Bug fixes

main
Bram van den Heuvel 2024-09-11 18:36:39 +02:00
parent 25a72b62a4
commit cae90a06c4
2 changed files with 41 additions and 20 deletions

1
.gitignore vendored Normal file
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@ -0,0 +1 @@
.vscode

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@ -209,7 +209,11 @@ end
-- Get connectivity noise params
function internal.connectivity_noise_params()
local factor = math.max(1, math.abs(#ns_cavegen.registered_shapes) ^ 0.5)
local shapes = 0
for _, _ in pairs(ns_cavegen.registered_shapes) do
shapes = shapes + 1
end
local factor = math.max(1, math.abs(shapes) ^ 0.5)
return {
offset = 50,
@ -277,8 +281,11 @@ function internal.find_biome_allocations(heat, humidity, va)
if def_d < d then
local pos = va:position(i)
local contains_x = def.min_pos.x <= pos.x and pos.x <= def.max_pos.x
local contains_y = def.min_pos.y <= pos.y and pos.y <= def.max_pos.y
local contains_z = def.min_pos.z <= pos.z and pos.z <= def.max_pos.z
if VoxelArea:new(def.min_pos, def.max_pos):contains(pos.x, pos.y, pos.z) then
if contains_x and contains_y and contains_z then
d = def_d
biome_name = name
end
@ -313,9 +320,9 @@ function internal.find_shape_allocations(connectivity, verticality, va)
)
if def_d < d then
local pos = va:position(i)
local y = va:position(i).y
if VoxelArea:new(def.min_pos, def.max_pos):contains(pos.x, pos.y, pos.z) then
if def.y_min <= y and y <= def.y_max then
d = def_d
shape_name = name
end
@ -394,24 +401,18 @@ function internal.generate_perlin_noise(noiseparams, minp, maxp)
end
function internal.generate_shape(def, minp, maxp, va)
-- local noise_flat = {}
-- Get random noise if noise_params are given
if def.noise_params then
return internal.generate_perlin_noise(def.noise_params, minp, maxp)
else
return {}
-- for i in va:iterp(minp, maxp) do
-- noise_flat[i] = 0
-- end
local noise_flat = {}
for i in va:iterp(minp, maxp) do
noise_flat[i] = 0
end
return noise_flat
end
-- -- Update noise with custom defined function
-- for i in va:iterp(minp, maxp) do
-- noise_flat[i] = def.func(va:position(i), noise_flat[i])
-- end
-- return noise_flat
end
-- Generate verticality noise within given boundaries
@ -449,6 +450,15 @@ function internal.humidity_noise_params()
}
end
function internal.log_classified_nodes(classified_nodes)
minetest.debug("Found " .. #classified_nodes.ceiling_decos .. " ceiling decorations")
minetest.debug("Found " .. #classified_nodes.ceilings .. " ceiling nodes")
minetest.debug("Found " .. #classified_nodes.contents .. " content nodes")
minetest.debug("Found " .. #classified_nodes.floors .. " floor nodes")
minetest.debug("Found " .. #classified_nodes.floor_decos .. " floor decorations")
minetest.debug("Found " .. #classified_nodes.walls .. " wall nodes")
end
-- Take all necessary steps to execute the mapgen
function internal.mapgen(vm, minp, maxp, blockseed)
-- Create bordered VoxelArea.
@ -480,6 +490,7 @@ function internal.mapgen(vm, minp, maxp, blockseed)
-- Classify various nodes as walls, floors, ceilings
local classified_nodes = internal.classify_nodes(used_shapes, bminp, bmaxp)
-- internal.log_classified_nodes(classified_nodes)
-- Draw cave biomes
local used_biomes = internal.find_biome_allocations(heat, humidity, sva)
@ -582,7 +593,11 @@ end
-- Get verticality noise params
function internal.verticality_noise_params()
local factor = math.max(1, math.abs(#ns_cavegen.registered_shapes) ^ 0.5)
local shapes = 0
for _, _ in pairs(ns_cavegen.registered_shapes) do
shapes = shapes + 1
end
local factor = math.max(1, math.abs(shapes) ^ 0.5)
return {
offset = 50,
@ -628,7 +643,7 @@ function internal.write_classified_node(vm_data, va, used_biomes, classified_nod
local content_id = biome_to_id[biome]
if content_id ~= "" then
if type(content_id) == "number" then
local vi = va:index(pos.x, pos.y, pos.z)
local vm_node = vm_data[vi]
@ -640,6 +655,11 @@ function internal.write_classified_node(vm_data, va, used_biomes, classified_nod
if ground_content_nodes[vm_node] then
vm_data[vi] = content_id
end
elseif content_id == "air" then
minetest.debug("Biome " .. biome .. "||| BREAAAK")
break
elseif content_id ~= "" and content_id ~= nil and content_id ~= "air" then
minetest.debug("Encountered content ID " .. content_id)
end
end
end
@ -775,7 +795,7 @@ function internal.write_simple_ceiling_decorations(vm_data, va, used_biomes, cla
16, math.random(def.height, def.height_max)
)
end
-- Place the structure!
for h = 1, height, 1 do
local y = pos.y - h + def.place_offset_y + 1