forked from Mirrorlandia_minetest/minetest
Cavegen: Mgv6: No small caves entirely above ground
Mgv5/mgv7: Remove 'should make cave hole' feature Remove ravine code
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@ -138,7 +138,7 @@ void CaveV5::makeTunnel(bool dirswitch) {
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(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
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);
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// Do not make large caves that are above ground.
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// Do not make caves that are above ground.
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// It is only necessary to check the startpoint and endpoint.
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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@ -193,20 +193,15 @@ void CaveV5::makeTunnel(bool dirswitch) {
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// Every second section is rough
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bool randomize_xz = (ps->range(1, 2) == 1);
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// Make a ravine every once in a while if it's long enough
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//float xylen = vec.X * vec.X + vec.Z * vec.Z;
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//disable ravines for now
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bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
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// Carve routes
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for (float f = 0; f < 1.0; f += 1.0 / veclen)
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carveRoute(vec, f, randomize_xz, is_ravine);
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carveRoute(vec, f, randomize_xz);
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orp = rp;
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}
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void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) {
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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MapNode lavanode(c_lava_source);
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@ -230,15 +225,12 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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d1 += ps->range(-1, 1);
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}
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bool should_make_cave_hole = ps->range(1, 10) == 1;
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for (s16 z0 = d0; z0 <= d1; z0++) {
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s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
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for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
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rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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for (s16 y0 = -si2; y0 <= si2; y0++) {
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if (large_cave_is_flat) {
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@ -250,15 +242,6 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
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p += of;
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if (!is_ravine && mg->heightmap && should_make_cave_hole &&
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p.X <= node_max.X && p.Z <= node_max.Z) {
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int maplen = node_max.X - node_min.X + 1;
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int idx = (p.Z - node_min.Z) * maplen +
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(p.X - node_min.X);
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if (p.Y >= mg->heightmap[idx] - 2)
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continue;
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}
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if (vm->m_area.contains(p) == false)
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continue;
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@ -431,9 +414,8 @@ void CaveV6::makeTunnel(bool dirswitch) {
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);
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}
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// Do not make large caves that are entirely above ground.
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// Do not make caves that are entirely above ground.
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// It is only necessary to check the startpoint and endpoint.
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if (large_cave) {
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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s16 h1;
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@ -461,7 +443,6 @@ void CaveV6::makeTunnel(bool dirswitch) {
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if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
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return;
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}
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vec += main_direction;
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@ -680,7 +661,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
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(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
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);
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// Do not make large caves that are above ground.
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// Do not make caves that are above ground.
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// It is only necessary to check the startpoint and endpoint.
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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@ -735,20 +716,15 @@ void CaveV7::makeTunnel(bool dirswitch) {
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// Every second section is rough
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bool randomize_xz = (ps->range(1, 2) == 1);
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// Make a ravine every once in a while if it's long enough
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//float xylen = vec.X * vec.X + vec.Z * vec.Z;
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//disable ravines for now
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bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
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// Carve routes
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for (float f = 0; f < 1.0; f += 1.0 / veclen)
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carveRoute(vec, f, randomize_xz, is_ravine);
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carveRoute(vec, f, randomize_xz);
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orp = rp;
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}
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void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz) {
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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MapNode lavanode(c_lava_source);
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@ -773,15 +749,12 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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d1 += ps->range(-1, 1);
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}
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bool should_make_cave_hole = ps->range(1, 10) == 1;
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for (s16 z0 = d0; z0 <= d1; z0++) {
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s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
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for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
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rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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for (s16 y0 = -si2; y0 <= si2; y0++) {
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if (large_cave_is_flat) {
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@ -793,15 +766,6 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
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p += of;
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if (!is_ravine && mg->heightmap && should_make_cave_hole &&
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p.X <= node_max.X && p.Z <= node_max.Z) {
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int maplen = node_max.X - node_min.X + 1;
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int idx = (p.Z - node_min.Z) * maplen +
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(p.X - node_min.X);
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if (p.Y >= mg->heightmap[idx] - 2)
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continue;
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}
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if (vm->m_area.contains(p) == false)
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continue;
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@ -69,7 +69,7 @@ public:
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CaveV5(MapgenV5 *mg, PseudoRandom *ps);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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class CaveV6 {
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@ -158,7 +158,7 @@ public:
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CaveV7(MapgenV7 *mg, PseudoRandom *ps);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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#endif
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