematic base node layer will be placed level
-- ^ with the 'place_on' node.
-- ^ Effect is inverted for "all_ceilings" decorations.
-- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- ^ to the 'place_on' node.
}

### Chat command definition (`register_chatcommand`)
Expand Down
35 changes: 35 additions & 0 deletions src/mapgen.cpp
Expand Up @@ -299,6 +299,41 @@ void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax)
}
}


void Mapgen::getSurfaces(v2s16 p2d, s16 ymin, s16 ymax,
s16 *floors, s16 *ceilings, u16 *num_floors, u16 *num_ceilings)
{
u16 floor_i = 0;
u16 ceiling_i = 0;
const v3s16 &em = vm->m_area.getExtent();

bool is_walkable = false;
u32 vi = vm->m_area.index(p2d.X, ymax, p2d.Y);
MapNode mn_max = vm->m_data[vi];
bool walkable_above = ndef->get(mn_max).walkable;
vm->m_area.add_y(em, vi, -1);

for (s16 y = ymax - 1; y >= ymin; y--) {
MapNode mn = vm->m_data[vi];
is_walkable = ndef->get(mn).walkable;

if (is_walkable && !walkable_above) {
floors[floor_i] = y;
floor_i++;
} else if (!is_walkable && walkable_above) {
ceilings[ceiling_i] = y + 1;
ceiling_i++;
}

vm->m_area.add_y(em, vi, -1);
walkable_above = is_walkable;
}

*num_floors = floor_i;
*num_ceilings = ceiling_i;
}


inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s16 em)
{
u32 vi_neg_x = vi;
Expand Down
3 changes: 3 additions & 0 deletions src/mapgen.h
Expand Up @@ -193,6 +193,9 @@ class Mapgen {
s16 findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax);
s16 findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax);
void updateHeightmap(v3s16 nmin, v3s16 nmax);
void getSurfaces(v2s16 p2d, s16 ymin, s16 ymax,
s16 *floors, s16 *ceilings, u16 *num_floors, u16 *num_ceilings);

void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);

void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
Expand Down
199 changes: 134 additions & 65 deletions src/mg_decoration.cpp
Expand Up @@ -34,6 +34,8 @@ FlagDesc flagdesc_deco[] = {
{"place_center_z", DECO_PLACE_CENTER_Z},
{"force_placement", DECO_FORCE_PLACEMENT},
{"liquid_surface", DECO_LIQUID_SURFACE},
{"all_floors", DECO_ALL_FLOORS},
{"all_ceilings", DECO_ALL_CEILINGS},
{NULL, 0}
};

Expand Down Expand Up @@ -169,33 +171,79 @@ size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
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 = -MAX_MAP_GENERATION_LIMIT;
if (flags & DECO_LIQUID_SURFACE)
y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
else if (mg->heightmap)
y = mg->heightmap[mapindex];
else
y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);

if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
continue;
if ((flags & DECO_ALL_FLOORS) ||
(flags & DECO_ALL_CEILINGS)) {
// All-surfaces decorations
// Check biome of column
if (mg->biomemap && !biomes.empty()) {
std::unordered_set<u8>::const_iterator iter =
biomes.find(mg->biomemap[mapindex]);
if (iter == biomes.end())
continue;
}

// Get all floors and ceilings in node column
u16 size = (nmax.Y - nmin.Y + 1) / 2;
s16 floors[size];
s16 ceilings[size];
u16 num_floors = 0;
u16 num_ceilings = 0;

mg->getSurfaces(v2s16(x, z), nmin.Y, nmax.Y,
floors, ceilings, &num_floors, &num_ceilings);

if ((flags & DECO_ALL_FLOORS) && num_floors > 0) {
// Floor decorations
for (u16 fi = 0; fi < num_floors; fi++) {
s16 y = floors[fi];
if (y < y_min || y > y_max)
continue;

v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos, false))
mg->gennotify.addEvent(
GENNOTIFY_DECORATION, pos, index);
}
}

if ((flags & DECO_ALL_CEILINGS) && num_ceilings > 0) {
// Ceiling decorations
for (u16 ci = 0; ci < num_ceilings; ci++) {
s16 y = ceilings[ci];
if (y < y_min || y > y_max)
continue;

v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos, true))
mg->gennotify.addEvent(
GENNOTIFY_DECORATION, pos, index);
}
}
} else { // Heightmap decorations
s16 y = -MAX_MAP_GENERATION_LIMIT;
if (flags & DECO_LIQUID_SURFACE)
y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
else if (mg->heightmap)
y = mg->heightmap[mapindex];
else
y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);

if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
continue;

if (y + getHeight() > mg->vm->m_area.MaxEdge.Y)
continue;
if (mg->biomemap && !biomes.empty()) {
std::unordered_set<u8>::const_iterator iter =
biomes.find(mg->biomemap[mapindex]);
if (iter == biomes.end())
continue;
}

if (mg->biomemap && !biomes.empty()) {
std::unordered_set<u8>::const_iterator iter =
biomes.find(mg->biomemap[mapindex]);
if (iter == biomes.end())
continue;
v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos, false))
mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
}

v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos))
mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
}
}

Expand All @@ -213,58 +261,79 @@ void DecoSimple::resolveNodeNames()
}


size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p)
size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
{
// Don't bother if there aren't any decorations to place
if (c_decos.empty())
return 0;

// Check for a negative place_offset_y causing placement below the voxelmanip
if (p.Y + 1 + place_offset_y < vm->m_area.MinEdge.Y)
return 0;

if (!canPlaceDecoration(vm, p))
return 0;

content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
// Check for placement outside the voxelmanip volume
if (ceiling) {
// Ceiling decorations
// 'place offset y' is inverted
if (p.Y - place_offset_y - std::max(deco_height, deco_height_max) <
vm->m_area.MinEdge.Y)
return 0;

if (p.Y - 1 - place_offset_y > vm->m_area.MaxEdge.Y)
return 0;

} else { // Heightmap and floor decorations
if (p.Y + place_offset_y + std::max(deco_height, deco_height_max) >
vm->m_area.MaxEdge.Y)
return 0;

if (p.Y + 1 + place_offset_y < vm->m_area.MinEdge.Y)
return 0;
}

content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
s16 height = (deco_height_max > 0) ?
pr->range(deco_height, deco_height_max) : deco_height;

u8 param2 = (deco_param2_max > 0) ?
pr->range(deco_param2, deco_param2_max) : deco_param2;

bool force_placement = (flags & DECO_FORCE_PLACEMENT);

const v3s16 &em = vm->m_area.getExtent();
u32 vi = vm->m_area.index(p);
vm->m_area.add_y(em, vi, place_offset_y);

for (int i = 0; i < height; i++) {
vm->m_area.add_y(em, vi, 1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE &&
!force_placement)
break;
if (ceiling) {
// Ceiling decorations
// 'place offset y' is inverted
vm->m_area.add_y(em, vi, -place_offset_y);

vm->m_data[vi] = MapNode(c_place, 0, param2);
}
for (int i = 0; i < height; i++) {
vm->m_area.add_y(em, vi, -1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
break;

return 1;
}
vm->m_data[vi] = MapNode(c_place, 0, param2);
}
} else { // Heightmap and floor decorations
vm->m_area.add_y(em, vi, place_offset_y);

for (int i = 0; i < height; i++) {
vm->m_area.add_y(em, vi, 1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
break;

int DecoSimple::getHeight()
{
return ((deco_height_max > 0) ? deco_height_max : deco_height)
+ place_offset_y;
vm->m_data[vi] = MapNode(c_place, 0, param2);
}
}

return 1;
}


///////////////////////////////////////////////////////////////////////////////


size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p)
size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
{
// Schematic could have been unloaded but not the decoration
// In this case generate() does nothing (but doesn't *fail*)
Expand All @@ -274,35 +343,35 @@ size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p)
if (!canPlaceDecoration(vm, p))
return 0;

if (flags & DECO_PLACE_CENTER_Y) {
p.Y -= (schematic->size.Y - 1) / 2;
} else {
// Only apply 'place offset y' if not 'deco place center y'
if (ceiling)
// Shift down so that schematic top layer is level with ceiling
// 'place offset y' is inverted
p.Y -= (place_offset_y + schematic->size.Y - 1);
else
p.Y += place_offset_y;
}

// Check schematic top and base are in voxelmanip
if (p.Y + schematic->size.Y - 1 > vm->m_area.MaxEdge.Y)
return 0;

if (p.Y < vm->m_area.MinEdge.Y)
return 0;

if (flags & DECO_PLACE_CENTER_X)
p.X -= (schematic->size.X - 1) / 2;
if (flags & DECO_PLACE_CENTER_Z)
p.Z -= (schematic->size.Z - 1) / 2;

if (flags & DECO_PLACE_CENTER_Y)
p.Y -= (schematic->size.Y - 1) / 2;
else
p.Y += place_offset_y;
// Check shifted schematic base is in voxelmanip
if (p.Y < vm->m_area.MinEdge.Y)
return 0;

Rotation rot = (rotation == ROTATE_RAND) ?
(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;

bool force_placement = (flags & DECO_FORCE_PLACEMENT);

schematic->blitToVManip(vm, p, rot, force_placement);

return 1;
}


int DecoSchematic::getHeight()
{
// Account for a schematic being sunk into the ground by flag.
// When placed normally account for how a schematic is by default placed
// sunk 1 node into the ground or is vertically shifted by 'y_offset'.
return (flags & DECO_PLACE_CENTER_Y) ?
(schematic->size.Y - 1) / 2 : schematic->size.Y - 1 + place_offset_y;
}

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