Cavegen: Mgv6: No small caves entirely above ground

Mgv5/mgv7: Remove 'should make cave hole' feature
Remove ravine code
This commit is contained in:
paramat 2015-07-18 20:37:04 +01:00
parent e47f390e0d
commit 4046f3e302
2 changed files with 36 additions and 72 deletions

@ -138,7 +138,7 @@ void CaveV5::makeTunnel(bool dirswitch) {
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
// Do not make large caves that are above ground.
// Do not make caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
@ -193,20 +193,15 @@ void CaveV5::makeTunnel(bool dirswitch) {
// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);
// Make a ravine every once in a while if it's long enough
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
//disable ravines for now
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
carveRoute(vec, f, randomize_xz, is_ravine);
carveRoute(vec, f, randomize_xz);
orp = rp;
}
void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
@ -230,15 +225,12 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
d1 += ps->range(-1, 1);
}
bool should_make_cave_hole = ps->range(1, 10) == 1;
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
@ -250,15 +242,6 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
if (!is_ravine && mg->heightmap && should_make_cave_hole &&
p.X <= node_max.X && p.Z <= node_max.Z) {
int maplen = node_max.X - node_min.X + 1;
int idx = (p.Z - node_min.Z) * maplen +
(p.X - node_min.X);
if (p.Y >= mg->heightmap[idx] - 2)
continue;
}
if (vm->m_area.contains(p) == false)
continue;
@ -431,9 +414,8 @@ void CaveV6::makeTunnel(bool dirswitch) {
);
}
// Do not make large caves that are entirely above ground.
// Do not make caves that are entirely above ground.
// It is only necessary to check the startpoint and endpoint.
if (large_cave) {
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
s16 h1;
@ -461,7 +443,6 @@ void CaveV6::makeTunnel(bool dirswitch) {
if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
return;
}
vec += main_direction;
@ -680,7 +661,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
// Do not make large caves that are above ground.
// Do not make caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
@ -735,20 +716,15 @@ void CaveV7::makeTunnel(bool dirswitch) {
// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);
// Make a ravine every once in a while if it's long enough
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
//disable ravines for now
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
carveRoute(vec, f, randomize_xz, is_ravine);
carveRoute(vec, f, randomize_xz);
orp = rp;
}
void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
@ -773,15 +749,12 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
d1 += ps->range(-1, 1);
}
bool should_make_cave_hole = ps->range(1, 10) == 1;
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
@ -793,15 +766,6 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
if (!is_ravine && mg->heightmap && should_make_cave_hole &&
p.X <= node_max.X && p.Z <= node_max.Z) {
int maplen = node_max.X - node_min.X + 1;
int idx = (p.Z - node_min.Z) * maplen +
(p.X - node_min.X);
if (p.Y >= mg->heightmap[idx] - 2)
continue;
}
if (vm->m_area.contains(p) == false)
continue;

@ -69,7 +69,7 @@ public:
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
void carveRoute(v3f vec, float f, bool randomize_xz);
};
class CaveV6 {
@ -158,7 +158,7 @@ public:
CaveV7(MapgenV7 *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
void carveRoute(v3f vec, float f, bool randomize_xz);
};
#endif