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Clean up EmergeManager, do initial work on Mapgen configuration

This commit is contained in:
kwolekr 2012-12-26 03:15:16 -05:00 committed by Perttu Ahola
parent d5029958b9
commit cde3d38766
6 changed files with 328 additions and 150 deletions

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@ -32,9 +32,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
/*
#define AVERAGE_MUD_AMOUNT 4
NoiseParams nparams_v6_def_terrain_base =
{-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
NoiseParams nparams_v6_def_terrain_higher =
@ -51,42 +51,54 @@ NoiseParams nparams_v6_def_beach =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
NoiseParams nparams_v6_def_biome =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
//NoiseParams nparams_v6_def_cave =
// {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
NoiseParams nparams_v6_def_cave =
{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
NoiseParams *np_terrain_base = &nparams_v6_def_terrain_base;
NoiseParams *np_terrain_higher = &nparams_v6_def_terrain_higher;
NoiseParams *np_steepness = &nparams_v6_def_steepness;
NoiseParams *np_height_select = &nparams_v6_def_height_select;
NoiseParams *np_trees = &nparams_v6_def_trees;
NoiseParams *np_mud = &nparams_v6_def_mud;
NoiseParams *np_beach = &nparams_v6_def_beach;
NoiseParams *np_biome = &nparams_v6_def_biome;
//NoiseParams *np_cave = &nparams_v6_def_cave;
MapgenV6Params mg_def_params_v6 = {
0,
1,
5,
MG_TREES | MG_CAVES | MGV6_BIOME_BLEND,
0.45,
0.15,
&nparams_v6_def_terrain_base,
&nparams_v6_def_terrain_higher,
&nparams_v6_def_steepness,
&nparams_v6_def_height_select,
&nparams_v6_def_trees,
&nparams_v6_def_mud,
&nparams_v6_def_beach,
&nparams_v6_def_biome,
&nparams_v6_def_cave
};
*/
///////////////////////////////////////////////////////////////////////////////
MapgenV6::MapgenV6(int mapgenid, u64 seed) {
MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
this->generating = false;
this->id = mapgenid;
this->seed = (int)seed;
this->water_level = 1;
this->seed = params->seed;
this->water_level = params->water_level;
this->flags = flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
this->ystride = csize.X;
this->freq_desert = params->freq_desert;
this->freq_beach = params->freq_beach;
this->use_smooth_biome_trans = g_settings->getBool("mgv6_use_smooth_biome_trans");
this->ystride = csize.X; //////fix this
noise_terrain_base = new Noise(np_terrain_base, seed, csize.X, csize.Y);
noise_terrain_higher = new Noise(np_terrain_higher, seed, csize.X, csize.Y);
noise_steepness = new Noise(np_steepness, seed, csize.X, csize.Y);
noise_height_select = new Noise(np_height_select, seed, csize.X, csize.Y);
noise_trees = new Noise(np_trees, seed, csize.X, csize.Y);
noise_mud = new Noise(np_mud, seed, csize.X, csize.Y);
noise_beach = new Noise(np_beach, seed, csize.X, csize.Y);
noise_biome = new Noise(np_biome, seed, csize.X, csize.Y);
//noise_cave = new Noise(np_cave, seed, csize.X, csize.Y);
noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
map_terrain_base = noise_terrain_base->result;
map_terrain_higher = noise_terrain_higher->result;
@ -96,7 +108,6 @@ MapgenV6::MapgenV6(int mapgenid, u64 seed) {
map_mud = noise_mud->result;
map_beach = noise_beach->result;
map_biome = noise_biome->result;
//map_cave = noise_cave->result;
}
@ -294,9 +305,7 @@ double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+82341, 5, 0.6);*/
double base = water_level + map_terrain_base[index];
//return base;
//printf("%f ", base);
//return base;
// Higher ground level
/*double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
@ -316,6 +325,7 @@ double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
b = pow(b, 7);
b *= 5;
b = rangelim(b, 0.5, 1000.0);
// Values 1.5...100 give quite horrible looking slopes
if(b > 1.5 && b < 100.0){
if(b < 10.0)
@ -323,22 +333,19 @@ double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
else
b = 100.0;
}
//dstream<<"b="<<b<<std::endl;
//double b = 20;
//b = 0.25;
// Offset to more low
double a_off = -0.20;
// High/low selector
/*double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+4213, 5, 0.69));*/
double a = 0.5 + b * (a_off + map_height_select[index]);
// Limit
a = rangelim(a, 0.0, 1.0);
//dstream<<"a="<<a<<std::endl;
double h = base*(1.0-a) + higher*a;
return h;
@ -367,7 +374,7 @@ bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d)
int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
double sandnoise = map_beach[index];
return (sandnoise > 0.15);
return (sandnoise > freq_beach);
}
BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
@ -378,10 +385,11 @@ BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
seed+9130, 3, 0.50);*/
int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
double d = map_biome[index];
if(d > 0.45)
if(d > freq_desert)
return BT_DESERT;
if (use_smooth_biome_trans) {
if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
if (flags & MGV6_BIOME_BLEND) {
if(d > freq_desert - 0.10 &&
(noise2d(p2d.X, p2d.Y, seed) + 1.0) > (freq_desert - d) * 20.0)
return BT_DESERT;
}
return BT_NORMAL;
@ -485,6 +493,10 @@ void MapgenV6::makeChunk(BlockMakeData *data)
x + 0.5 * noise_height_select->np->spread.X,
z + 0.5 * noise_height_select->np->spread.Z);
noise_trees->perlinMap2D(
x + 0.5 * noise_trees->np->spread.X,
z + 0.5 * noise_trees->np->spread.Z);
noise_mud->perlinMap2D(
x + 0.5 * noise_mud->np->spread.X,
z + 0.5 * noise_mud->np->spread.Z);
@ -497,11 +509,6 @@ void MapgenV6::makeChunk(BlockMakeData *data)
noise_biome->perlinMap2D(
x + 0.6 * noise_biome->np->spread.X,
z + 0.2 * noise_biome->np->spread.Z);
/* noise_cave->perlinMap2D(
x + 0.5 * noise_cave->np->spread.X,
z + 0.5 * noise_cave->np->spread.Z);
noise_cave->transformNoiseMap();*/
}
@ -625,9 +632,14 @@ void MapgenV6::makeChunk(BlockMakeData *data)
Loop this part, it will make stuff look older and newer nicely
*/
double cave_amount = 6.0 + 6.0 * noise2d_perlin(
/*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);
data->seed+34329, 3, 0.50);*/
double cave_amount = np_cave->offset + np_cave->scale * noise2d_perlin(
0.5 + (double)node_min.X / np_cave->spread.X,
0.5 + (double)node_min.Y / np_cave->spread.Y,
data->seed + np_cave->seed, np_cave->octaves, np_cave->persist);
const u32 age_loops = 2;
for(u32 i_age=0; i_age<age_loops; i_age++)
@ -651,12 +663,17 @@ void MapgenV6::makeChunk(BlockMakeData *data)
PseudoRandom ps2(blockseed+1032);
if(ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_DESERT){
caves_count /= 3;
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;
bool large_cave = (jj >= caves_count);
s16 min_tunnel_diameter = 2;
s16 max_tunnel_diameter = ps.range(2,6);
@ -984,7 +1001,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
/*
Add blobs of dirt and gravel underground
*/
if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_NORMAL)
{
PseudoRandom pr(blockseed+983);
for(int i=0; i<volume_nodes/10/10/10; i++)