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99 lines
2.3 KiB
C++
99 lines
2.3 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
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// Copyright (C) 2017-2019 paramat
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#pragma once
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#include "mapgen.h"
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#define MGCARPATHIAN_CAVERNS 0x01
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#define MGCARPATHIAN_RIVERS 0x02
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class BiomeManager;
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extern FlagDesc flagdesc_mapgen_carpathian[];
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struct MapgenCarpathianParams : public MapgenParams
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{
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float base_level = 12.0f;
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float river_width = 0.05f;
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float river_depth = 24.0f;
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float valley_width = 0.25f;
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float cave_width = 0.09f;
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s16 large_cave_depth = -33;
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u16 small_cave_num_min = 0;
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u16 small_cave_num_max = 0;
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u16 large_cave_num_min = 0;
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u16 large_cave_num_max = 2;
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float large_cave_flooded = 0.5f;
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s16 cavern_limit = -256;
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s16 cavern_taper = 256;
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float cavern_threshold = 0.7f;
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s16 dungeon_ymin = -31000;
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s16 dungeon_ymax = 31000;
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NoiseParams np_filler_depth;
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NoiseParams np_height1;
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NoiseParams np_height2;
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NoiseParams np_height3;
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NoiseParams np_height4;
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NoiseParams np_hills_terrain;
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NoiseParams np_ridge_terrain;
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NoiseParams np_step_terrain;
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NoiseParams np_hills;
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NoiseParams np_ridge_mnt;
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NoiseParams np_step_mnt;
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NoiseParams np_rivers;
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NoiseParams np_mnt_var;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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NoiseParams np_cavern;
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NoiseParams np_dungeons;
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MapgenCarpathianParams();
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~MapgenCarpathianParams() = default;
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void readParams(const Settings *settings);
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void writeParams(Settings *settings) const;
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void setDefaultSettings(Settings *settings);
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};
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class MapgenCarpathian : public MapgenBasic
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{
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public:
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MapgenCarpathian(MapgenCarpathianParams *params, EmergeParams *emerge);
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~MapgenCarpathian();
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virtual MapgenType getType() const { return MAPGEN_CARPATHIAN; }
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virtual void makeChunk(BlockMakeData *data);
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int getSpawnLevelAtPoint(v2s16 p);
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private:
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float base_level;
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float river_width;
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float river_depth;
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float valley_width;
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Noise *noise_height1;
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Noise *noise_height2;
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Noise *noise_height3;
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Noise *noise_height4;
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Noise *noise_hills_terrain;
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Noise *noise_ridge_terrain;
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Noise *noise_step_terrain;
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Noise *noise_hills;
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Noise *noise_ridge_mnt;
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Noise *noise_step_mnt;
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Noise *noise_rivers = nullptr;
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Noise *noise_mnt_var;
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s32 grad_wl;
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float getSteps(float noise);
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inline float getLerp(float noise1, float noise2, float mod);
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int generateTerrain();
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};
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