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Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7
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10 changed files with 459 additions and 308 deletions
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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);
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dswitchint = ps->range(1,14);
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flooded = large_cave && ps->range(0,4);
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if (large_cave) {
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part_max_length_rs = ps->range(2,4);
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float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
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if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
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flooded = !ps->range(0, 3);
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tunnel_routepoints = ps->range(5, 30);
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min_tunnel_diameter = 30;
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max_tunnel_diameter = ps->range(40, ps->range(80, 200));
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} else {
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cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
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cave.min_tunnel_diameter = 5;
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cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
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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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}
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} else {
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cave.part_max_length_rs = ps.range(2,9);
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cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
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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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cave.large_cave_is_flat = (ps.range(0,1) == 0);
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large_cave_is_flat = (ps->range(0,1) == 0);
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}
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/*
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@ -365,7 +401,8 @@ void MapgenIndev::generateFloatIslands(int min_y) {
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}
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}
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void MapgenIndev::generateSomething() {
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void MapgenIndev::generateExperimental() {
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int float_islands = g_settings->getS16("mgindev_float_islands");
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if(float_islands) generateFloatIslands(float_islands);
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if (float_islands)
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generateFloatIslands(float_islands);
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}
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