
Sorry for the vague commit message. There were a lot of changes. Here's a list of most of them: - Lighting updates are timeboxed each frame - The next environment frame is queued sooner if the current one took longer (as soon as immediately) - Issues with the physics engines and mobs using it were (mostly) fixed, mobs no longer freak out and get stuck on physics objects - Mob AI/pathfinding is done more intelligently - The player can no longer spawn in an ocean or a desert biome - Some deadlocks in Region were fixed (more remain to be fixed) The current performance bottlenecks are lighting (still) and propegating initial chunk loads to blocks that need to schedule things (such as grass blocks). I think the main culprit in the latter case is grass blocks and water blocks. The former can be improved by adding a block cache to World, but that'll take some custom work. This step is just gonna be slow no matter what, we might have to split it across several frames but it's never going to be great. There still seems to be a deadlock somewhere in all of this mess, in the world code. I'll find it later.
95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TrueCraft.API.World;
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using TrueCraft.API;
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using TrueCraft.Core.TerrainGen.Noise;
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namespace TrueCraft.Core.World
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{
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public class BiomeMap : IBiomeMap
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{
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public IList<BiomeCell> BiomeCells { get; private set; }
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Perlin TempNoise = new Perlin();
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Perlin RainNoise = new Perlin();
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public BiomeMap(int seed)
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{
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BiomeCells = new List<BiomeCell>();
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TempNoise.Persistance = 1.45;
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TempNoise.Frequency = 0.015;
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TempNoise.Amplitude = 5;
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TempNoise.Octaves = 2;
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TempNoise.Lacunarity = 1.3;
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RainNoise.Frequency = 0.03;
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RainNoise.Octaves = 3;
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RainNoise.Amplitude = 5;
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RainNoise.Lacunarity = 1.7;
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TempNoise.Seed = seed;
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RainNoise.Seed = seed;
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}
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public void AddCell(BiomeCell cell)
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{
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BiomeCells.Add(cell);
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}
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public byte GetBiome(Coordinates2D location)
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{
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byte BiomeID = (ClosestCell(location) != null) ? ClosestCell(location).BiomeID : (byte)Biome.Plains;
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return BiomeID;
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}
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public byte GenerateBiome(int seed, IBiomeRepository biomes, Coordinates2D location, bool spawn)
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{
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double temp = Math.Abs(TempNoise.Value2D(location.X, location.Z));
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double rainfall = Math.Abs(RainNoise.Value2D(location.X, location.Z));
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byte ID = biomes.GetBiome(temp, rainfall, spawn).ID;
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return ID;
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}
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/*
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* The closest biome cell to the specified location(uses the Chebyshev distance function).
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*/
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public BiomeCell ClosestCell(Coordinates2D location)
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{
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BiomeCell cell = null;
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var distance = double.MaxValue;
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foreach (BiomeCell C in BiomeCells)
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{
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var _distance = Distance(location, C.CellPoint);
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if (_distance < distance)
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{
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distance = _distance;
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cell = C;
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}
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}
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return cell;
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}
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/*
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* The distance to the closest biome cell point to the specified location(uses the Chebyshev distance function).
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*/
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public double ClosestCellPoint(Coordinates2D location)
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{
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var distance = double.MaxValue;
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foreach (BiomeCell C in BiomeCells)
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{
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var _distance = Distance(location, C.CellPoint);
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if (_distance < distance)
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{
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distance = _distance;
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}
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}
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return distance;
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}
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public double Distance(Coordinates2D a, Coordinates2D b)
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{
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Coordinates2D diff = a - b;
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return Math.Max(Math.Abs(diff.X), Math.Abs(diff.Z));
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}
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}
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} |