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https://github.com/p2r3/bareiron.git
synced 2025-10-01 23:25:09 +02:00
better sync client/server block state
This commit is contained in:
@@ -25,7 +25,7 @@ int getCornerHeight (uint32_t hash) {
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// Use parts of the hash as random values for the height variation.
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// We stack multiple different numbers to stabilize the distribution
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// while allowing for occasional variances.
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int height = terrain_base_height + (
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int height = TERRAIN_BASE_HEIGHT + (
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(hash & 3) +
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(hash >> 4 & 3) +
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(hash >> 8 & 3) +
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@@ -41,9 +41,9 @@ int getCornerHeight (uint32_t hash) {
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}
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int interpolate (int a, int b, int c, int d, int x, int z) {
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int top = a * (chunk_size - x) + b * x;
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int bottom = c * (chunk_size - x) + d * x;
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return (top * (chunk_size - z) + bottom * z) / (chunk_size * chunk_size);
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int top = a * (CHUNK_SIZE - x) + b * x;
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int bottom = c * (CHUNK_SIZE - x) + d * x;
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return (top * (CHUNK_SIZE - z) + bottom * z) / (CHUNK_SIZE * CHUNK_SIZE);
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}
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int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash) {
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@@ -62,40 +62,34 @@ int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash) {
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}
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typedef struct {
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short x;
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short z;
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uint32_t hash;
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} ChunkAnchor;
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uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor) {
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if (y > 80) return B_air;
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int rx = x % chunk_size;
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int rz = z % chunk_size;
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if (rx < 0) rx += chunk_size;
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if (rz < 0) rz += chunk_size;
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int rx = x % CHUNK_SIZE;
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int rz = z % CHUNK_SIZE;
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if (rx < 0) rx += CHUNK_SIZE;
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if (rz < 0) rz += CHUNK_SIZE;
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int height = getHeightAt(rx, rz, anchor.x, anchor.z, anchor.hash);
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if (y >= 64 && y >= height) {
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uint8_t tree_position = anchor.hash % (chunk_size * chunk_size);
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uint8_t tree_position = anchor.hash % (CHUNK_SIZE * CHUNK_SIZE);
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short tree_x = tree_position % chunk_size;
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if (tree_x < 3 || tree_x > chunk_size - 3) goto skip_tree;
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short tree_z = tree_position / chunk_size;
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if (tree_z < 3 || tree_z > chunk_size - 3) goto skip_tree;
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short tree_x = tree_position % CHUNK_SIZE;
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if (tree_x < 3 || tree_x > CHUNK_SIZE - 3) goto skip_tree;
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short tree_z = tree_position / CHUNK_SIZE;
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if (tree_z < 3 || tree_z > CHUNK_SIZE - 3) goto skip_tree;
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uint8_t tree_short = (anchor.hash >> (tree_x + tree_z)) & 1;
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tree_x += anchor.x * chunk_size;
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tree_z += anchor.z * chunk_size;
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tree_x += anchor.x * CHUNK_SIZE;
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tree_z += anchor.z * CHUNK_SIZE;
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uint8_t tree_y = getHeightAt(
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tree_x < 0 ? tree_x % chunk_size + chunk_size : tree_x % chunk_size,
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tree_z < 0 ? tree_z % chunk_size + chunk_size : tree_z % chunk_size,
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tree_x < 0 ? tree_x % CHUNK_SIZE + CHUNK_SIZE : tree_x % CHUNK_SIZE,
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tree_z < 0 ? tree_z % CHUNK_SIZE + CHUNK_SIZE : tree_z % CHUNK_SIZE,
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anchor.x, anchor.z, anchor.hash
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) + 1;
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if (tree_y < 64) goto skip_tree;
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@@ -128,8 +122,8 @@ skip_tree:
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// Starting at 4 blocks below terrain level, generate minerals and caves
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if (y <= height - 4) {
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// Caves use the same shape as surface terrain, just mirrored
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int8_t gap = height - terrain_base_height;
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if (y < cave_base_depth + gap && y > cave_base_depth - gap) return B_air;
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int8_t gap = height - TERRAIN_BASE_HEIGHT;
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if (y < CAVE_BASE_DEPTH + gap && y > CAVE_BASE_DEPTH - gap) return B_air;
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// The chunk-relative X and Z coordinates are used in a bit shift on the hash
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// The sum of these is then used to get the Y coordinate of the ore in this column
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@@ -171,11 +165,11 @@ uint8_t getBlockAt (int x, int y, int z) {
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if (block_change != 0xFF) return block_change;
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ChunkAnchor anchor = {
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x / chunk_size,
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z / chunk_size
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x / CHUNK_SIZE,
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z / CHUNK_SIZE
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};
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if (x % chunk_size < 0) anchor.x --;
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if (z % chunk_size < 0) anchor.z --;
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if (x % CHUNK_SIZE < 0) anchor.x --;
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if (z % CHUNK_SIZE < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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return getTerrainAt(x, y, z, anchor);
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@@ -183,19 +177,19 @@ uint8_t getBlockAt (int x, int y, int z) {
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}
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uint8_t chunk_section[4096];
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ChunkAnchor chunk_anchors[256 / (chunk_size * chunk_size)];
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ChunkAnchor chunk_anchors[256 / (CHUNK_SIZE * CHUNK_SIZE)];
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void buildChunkSection (int cx, int cy, int cz) {
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// Precompute the hashes and anchors for each minichunk
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int anchor_index = 0;
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for (int i = cz; i < cz + 16; i += chunk_size) {
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for (int j = cx; j < cx + 16; j += chunk_size) {
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for (int i = cz; i < cz + 16; i += CHUNK_SIZE) {
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for (int j = cx; j < cx + 16; j += CHUNK_SIZE) {
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ChunkAnchor *anchor = chunk_anchors + anchor_index;
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anchor->x = j / chunk_size;
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anchor->z = i / chunk_size;
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anchor->x = j / CHUNK_SIZE;
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anchor->z = i / CHUNK_SIZE;
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anchor->hash = getChunkHash(anchor->x, anchor->z);
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anchor_index ++;
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@@ -211,7 +205,7 @@ void buildChunkSection (int cx, int cy, int cz) {
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// The client expects "big-endian longs", which in our
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// case means reversing the order in which we store/send
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// each 8 block sequence.
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anchor_index = (j % 16) / chunk_size + (j / 16 % 16) / chunk_size * 2;
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anchor_index = (j % 16) / CHUNK_SIZE + (j / 16 % 16) / CHUNK_SIZE * 2;
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for (int offset = 7; offset >= 0; offset--) {
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int k = j + offset;
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int x = k % 16 + cx;
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