Mgv5/v7/flat/fractal: More large pseudorandom caves
Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
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97908cc656
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@ -148,8 +148,8 @@ MapgenFlatParams::MapgenFlatParams()
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np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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}
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@ -559,7 +559,7 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.4f) {
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if (d1 * d2 > 0.3f) {
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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@ -574,7 +574,7 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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@ -154,8 +154,8 @@ MapgenFractalParams::MapgenFractalParams()
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np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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}
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@ -624,7 +624,7 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.4f) {
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if (d1 * d2 > 0.3f) {
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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@ -639,7 +639,7 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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@ -518,7 +518,7 @@ void MapgenV5::generateCaves(int max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1*d2 > 0.125) {
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if (d1 * d2 > 0.125f) {
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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@ -533,7 +533,7 @@ void MapgenV5::generateCaves(int max_stone_y)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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@ -157,8 +157,8 @@ MapgenV7Params::MapgenV7Params()
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np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
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np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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}
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@ -870,7 +870,7 @@ void MapgenV7::generateCaves(s16 max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.3) {
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if (d1 * d2 > 0.3f) {
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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@ -882,7 +882,7 @@ void MapgenV7::generateCaves(s16 max_stone_y)
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}
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV7 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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