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Cavegen/Mgv5/Mgv7: Add optional giant caverns

Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.

Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
This commit is contained in:
paramat 2017-03-12 13:26:09 +00:00
parent 86b1542181
commit 859141a0ce
10 changed files with 303 additions and 54 deletions

View file

@ -150,6 +150,101 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
}
////
//// CavernsNoise
////
CavernsNoise::CavernsNoise(
INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
{
assert(nodedef);
m_ndef = nodedef;
m_csize = chunksize;
m_cavern_limit = cavern_limit;
m_cavern_taper = cavern_taper;
m_cavern_threshold = cavern_threshold;
m_ystride = m_csize.X;
m_zstride_1d = m_csize.X * (m_csize.Y + 1);
// Noise is created using 1-down overgeneration
// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
// re-carving the solid overtop placed for blocking sunlight
noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
c_water_source = m_ndef->getId("mapgen_water_source");
if (c_water_source == CONTENT_IGNORE)
c_water_source = CONTENT_AIR;
c_lava_source = m_ndef->getId("mapgen_lava_source");
if (c_lava_source == CONTENT_IGNORE)
c_lava_source = CONTENT_AIR;
}
CavernsNoise::~CavernsNoise()
{
delete noise_cavern;
}
bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
{
assert(vm);
// Calculate noise
noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
// Cache cavern_amp values
float cavern_amp[m_csize.Y + 1];
u8 cavern_amp_index = 0; // Index zero at column top
for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
cavern_amp[cavern_amp_index] =
MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
}
//// Place nodes
bool has_cavern = false;
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
// Reset cave_amp index to column top
cavern_amp_index = 0;
// Initial voxelmanip index at column top
u32 vi = vm->m_area.index(x, nmax.Y, z);
// Initial 3D noise index at column top
u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
(x - nmin.X);
// Don't excavate the overgenerated stone at node_max.Y + 1,
// this creates a 'roof' over the cavern, preventing light in
// caverns at mapchunk borders when generating mapchunks upwards.
// This 'roof' is excavated when the mapchunk above is generated.
for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
index3d -= m_ystride,
vm->m_area.add_y(em, vi, -1),
cavern_amp_index++) {
content_t c = vm->m_data[vi].getContent();
float nabs_cavern = fabs(noise_cavern->result[index3d]);
// Caverns generate first but still remove lava and water in case
// of overgenerated classic caves.
if (nabs_cavern * cavern_amp[cavern_amp_index] > m_cavern_threshold &&
(m_ndef->get(c).is_ground_content ||
c == c_lava_source || c == c_water_source)) {
vm->m_data[vi] = MapNode(CONTENT_AIR);
has_cavern = true;
}
}
}
return has_cavern;
}
////
//// CavesRandomWalk
////