tweaked mapgen
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c137946a3f
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67
src/map.cpp
67
src/map.cpp
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@ -2005,7 +2005,7 @@ double contour_flat_top(double v, double r)
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double base_rock_level_2d(u64 seed, v2f p)
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{
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// The ground level (return value)
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double h = WATER_LEVEL;
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double h = WATER_LEVEL-1.5;
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// Raises from 0 when parameter is -1...1
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/*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
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@ -2028,12 +2028,65 @@ double base_rock_level_2d(u64 seed, v2f p)
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h += 30 * tm2;*/
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#if 1
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// Huge mountains
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double m3 = 150.0 - 500.0 * noise2d_perlin_abs(
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{
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// Large mountains
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double m3 = 100.0 - 600.0 * noise2d_perlin_abs(
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0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
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(seed>>32)+985251, 9, 0.55);
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if(m3 > h)
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h = m3;
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}
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#endif
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#if 1
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{
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// Pretty neat looking mountains
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double m4 = 100.0 - 400.0 * noise2d_perlin_abs(
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0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
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(seed>>32)+65012102, 8, 0.6);
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if(m4 > h)
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h = m4;
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}
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#endif
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#if 0
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{
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// More neat looking mountain ranges
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double d = 100;
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double a1 = d*2 - d*5 * noise2d_perlin_abs(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+850342, 6, 0.55);
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/*if(a1 > d)
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a1 = d + sqrt(a1-d);*/
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a1 = (1.0 - exp(-a1/d))*d;
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/*if(a1 > h)
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h = a1;*/
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if(a1 > 0)
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h += a1;
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}
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#endif
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#if 1
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{
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// Very steep mountain ranges
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double d = 150;
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double a1 = d*2 - d*7.5 * noise2d_perlin_abs(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+850342, 6, 0.6);
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/*if(a1 > d)
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a1 = d + sqrt(a1-d);*/
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a1 = (1.0 - exp(-a1/d))*d;
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/*if(a1 > h)
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h = a1;*/
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if(a1 > 0)
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h += a1;
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/*double a = noise2d_perlin_abs(
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0.94+(float)p.X/2000., 0.26+(float)p.Y/2000.,
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(seed>>32)+65012102, 8, 0.50);
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double m4 = 100.0 - 400.0 * a;
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if(m4 > h)
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h = m4;*/
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}
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#endif
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#if 1
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@ -2053,7 +2106,7 @@ double base_rock_level_2d(u64 seed, v2f p)
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#endif
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#if 1
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double base = -5. + 25. * noise2d_perlin(
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double base = -2. + 25. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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(seed>>32)+653876, 7, 0.6);
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#else
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@ -4151,7 +4204,7 @@ MapBlock * ServerMap::generateBlock(
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v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
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double depth_guess;
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bool is_ground = is_base_ground(m_seed, p_map_f, &depth_guess);
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/*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
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// Estimate the surface height
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float surface_y_f = p_map_f.Y + depth_guess;
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@ -4456,7 +4509,7 @@ MapBlock * ServerMap::generateBlock(
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//dstream<<"generateBlock(): Getting local attributes"<<std::endl;
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float caves_amount = 0.5;
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//float caves_amount = 0.5;
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#if 0
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{
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@ -4474,11 +4527,11 @@ MapBlock * ServerMap::generateBlock(
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//dstream<<"generateBlock(): Done"<<std::endl;
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#if 0
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// Set to true if has caves.
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// Set when some non-air is changed to air when making caves.
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bool has_dungeons = false;
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#if 0
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/*
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Generate dungeons
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*/
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