s16 BiomeManager::calcBlockHeat(v3POS p, uint64_t seed, float timeofday, float totaltime, bool use_weather) { //variant 1: full random //f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed); //variant 2: season change based on default heat map auto heat = NoisePerlin2D(&(mapgen_params->np_biome_heat), p.X, p.Z, seed); // -30..20..70 if (use_weather) { f32 seasonv = totaltime; seasonv /= 86400 * year_days; // season change speed seasonv += (f32)p.X / weather_heat_width; // you can walk to area with other season seasonv = sin(seasonv * M_PI); //heat += (weather_heat_season * (heat < offset ? 2 : 0.5)) * seasonv; // -60..0..30 heat += (weather_heat_season) * seasonv; // -60..0..30 // daily change, hotter at sun +4, colder at night -4 heat += weather_heat_daily * (sin(cycle_shift(timeofday, -0.25) * M_PI) - 0.5); //-64..0..34 } heat += p.Y / weather_heat_height; // upper=colder, lower=hotter, 3c per 1000 if (weather_hot_core && p.Y < -(MAX_MAP_GENERATION_LIMIT-weather_hot_core)) heat += 6000 * (1.0-((float)(p.Y - -MAX_MAP_GENERATION_LIMIT)/weather_hot_core)); //hot core, later via realms return heat; }
s16 BiomeDefManager::calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime) { //variant 1: full random //f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed); //variant 2: season change based on default heat map const f32 offset = 20; // = np_heat->offset const f32 scale = 20; // = np_heat->scale const f32 range = 20; f32 heat = NoisePerlin2D(np_heat, p.X, p.Z, seed); // 0..50..100 heat -= np_heat->offset; // -50..0..+50 // normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50, if (np_heat->scale) heat /= np_heat->scale / scale; // -20..0..+20 f32 seasonv = totaltime; seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed seasonv += (f32)p.X / 3000; // you can walk to area with other season seasonv = sin(seasonv * M_PI); heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30 heat += offset; // -40..0..50 heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000 // daily change, hotter at sun +4, colder at night -4 heat += 8 * (sin(cycle_shift(timeofday, -0.25) * M_PI) - 0.5); //-44..20..54 return heat; }
s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) { f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed); f32 seasonv = totaltime; seasonv /= 86400 * 2; // bad weather change speed (2 days) seasonv += (f32)p.Z / 300; humidity += 30 * sin(seasonv * M_PI); humidity += -12 * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5); humidity = rangelim(humidity, 0, 100); return humidity; }
s16 BiomeManager::calcBlockHumidity(v3POS p, uint64_t seed, float timeofday, float totaltime, bool use_weather) { auto humidity = NoisePerlin2D(&(mapgen_params->np_biome_humidity), p.X, p.Z, seed); humidity *= 1.0 - ((float)p.Y / MAX_MAP_GENERATION_LIMIT); if (use_weather) { f32 seasonv = totaltime; seasonv /= 86400 * weather_humidity_days; // bad weather change speed (2 days) seasonv += (f32)p.Z / weather_humidity_width; humidity += weather_humidity_season * sin(seasonv * M_PI); humidity += weather_humidity_daily * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5); } humidity = rangelim(humidity, 0, 100); return humidity; }