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Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7

This commit is contained in:
kwolekr 2013-04-21 00:11:05 -04:00
parent 527deb947c
commit 03868ff8e1
10 changed files with 459 additions and 308 deletions

View file

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "constants.h"
#include "map.h"
#include "main.h"
#include "util/numeric.h"
#include "log.h"
/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
@ -154,9 +155,6 @@ void MapgenIndev::calculateNoise() {
z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
}
if (!(flags & MG_FLAT)) {
noiseindev_mud->perlinMap2D(
x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
@ -256,28 +254,66 @@ float MapgenIndev::getMudAmount(int index) {
return noiseindev_mud->result[index];
}
void MapgenIndev::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 = large_cave && ps.range(0,4);
if(large_cave){
cave.part_max_length_rs = ps.range(2,4);
if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
cave.flooded = !ps.range(0, 3);
cave.tunnel_routepoints = ps.range(5, 30);
cave.min_tunnel_diameter = 30;
cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
void MapgenIndev::generateCaves(int max_stone_y) {
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;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
if (ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
caves_count /= 3;
bruises_count /= 3;
}
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
c_water_source, c_lava_source);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
v3s16 node_min, bool is_large_cave,
content_t c_water, content_t c_lava) {
this->vm = mg->vm;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->ps2 = ps2;
this->c_water_source = c_water;
this->c_lava_source = c_lava;
min_tunnel_diameter = 2;
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);
}