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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

@ -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);
}
}