Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7
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@ -248,6 +248,7 @@ set(common_SRCS
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mapgen_singlenode.cpp
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treegen.cpp
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dungeongen.cpp
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cavegen.cpp
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content_nodemeta.cpp
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content_mapnode.cpp
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collision.cpp
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@ -0,0 +1,266 @@
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "util/numeric.h"
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#include "map.h"
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#include "mapgen.h"
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#include "cavegen.h"
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CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
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bool is_large_cave, content_t c_water, content_t c_lava) {
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this->vm = mg->vm;
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this->water_level = mg->water_level;
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this->large_cave = is_large_cave;
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this->ps = ps;
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this->ps2 = ps2;
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this->c_water_source = c_water;
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this->c_lava_source = c_lava;
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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dswitchint = ps->range(1, 14);
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flooded = true;
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if (large_cave) {
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part_max_length_rs = ps->range(2,4);
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tunnel_routepoints = ps->range(5, ps->range(15,30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps->range(7, ps->range(8,24));
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} else {
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part_max_length_rs = ps->range(2,9);
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tunnel_routepoints = ps->range(10, ps->range(15,30));
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}
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large_cave_is_flat = (ps->range(0,1) == 0);
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}
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void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
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node_min = nmin;
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node_max = nmax;
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max_stone_y = max_stone_height;
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main_direction = v3f(0, 0, 0);
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// Allowed route area size in nodes
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ar = node_max - node_min + v3s16(1, 1, 1);
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// Area starting point in nodes
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of = node_min;
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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const s16 max_spread_amount = MAP_BLOCKSIZE;
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s16 insure = 10;
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s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
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ar += v3s16(1,0,1) * more * 2;
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of -= v3s16(1,0,1) * more;
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route_y_min = 0;
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// Allow half a diameter + 7 over stone surface
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route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
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// Limit maximum to area
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route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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if (large_cave) {
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s16 min = 0;
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if (node_min.Y < water_level && node_max.Y > water_level) {
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min = water_level - max_tunnel_diameter/3 - of.Y;
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route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
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}
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route_y_min = ps->range(min, min + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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s16 route_start_y_min = route_y_min;
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s16 route_start_y_max = route_y_max;
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route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
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// Randomize starting position
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orp = v3f(
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(float)(ps->next() % ar.X) + 0.5,
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(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
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(float)(ps->next() % ar.Z) + 0.5
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);
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// Generate some tunnel starting from orp
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for (u16 j = 0; j < tunnel_routepoints; j++)
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makeTunnel(j % dswitchint == 0);
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}
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void CaveV6::makeTunnel(bool dirswitch) {
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if (dirswitch && !large_cave) {
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main_direction = v3f(
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((float)(ps->next() % 20) - (float)10) / 10,
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((float)(ps->next() % 20) - (float)10) / 30,
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((float)(ps->next() % 20) - (float)10) / 10
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);
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main_direction *= (float)ps->range(0, 10) / 10;
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}
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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rs = ps->range(min_d, max_d);
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v3s16 maxlen;
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if (large_cave) {
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maxlen = v3s16(
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rs * part_max_length_rs,
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rs * part_max_length_rs / 2,
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rs * part_max_length_rs
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);
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} else {
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maxlen = v3s16(
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rs * part_max_length_rs,
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ps->range(1, rs * part_max_length_rs),
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rs * part_max_length_rs
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);
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}
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v3f vec(
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(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
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(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
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(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
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);
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// Jump downward sometimes
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if (!large_cave && ps->range(0, 12) == 0) {
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vec = v3f(
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(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
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(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
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(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
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);
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}
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/*if(large_cave){
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v3f p = orp + vec;
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s16 h = find_ground_level_clever(vmanip, v2s16(p.X, p.Z), ndef);
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route_y_min = h - rs/3;
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route_y_max = h + rs;
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}*/
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vec += main_direction;
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v3f rp = orp + vec;
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if (rp.X < 0)
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rp.X = 0;
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else if (rp.X >= ar.X)
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rp.X = ar.X - 1;
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if (rp.Y < route_y_min)
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rp.Y = route_y_min;
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else if (rp.Y >= route_y_max)
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rp.Y = route_y_max - 1;
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if (rp.Z < 0)
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rp.Z = 0;
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else if (rp.Z >= ar.Z)
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rp.Z = ar.Z - 1;
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vec = rp - orp;
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float veclen = vec.getLength();
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// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
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if (veclen == 0.0)
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veclen = 1.0;
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// Every second section is rough
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bool randomize_xz = (ps2->range(1, 2) == 1);
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// Carve routes
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for (float f = 0; f < 1.0; f += 1.0 / veclen)
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carveRoute(vec, f, randomize_xz);
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orp = rp;
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}
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void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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MapNode lavanode(c_lava_source);
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v3s16 startp(orp.X, orp.Y, orp.Z);
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startp += of;
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v3f fp = orp + vec * f;
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fp.X += 0.1 * ps->range(-10, 10);
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fp.Z += 0.1 * ps->range(-10, 10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d1 = d0 + rs;
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if (randomize_xz) {
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d0 += ps->range(-1, 1);
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d1 += ps->range(-1, 1);
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}
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for (s16 z0 = d0; z0 <= d1; z0++) {
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s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
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for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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for (s16 y0 = -si2; y0 <= si2; y0++) {
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// Make better floors in small caves
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//if(y0 <= -rs/2 && rs<=7)
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// continue;
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if (large_cave_is_flat) {
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// Make large caves not so tall
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if (rs > 7 && abs(y0) >= rs / 3)
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continue;
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}
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v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
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p += of;
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if (vm->m_area.contains(p) == false)
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continue;
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u32 i = vm->m_area.index(p);
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if (large_cave) {
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int full_ymin = node_min.Y - MAP_BLOCKSIZE;
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int full_ymax = node_max.Y + MAP_BLOCKSIZE;
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if (flooded && full_ymin < water_level && full_ymax > water_level) {
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vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
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} else if (flooded && full_ymax < water_level) {
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vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
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} else {
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vm->m_data[i] = airnode;
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}
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} else {
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// Don't replace air or water or lava or ignore
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
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c == c_water_source || c == c_lava_source)
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continue;
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vm->m_data[i] = airnode;
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vm->m_flags[i] |= VMANIP_FLAG_CAVE;
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}
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}
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}
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}
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}
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@ -0,0 +1,68 @@
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/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CAVEGEN_HEADER
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#define CAVEGEN_HEADER
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#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
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class CaveV6 {
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public:
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ManualMapVoxelManipulator *vm;
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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int dswitchint;
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int part_max_length_rs;
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bool large_cave;
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bool large_cave_is_flat;
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bool flooded;
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s16 max_stone_y;
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v3s16 node_min;
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v3s16 node_max;
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v3f orp; //original point
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v3s16 of;
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v3s16 ar; // allowed route area
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s16 rs; // radius size
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v3f main_direction;
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s16 route_y_min;
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s16 route_y_max;
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PseudoRandom *ps;
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PseudoRandom *ps2;
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content_t c_water_source;
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content_t c_lava_source;
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int water_level;
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CaveV6() {}
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CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave,
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content_t c_water, content_t c_lava);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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#endif
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@ -50,7 +50,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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EmergeManager::EmergeManager(IGameDef *gamedef) {
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//register built-in mapgens
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registerMapgen("v6", new MapgenFactoryV6());
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//registerMapgen("v7", new MapgenFactoryV7());
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registerMapgen("v7", new MapgenFactoryV7());
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registerMapgen("indev", new MapgenFactoryIndev());
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registerMapgen("singlenode", new MapgenFactorySinglenode());
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "constants.h"
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#include "map.h"
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#include "main.h"
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#include "util/numeric.h"
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#include "log.h"
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/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
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@ -154,9 +155,6 @@ void MapgenIndev::calculateNoise() {
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z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
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noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
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}
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if (!(flags & MG_FLAT)) {
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noiseindev_mud->perlinMap2D(
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x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
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z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
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@ -256,28 +254,66 @@ float MapgenIndev::getMudAmount(int index) {
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return noiseindev_mud->result[index];
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}
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void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
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cave.min_tunnel_diameter = 2;
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cave.max_tunnel_diameter = ps.range(2,6);
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cave.dswitchint = ps.range(1,14);
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cave.flooded = large_cave && ps.range(0,4);
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if(large_cave){
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cave.part_max_length_rs = ps.range(2,4);
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if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
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cave.flooded = !ps.range(0, 3);
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cave.tunnel_routepoints = ps.range(5, 30);
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cave.min_tunnel_diameter = 30;
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cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
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void MapgenIndev::generateCaves(int max_stone_y) {
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float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
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int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
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cave_amount = MYMAX(0.0, cave_amount);
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u32 caves_count = cave_amount * volume_nodes / 50000;
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u32 bruises_count = 1;
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PseudoRandom ps(blockseed + 21343);
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PseudoRandom ps2(blockseed + 1032);
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if (ps.range(1, 6) == 1)
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bruises_count = ps.range(0, ps.range(0, 2));
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if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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caves_count /= 3;
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bruises_count /= 3;
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}
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for (u32 i = 0; i < caves_count + bruises_count; i++) {
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bool large_cave = (i >= caves_count);
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CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
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c_water_source, c_lava_source);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
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v3s16 node_min, bool is_large_cave,
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content_t c_water, content_t c_lava) {
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this->vm = mg->vm;
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this->water_level = mg->water_level;
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this->large_cave = is_large_cave;
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this->ps = ps;
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this->ps2 = ps2;
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this->c_water_source = c_water;
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this->c_lava_source = c_lava;
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min_tunnel_diameter = 2;
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||||
max_tunnel_diameter = ps->range(2,6);
|
||||
dswitchint = ps->range(1,14);
|
||||
flooded = large_cave && ps->range(0,4);
|
||||
if (large_cave) {
|
||||
part_max_length_rs = ps->range(2,4);
|
||||
float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
|
||||
if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
|
||||
flooded = !ps->range(0, 3);
|
||||
tunnel_routepoints = ps->range(5, 30);
|
||||
min_tunnel_diameter = 30;
|
||||
max_tunnel_diameter = ps->range(40, ps->range(80, 200));
|
||||
} else {
|
||||
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
|
||||
cave.min_tunnel_diameter = 5;
|
||||
cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
|
||||
tunnel_routepoints = ps->range(5, ps->range(15,30));
|
||||
min_tunnel_diameter = 5;
|
||||
max_tunnel_diameter = ps->range(7, ps->range(8,24));
|
||||
}
|
||||
} else {
|
||||
cave.part_max_length_rs = ps.range(2,9);
|
||||
cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
|
||||
part_max_length_rs = ps->range(2,9);
|
||||
tunnel_routepoints = ps->range(10, ps->range(15,30));
|
||||
}
|
||||
cave.large_cave_is_flat = (ps.range(0,1) == 0);
|
||||
large_cave_is_flat = (ps->range(0,1) == 0);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -365,7 +401,8 @@ void MapgenIndev::generateFloatIslands(int min_y) {
|
|||
}
|
||||
}
|
||||
|
||||
void MapgenIndev::generateSomething() {
|
||||
void MapgenIndev::generateExperimental() {
|
||||
int float_islands = g_settings->getS16("mgindev_float_islands");
|
||||
if(float_islands) generateFloatIslands(float_islands);
|
||||
if (float_islands)
|
||||
generateFloatIslands(float_islands);
|
||||
}
|
||||
|
|
|
@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "mapgen.h"
|
||||
#include "mapgen_v6.h"
|
||||
#include "cavegen.h"
|
||||
|
||||
float farscale(float scale, float z);
|
||||
float farscale(float scale, float x, float z);
|
||||
|
@ -133,8 +134,9 @@ class MapgenIndev : public MapgenV6 {
|
|||
float baseTerrainLevelFromNoise(v2s16 p);
|
||||
float baseTerrainLevelFromMap(int index);
|
||||
float getMudAmount(int index);
|
||||
void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
|
||||
void generateSomething();
|
||||
void generateCaves(int max_stone_y);
|
||||
//void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
|
||||
void generateExperimental();
|
||||
|
||||
void generateFloatIslands(int min_y);
|
||||
};
|
||||
|
@ -149,4 +151,10 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 {
|
|||
};
|
||||
};
|
||||
|
||||
class CaveIndev : public CaveV6 {
|
||||
public:
|
||||
CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, v3s16 node_min,
|
||||
bool is_large_cave, content_t c_water, content_t c_lava);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "main.h" // For g_profiler
|
||||
#include "emerge.h"
|
||||
#include "dungeongen.h"
|
||||
#include "cavegen.h"
|
||||
#include "treegen.h"
|
||||
#include "mapgen_v6.h"
|
||||
|
||||
|
@ -423,7 +424,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
|
|||
// Generate general ground level to full area
|
||||
stone_surface_max_y = generateGround();
|
||||
|
||||
generateSomething();
|
||||
generateExperimental();
|
||||
|
||||
const s16 max_spread_amount = MAP_BLOCKSIZE;
|
||||
// Limit dirt flow area by 1 because mud is flown into neighbors.
|
||||
|
@ -927,35 +928,10 @@ void MapgenV6::growGrass() {
|
|||
}
|
||||
|
||||
|
||||
void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
|
||||
v3s16 node_min, bool large_cave) {
|
||||
cave.min_tunnel_diameter = 2;
|
||||
cave.max_tunnel_diameter = ps.range(2,6);
|
||||
cave.dswitchint = ps.range(1,14);
|
||||
cave.flooded = true; //large_cave && ps.range(0,4);
|
||||
if (large_cave){
|
||||
cave.part_max_length_rs = ps.range(2,4);
|
||||
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
|
||||
cave.min_tunnel_diameter = 5;
|
||||
cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
|
||||
} else {
|
||||
cave.part_max_length_rs = ps.range(2,9);
|
||||
cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
|
||||
}
|
||||
cave.large_cave_is_flat = (ps.range(0,1) == 0);
|
||||
}
|
||||
|
||||
|
||||
void MapgenV6::generateCaves(int max_stone_y) {
|
||||
// 24ms @cs=8
|
||||
//TimeTaker timer1("caves");
|
||||
|
||||
/*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
|
||||
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
|
||||
data->seed+34329, 3, 0.50);*/
|
||||
const s16 max_spread_amount = MAP_BLOCKSIZE;
|
||||
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
|
||||
|
||||
int volume_nodes = (node_max.X - node_min.X + 1) *
|
||||
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
|
||||
cave_amount = MYMAX(0.0, cave_amount);
|
||||
u32 caves_count = cave_amount * volume_nodes / 50000;
|
||||
u32 bruises_count = 1;
|
||||
|
@ -970,238 +946,10 @@ void MapgenV6::generateCaves(int max_stone_y) {
|
|||
bruises_count /= 3;
|
||||
}
|
||||
|
||||
for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
|
||||
/*int avg_height = (int)
|
||||
((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
|
||||
base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
|
||||
if ((node_max.Y + node_min.Y) / 2 > avg_height)
|
||||
break;*/
|
||||
for (u32 i = 0; i < caves_count + bruises_count; i++) {
|
||||
bool large_cave = (i >= caves_count);
|
||||
CaveV6 cave(this, &ps, &ps2, large_cave, c_water_source, c_lava_source);
|
||||
|
||||
bool large_cave = (jj >= caves_count);
|
||||
|
||||
Cave cave;
|
||||
defineCave(cave, ps, node_min, large_cave);
|
||||
|
||||
v3f main_direction(0,0,0);
|
||||
|
||||
// Allowed route area size in nodes
|
||||
v3s16 ar = central_area_size;
|
||||
|
||||
// Area starting point in nodes
|
||||
v3s16 of = node_min;
|
||||
|
||||
// Allow a bit more
|
||||
//(this should be more than the maximum radius of the tunnel)
|
||||
s16 insure = 10;
|
||||
s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
|
||||
ar += v3s16(1,0,1) * more * 2;
|
||||
of -= v3s16(1,0,1) * more;
|
||||
|
||||
s16 route_y_min = 0;
|
||||
// Allow half a diameter + 7 over stone surface
|
||||
s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
|
||||
|
||||
// Limit maximum to area
|
||||
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
|
||||
|
||||
if(large_cave)
|
||||
{
|
||||
s16 min = 0;
|
||||
if(node_min.Y < water_level && node_max.Y > water_level)
|
||||
{
|
||||
min = water_level - cave.max_tunnel_diameter/3 - of.Y;
|
||||
route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
|
||||
}
|
||||
route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
|
||||
route_y_min = rangelim(route_y_min, 0, route_y_max);
|
||||
}
|
||||
|
||||
s16 route_start_y_min = route_y_min;
|
||||
s16 route_start_y_max = route_y_max;
|
||||
|
||||
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
|
||||
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
|
||||
|
||||
// Randomize starting position
|
||||
v3f orp(
|
||||
(float)(ps.next()%ar.X)+0.5,
|
||||
(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
|
||||
(float)(ps.next()%ar.Z)+0.5
|
||||
);
|
||||
|
||||
v3s16 startp(orp.X, orp.Y, orp.Z);
|
||||
startp += of;
|
||||
|
||||
MapNode airnode(CONTENT_AIR);
|
||||
MapNode waternode(c_water_source);
|
||||
MapNode lavanode(c_lava_source);
|
||||
|
||||
/*
|
||||
Generate some tunnel starting from orp
|
||||
*/
|
||||
|
||||
for(u16 j=0; j<cave.tunnel_routepoints; j++)
|
||||
{
|
||||
if(j%cave.dswitchint==0 && large_cave == false)
|
||||
{
|
||||
main_direction = v3f(
|
||||
((float)(ps.next()%20)-(float)10)/10,
|
||||
((float)(ps.next()%20)-(float)10)/30,
|
||||
((float)(ps.next()%20)-(float)10)/10
|
||||
);
|
||||
main_direction *= (float)ps.range(0, 10)/10;
|
||||
}
|
||||
|
||||
// Randomize size
|
||||
s16 min_d = cave.min_tunnel_diameter;
|
||||
s16 max_d = cave.max_tunnel_diameter;
|
||||
s16 rs = ps.range(min_d, max_d);
|
||||
|
||||
// Every second section is rough
|
||||
bool randomize_xz = (ps2.range(1,2) == 1);
|
||||
|
||||
v3s16 maxlen;
|
||||
if(large_cave)
|
||||
{
|
||||
maxlen = v3s16(
|
||||
rs*cave.part_max_length_rs,
|
||||
rs*cave.part_max_length_rs/2,
|
||||
rs*cave.part_max_length_rs
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
maxlen = v3s16(
|
||||
rs*cave.part_max_length_rs,
|
||||
ps.range(1, rs*cave.part_max_length_rs),
|
||||
rs*cave.part_max_length_rs
|
||||
);
|
||||
}
|
||||
|
||||
v3f vec;
|
||||
|
||||
vec = v3f(
|
||||
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
|
||||
(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
|
||||
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
|
||||
);
|
||||
|
||||
// Jump downward sometimes
|
||||
if(!large_cave && ps.range(0,12) == 0)
|
||||
{
|
||||
vec = v3f(
|
||||
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
|
||||
(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
|
||||
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
|
||||
);
|
||||
}
|
||||
|
||||
/*if(large_cave){
|
||||
v3f p = orp + vec;
|
||||
s16 h = find_ground_level_clever(vmanip,
|
||||
v2s16(p.X, p.Z), ndef);
|
||||
route_y_min = h - rs/3;
|
||||
route_y_max = h + rs;
|
||||
}*/
|
||||
|
||||
vec += main_direction;
|
||||
|
||||
v3f rp = orp + vec;
|
||||
if(rp.X < 0)
|
||||
rp.X = 0;
|
||||
else if(rp.X >= ar.X)
|
||||
rp.X = ar.X-1;
|
||||
if(rp.Y < route_y_min)
|
||||
rp.Y = route_y_min;
|
||||
else if(rp.Y >= route_y_max)
|
||||
rp.Y = route_y_max-1;
|
||||
if(rp.Z < 0)
|
||||
rp.Z = 0;
|
||||
else if(rp.Z >= ar.Z)
|
||||
rp.Z = ar.Z-1;
|
||||
vec = rp - orp;
|
||||
|
||||
float veclen = vec.getLength();
|
||||
// As odd as it sounds, veclen is *exactly*
|
||||
// 0.0 sometimes, causing a FPE
|
||||
if (veclen == 0.0)
|
||||
veclen = 1.0;
|
||||
|
||||
for(float f=0; f<1.0; f+=1.0/veclen)
|
||||
{
|
||||
v3f fp = orp + vec * f;
|
||||
fp.X += 0.1*ps.range(-10,10);
|
||||
fp.Z += 0.1*ps.range(-10,10);
|
||||
v3s16 cp(fp.X, fp.Y, fp.Z);
|
||||
|
||||
s16 d0 = -rs/2;
|
||||
s16 d1 = d0 + rs;
|
||||
if(randomize_xz){
|
||||
d0 += ps.range(-1,1);
|
||||
d1 += ps.range(-1,1);
|
||||
}
|
||||
for(s16 z0=d0; z0<=d1; z0++)
|
||||
{
|
||||
s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
|
||||
for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
|
||||
{
|
||||
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
||||
s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
|
||||
for(s16 y0=-si2; y0<=si2; y0++)
|
||||
{
|
||||
/*// Make better floors in small caves
|
||||
if(y0 <= -rs/2 && rs<=7)
|
||||
continue;*/
|
||||
if (cave.large_cave_is_flat) {
|
||||
// Make large caves not so tall
|
||||
if (rs > 7 && abs(y0) >= rs/3)
|
||||
continue;
|
||||
}
|
||||
|
||||
s16 z = cp.Z + z0;
|
||||
s16 y = cp.Y + y0;
|
||||
s16 x = cp.X + x0;
|
||||
v3s16 p(x,y,z);
|
||||
p += of;
|
||||
|
||||
if(vm->m_area.contains(p) == false)
|
||||
continue;
|
||||
|
||||
u32 i = vm->m_area.index(p);
|
||||
|
||||
if(large_cave) {
|
||||
if (cave.flooded && full_node_min.Y < water_level &&
|
||||
full_node_max.Y > water_level) {
|
||||
if (p.Y <= water_level)
|
||||
vm->m_data[i] = waternode;
|
||||
else
|
||||
vm->m_data[i] = airnode;
|
||||
} else if (cave.flooded && full_node_max.Y < water_level) {
|
||||
if (p.Y < startp.Y - 2)
|
||||
vm->m_data[i] = lavanode;
|
||||
else
|
||||
vm->m_data[i] = airnode;
|
||||
} else {
|
||||
vm->m_data[i] = airnode;
|
||||
}
|
||||
} else {
|
||||
// Don't replace air or water or lava or ignore
|
||||
if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
|
||||
vm->m_data[i].getContent() == CONTENT_AIR ||
|
||||
vm->m_data[i].getContent() == c_water_source ||
|
||||
vm->m_data[i].getContent() == c_lava_source)
|
||||
continue;
|
||||
|
||||
vm->m_data[i] = airnode;
|
||||
|
||||
// Set tunnel flag
|
||||
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
orp = rp;
|
||||
}
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "mapgen.h"
|
||||
|
||||
#define AVERAGE_MUD_AMOUNT 4
|
||||
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
|
||||
|
||||
enum BiomeType
|
||||
{
|
||||
|
@ -43,16 +42,6 @@ extern NoiseParams nparams_v6_def_humidity;
|
|||
extern NoiseParams nparams_v6_def_trees;
|
||||
extern NoiseParams nparams_v6_def_apple_trees;
|
||||
|
||||
struct Cave {
|
||||
s16 min_tunnel_diameter;
|
||||
s16 max_tunnel_diameter;
|
||||
int dswitchint;
|
||||
u16 tunnel_routepoints;
|
||||
int part_max_length_rs;
|
||||
bool large_cave_is_flat;
|
||||
bool flooded;
|
||||
};
|
||||
|
||||
struct MapgenV6Params : public MapgenParams {
|
||||
float freq_desert;
|
||||
float freq_beach;
|
||||
|
@ -166,10 +155,8 @@ public:
|
|||
void addDirtGravelBlobs();
|
||||
void growGrass();
|
||||
void placeTreesAndJungleGrass();
|
||||
virtual void defineCave(Cave &cave, PseudoRandom ps,
|
||||
v3s16 node_min, bool large_cave);
|
||||
void generateCaves(int max_stone_y);
|
||||
virtual void generateSomething() {}; //for next mapgen
|
||||
virtual void generateCaves(int max_stone_y);
|
||||
virtual void generateExperimental() {}
|
||||
};
|
||||
|
||||
struct MapgenFactoryV6 : public MapgenFactory {
|
||||
|
|
|
@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "main.h" // For g_profiler
|
||||
#include "emerge.h"
|
||||
#include "dungeongen.h"
|
||||
#include "cavegen.h"
|
||||
#include "treegen.h"
|
||||
#include "biome.h"
|
||||
#include "mapgen_v7.h"
|
||||
|
@ -142,7 +143,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
|
|||
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
|
||||
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
|
||||
|
||||
//blockseed = emerge->getBlockSeed(full_node_min);
|
||||
blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
|
||||
|
||||
// Make some noise
|
||||
calculateNoise();
|
||||
|
@ -163,14 +164,17 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
|
|||
c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
|
||||
c_sand = ndef->getId("mapgen_sand");
|
||||
c_water_source = ndef->getId("mapgen_water_source");
|
||||
c_lava_source = ndef->getId("mapgen_lava_source");
|
||||
|
||||
generateTerrain();
|
||||
carveRidges();
|
||||
|
||||
//carveRivers();
|
||||
|
||||
|
||||
generateCaves(stone_surface_max_y);
|
||||
addTopNodes();
|
||||
growGrass();
|
||||
|
||||
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
|
||||
|
||||
if (flags & MG_DUNGEONS) {
|
||||
|
@ -398,6 +402,8 @@ void MapgenV7::addTopNodes() {
|
|||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = bmgr->biomes[biomemap[index]];
|
||||
|
||||
// First, add top nodes below the ridge
|
||||
s16 y = ridge_heightmap[index];
|
||||
|
||||
|
@ -408,7 +414,8 @@ void MapgenV7::addTopNodes() {
|
|||
if (y > node_max.Y) {
|
||||
y = node_max.Y; // Let's see if we can still go downward anyway
|
||||
u32 vi = vm->m_area.index(x, y, z);
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -417,12 +424,14 @@ void MapgenV7::addTopNodes() {
|
|||
// where a ridge had been carved
|
||||
u32 i = vm->m_area.index(x, y, z);
|
||||
for (; y >= node_min.Y; y--) {
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
|
||||
//if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
vm->m_area.add_y(em, i, -1);
|
||||
}
|
||||
|
||||
Biome *biome = bmgr->biomes[biomemap[index]];
|
||||
|
||||
|
||||
if (y != node_min.Y - 1) {
|
||||
ridge_heightmap[index] = y; //update ridgeheight
|
||||
|
@ -440,7 +449,9 @@ void MapgenV7::addTopNodes() {
|
|||
|
||||
i = vm->m_area.index(x, y, z);
|
||||
for (; y >= node_min.Y; y--) {
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
|
||||
//if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
vm->m_area.add_y(em, i, -1);
|
||||
}
|
||||
|
@ -488,3 +499,26 @@ void MapgenV7::growGrass() {
|
|||
n->setContent(c_dirt_with_grass);
|
||||
}
|
||||
}
|
||||
|
||||
#include "mapgen_v6.h"
|
||||
void MapgenV7::generateCaves(int max_stone_y) {
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
PseudoRandom ps2(blockseed + 1032);
|
||||
|
||||
int volume_nodes = (node_max.X - node_min.X + 1) *
|
||||
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
|
||||
float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
|
||||
node_min.X, node_min.Y, seed);
|
||||
|
||||
u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
|
||||
for (u32 i = 0; i < caves_count; i++) {
|
||||
CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
|
||||
u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -110,6 +110,8 @@ public:
|
|||
void testBiomes();
|
||||
void addTopNodes();
|
||||
void growGrass();
|
||||
|
||||
void generateCaves(int max_stone_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryV7 : public MapgenFactory {
|
||||
|
|
Loading…
Reference in New Issue