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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

@ -41,10 +41,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
FlagDesc flagdesc_mapgen_v7[] = {
{"mountains", MGV7_MOUNTAINS},
{"ridges", MGV7_RIDGES},
{"floatlands", MGV7_FLOATLANDS},
{NULL, 0}
{"mountains", MGV7_MOUNTAINS},
{"ridges", MGV7_RIDGES},
{"floatlands", MGV7_FLOATLANDS},
{"caverns", MGV7_CAVERNS},
{NULL, 0}
};
@ -60,6 +61,9 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
this->float_mount_height = params->float_mount_height;
this->floatland_level = params->floatland_level;
this->shadow_limit = params->shadow_limit;
this->cavern_limit = params->cavern_limit;
this->cavern_taper = params->cavern_taper;
this->cavern_threshold = params->cavern_threshold;
//// Terrain noise
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
@ -76,9 +80,10 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
// 1-up 1-down overgeneration
noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
// 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
}
@ -100,12 +105,15 @@ MapgenV7::~MapgenV7()
MapgenV7Params::MapgenV7Params()
{
spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
cave_width = 0.09;
float_mount_density = 0.6;
float_mount_height = 128.0;
floatland_level = 1280;
shadow_limit = 1024;
cavern_limit = -256;
cavern_taper = 256;
cavern_threshold = 0.7;
np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
@ -118,6 +126,7 @@ MapgenV7Params::MapgenV7Params()
np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
@ -131,6 +140,9 @@ void MapgenV7Params::readParams(const Settings *settings)
settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
settings->getS16NoEx("mgv7_floatland_level", floatland_level);
settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
@ -143,6 +155,7 @@ void MapgenV7Params::readParams(const Settings *settings)
settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
}
@ -156,6 +169,9 @@ void MapgenV7Params::writeParams(Settings *settings) const
settings->setFloat("mgv7_float_mount_height", float_mount_height);
settings->setS16("mgv7_floatland_level", floatland_level);
settings->setS16("mgv7_shadow_limit", shadow_limit);
settings->setS16("mgv7_cavern_limit", cavern_limit);
settings->setS16("mgv7_cavern_taper", cavern_taper);
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
@ -168,6 +184,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
}
@ -256,9 +273,23 @@ void MapgenV7::makeChunk(BlockMakeData *data)
biomegen->calcBiomeNoise(node_min);
MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, water_level);
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
bool has_cavern = false;
// Generate caverns
if (spflags & MGV7_CAVERNS)
has_cavern = generateCaverns(stone_surface_max_y);
// Generate tunnels and classic caves
if (has_cavern)
// Disable classic caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
else
generateCaves(stone_surface_max_y, water_level);
}
// Generate dungeons
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
@ -274,8 +305,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
//printf("makeChunk: %dms\n", t.stop());
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
// Limit floatland shadow
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);