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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.
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10 changed files with 303 additions and 54 deletions
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@ -41,10 +41,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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FlagDesc flagdesc_mapgen_v7[] = {
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{"floatlands", MGV7_FLOATLANDS},
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{NULL, 0}
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{"floatlands", MGV7_FLOATLANDS},
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{"caverns", MGV7_CAVERNS},
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{NULL, 0}
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};
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@ -60,6 +61,9 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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this->float_mount_height = params->float_mount_height;
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this->floatland_level = params->floatland_level;
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this->shadow_limit = params->shadow_limit;
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this->cavern_limit = params->cavern_limit;
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this->cavern_taper = params->cavern_taper;
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this->cavern_threshold = params->cavern_threshold;
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//// Terrain noise
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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@ -76,9 +80,10 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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// 1-up 1-down overgeneration
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noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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// 1 down overgeneration
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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}
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@ -100,12 +105,15 @@ MapgenV7::~MapgenV7()
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MapgenV7Params::MapgenV7Params()
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{
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
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cave_width = 0.09;
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float_mount_density = 0.6;
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float_mount_height = 128.0;
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floatland_level = 1280;
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shadow_limit = 1024;
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cavern_limit = -256;
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cavern_taper = 256;
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cavern_threshold = 0.7;
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np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
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np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
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@ -118,6 +126,7 @@ MapgenV7Params::MapgenV7Params()
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np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
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np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
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np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
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}
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@ -131,6 +140,9 @@ void MapgenV7Params::readParams(const Settings *settings)
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settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
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settings->getS16NoEx("mgv7_floatland_level", floatland_level);
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settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
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settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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@ -143,6 +155,7 @@ void MapgenV7Params::readParams(const Settings *settings)
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settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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settings->getNoiseParams("mgv7_np_mountain", np_mountain);
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settings->getNoiseParams("mgv7_np_ridge", np_ridge);
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settings->getNoiseParams("mgv7_np_cavern", np_cavern);
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settings->getNoiseParams("mgv7_np_cave1", np_cave1);
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settings->getNoiseParams("mgv7_np_cave2", np_cave2);
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}
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@ -156,6 +169,9 @@ void MapgenV7Params::writeParams(Settings *settings) const
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settings->setFloat("mgv7_float_mount_height", float_mount_height);
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settings->setS16("mgv7_floatland_level", floatland_level);
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settings->setS16("mgv7_shadow_limit", shadow_limit);
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settings->setS16("mgv7_cavern_limit", cavern_limit);
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settings->setS16("mgv7_cavern_taper", cavern_taper);
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settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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@ -168,6 +184,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
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settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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settings->setNoiseParams("mgv7_np_mountain", np_mountain);
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settings->setNoiseParams("mgv7_np_ridge", np_ridge);
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settings->setNoiseParams("mgv7_np_cavern", np_cavern);
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settings->setNoiseParams("mgv7_np_cave1", np_cave1);
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settings->setNoiseParams("mgv7_np_cave2", np_cave2);
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}
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@ -256,9 +273,23 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes();
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, water_level);
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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bool has_cavern = false;
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// Generate caverns
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if (spflags & MGV7_CAVERNS)
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has_cavern = generateCaverns(stone_surface_max_y);
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// Generate tunnels and classic caves
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if (has_cavern)
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// Disable classic caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
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else
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generateCaves(stone_surface_max_y, water_level);
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}
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// Generate dungeons
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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@ -274,8 +305,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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//printf("makeChunk: %dms\n", t.stop());
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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// Limit floatland shadow
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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