forked from Mirrorlandia_minetest/minetest
Mgv7: Replace small pseudorandom caves with 3D noise tunnels. Fewer large caves
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@ -79,6 +79,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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//// 3d terrain noise
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -110,6 +112,8 @@ MapgenV7::~MapgenV7()
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delete noise_ridge_uwater;
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delete noise_mountain;
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delete noise_ridge;
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delete noise_cave1;
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delete noise_cave2;
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delete noise_heat;
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delete noise_humidity;
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@ -133,6 +137,8 @@ MapgenV7Params::MapgenV7Params()
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np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
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np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 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_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
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}
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@ -149,6 +155,8 @@ void MapgenV7Params::readParams(Settings *settings)
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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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_cave1", np_cave1);
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settings->getNoiseParams("mgv7_np_cave2", np_cave2);
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}
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@ -165,6 +173,8 @@ void MapgenV7Params::writeParams(Settings *settings)
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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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_cave1", np_cave1);
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settings->setNoiseParams("mgv7_np_cave2", np_cave2);
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}
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@ -295,6 +305,11 @@ void MapgenV7::calculateNoise()
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noise_ridge_uwater->perlinMap2D(x, z);
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}
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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@ -752,27 +767,39 @@ void MapgenV7::addTopNodes()
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#endif
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NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
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void MapgenV7::generateCaves(int max_stone_y)
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{
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PseudoRandom ps(blockseed + 21343);
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if (max_stone_y >= node_min.Y) {
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u32 index = 0;
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u32 index2d = 0;
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int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) *
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(node_max.Z - node_min.Z + 1);
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float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
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node_min.X, node_min.Y, seed);
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 y = node_min.Y; y <= node_max.Y; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X;
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x++, i++, index++, index2d++) {
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Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || (y <= water_level &&
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c != biome->c_stone && c != c_stone))
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continue;
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u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
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for (u32 i = 0; i < caves_count; i++) {
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CaveV7 cave(this, &ps, false);
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cave.makeCave(node_min, node_max, max_stone_y);
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.3)
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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index2d -= ystride;
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}
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index2d += ystride;
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}
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}
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u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(1, 2) : 0;
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV7 cave(this, &ps, true);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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@ -42,6 +42,8 @@ struct MapgenV7Params : public MapgenSpecificParams {
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NoiseParams np_ridge_uwater;
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NoiseParams np_mountain;
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NoiseParams np_ridge;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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MapgenV7Params();
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~MapgenV7Params() {}
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@ -75,6 +77,8 @@ public:
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Noise *noise_ridge_uwater;
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Noise *noise_mountain;
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Noise *noise_ridge;
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Noise *noise_cave1;
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Noise *noise_cave2;
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Noise *noise_heat;
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Noise *noise_humidity;
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