forked from Mirrorlandia_minetest/minetest
Remove Mapgen V7 floatlands in preparation for new implementation (#9238)
Preserve the floatland flag of existing worlds, to be used again when the new implementation is added.
This commit is contained in:
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@ -1623,22 +1623,6 @@ mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
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# Proportion of large caves that contain liquid.
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mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
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# Controls the density of mountain-type floatlands.
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# Is a noise offset added to the 'mgv7_np_mountain' noise value.
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mgv7_float_mount_density (Floatland mountain density) float 0.6
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# Typical maximum height, above and below midpoint, of floatland mountains.
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mgv7_float_mount_height (Floatland mountain height) float 128.0
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# Alters how mountain-type floatlands taper above and below midpoint.
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mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75
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# Y-level of floatland midpoint and lake surface.
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mgv7_floatland_level (Floatland level) int 1280
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# Y-level to which floatland shadows extend.
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mgv7_shadow_limit (Shadow limit) int 1024
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# Y-level of cavern upper limit.
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mgv7_cavern_limit (Cavern limit) int -256
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@ -1678,13 +1662,6 @@ mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 10
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# Defines large-scale river channel structure.
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mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
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# Defines areas of floatland smooth terrain.
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# Smooth floatlands occur when noise > 0.
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mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased
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# Variation of hill height and lake depth on floatland smooth terrain.
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mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased
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# 3D noise defining mountain structure and height.
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# Also defines structure of floatland mountain terrain.
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mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
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@ -1,7 +1,7 @@
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/*
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Minetest
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Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2014-2018 paramat
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Copyright (C) 2013-2019 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2014-2019 paramat
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -55,12 +55,8 @@ FlagDesc flagdesc_mapgen_v7[] = {
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MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
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: MapgenBasic(MAPGEN_V7, params, emerge)
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{
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spflags = params->spflags;
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mount_zero_level = params->mount_zero_level;
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float_mount_density = params->float_mount_density;
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float_mount_exponent = params->float_mount_exponent;
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floatland_level = params->floatland_level;
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shadow_limit = params->shadow_limit;
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spflags = params->spflags;
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mount_zero_level = params->mount_zero_level;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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@ -75,11 +71,6 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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// This is to avoid a divide-by-zero.
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// Parameter will be saved to map_meta.txt in limited form.
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params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
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float_mount_height = params->float_mount_height;
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// 2D noise
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noise_terrain_base =
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new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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@ -92,34 +83,29 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
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noise_filler_depth =
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new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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if (spflags & MGV7_MOUNTAINS)
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if (spflags & MGV7_MOUNTAINS) {
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// 2D noise
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noise_mount_height =
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new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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if (spflags & MGV7_FLOATLANDS) {
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noise_floatland_base =
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new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
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noise_float_base_height =
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new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
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new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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// 3D noise, 1 up, 1 down overgeneration
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noise_mountain =
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new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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}
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if (spflags & MGV7_RIDGES) {
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// 2D noise
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noise_ridge_uwater =
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new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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// 3D noise, 1 up, 1 down overgeneration
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new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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// 3D noise, 1 up, 1 down overgeneration
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noise_ridge =
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new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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}
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// 3D noise, 1 up, 1 down overgeneration
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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noise_mountain =
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new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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// 3D noise, 1 down overgeneration
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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// 3D noise
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MapgenBasic::np_dungeons = params->np_dungeons;
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}
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@ -132,21 +118,15 @@ MapgenV7::~MapgenV7()
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delete noise_height_select;
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delete noise_filler_depth;
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if (spflags & MGV7_MOUNTAINS)
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if (spflags & MGV7_MOUNTAINS) {
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delete noise_mount_height;
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if (spflags & MGV7_FLOATLANDS) {
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delete noise_floatland_base;
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delete noise_float_base_height;
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delete noise_mountain;
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}
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if (spflags & MGV7_RIDGES) {
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delete noise_ridge_uwater;
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delete noise_ridge;
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}
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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delete noise_mountain;
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}
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@ -158,8 +138,6 @@ MapgenV7Params::MapgenV7Params():
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np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
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np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
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np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
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np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
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np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
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np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
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np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
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np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
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@ -181,72 +159,58 @@ void MapgenV7Params::readParams(const Settings *settings)
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settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
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settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
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settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
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settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
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settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
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settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
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settings->getS16NoEx("mgv7_floatland_level", floatland_level);
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settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
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settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
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settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
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settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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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_cavern", np_cavern);
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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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settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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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_cavern", np_cavern);
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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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settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
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}
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void MapgenV7Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
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settings->setS16("mgv7_mount_zero_level", mount_zero_level);
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settings->setFloat("mgv7_cave_width", cave_width);
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settings->setS16("mgv7_large_cave_depth", large_cave_depth);
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settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
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settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
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settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
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settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
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settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
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settings->setFloat("mgv7_float_mount_density", float_mount_density);
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settings->setFloat("mgv7_float_mount_height", float_mount_height);
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settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
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settings->setS16("mgv7_floatland_level", floatland_level);
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settings->setS16("mgv7_shadow_limit", shadow_limit);
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settings->setS16("mgv7_cavern_limit", cavern_limit);
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settings->setS16("mgv7_cavern_taper", cavern_taper);
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settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
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settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
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settings->setS16("mgv7_mount_zero_level", mount_zero_level);
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settings->setFloat("mgv7_cave_width", cave_width);
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settings->setS16("mgv7_large_cave_depth", large_cave_depth);
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settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
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settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
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settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
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settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
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settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
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settings->setS16("mgv7_cavern_limit", cavern_limit);
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settings->setS16("mgv7_cavern_taper", cavern_taper);
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settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
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settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
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settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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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_cavern", np_cavern);
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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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settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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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_cavern", np_cavern);
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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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settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
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}
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@ -386,10 +350,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting.
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// Limit floatland shadow.
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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// Calculate lighting
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// TODO disable in and just below floatlands
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bool propagate_shadow = true;
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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@ -458,53 +421,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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}
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bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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// Make rim 2 nodes thick to match floatland base terrain
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float density_gradient = (y >= floatland_level) ?
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-std::pow((float)(y - floatland_level) / float_mount_height,
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float_mount_exponent) :
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-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
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float_mount_exponent);
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float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
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return floatn + density_gradient >= 0.0f;
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}
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void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
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int idx_xz)
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{
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// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
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s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
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s16 base_max = MAX_MAP_GENERATION_LIMIT;
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float n_base = noise_floatland_base->result[idx_xz];
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if (n_base > 0.0f) {
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float n_base_height =
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std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
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float amp = n_base * n_base_height;
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float ridge = n_base_height / 3.0f;
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base_min = floatland_level - amp / 1.5f;
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if (amp > ridge * 2.0f) {
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// Lake bed
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base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
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} else {
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// Hills and ridges
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float diff = std::fabs(amp - ridge) / ridge;
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// Smooth ridges using the 'smoothstep function'
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float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
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base_max = floatland_level + ridge - smooth_diff * ridge;
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}
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}
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*float_base_min = base_min;
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*float_base_max = base_max;
|
||||
}
|
||||
|
||||
|
||||
int MapgenV7::generateTerrain()
|
||||
{
|
||||
MapNode n_air(CONTENT_AIR);
|
||||
@ -519,17 +435,9 @@ int MapgenV7::generateTerrain()
|
||||
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
|
||||
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
|
||||
|
||||
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
|
||||
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
}
|
||||
|
||||
if (spflags & MGV7_MOUNTAINS) {
|
||||
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
|
||||
}
|
||||
|
||||
if (spflags & MGV7_FLOATLANDS) {
|
||||
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
|
||||
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
|
||||
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
}
|
||||
|
||||
//// Place nodes
|
||||
@ -543,13 +451,6 @@ int MapgenV7::generateTerrain()
|
||||
if (surface_y > stone_surface_max_y)
|
||||
stone_surface_max_y = surface_y;
|
||||
|
||||
// Get extent of floatland base terrain
|
||||
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
||||
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
||||
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
|
||||
if (spflags & MGV7_FLOATLANDS)
|
||||
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
|
||||
|
||||
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
||||
|
||||
@ -567,16 +468,8 @@ int MapgenV7::generateTerrain()
|
||||
vm->m_data[vi] = n_stone; // Mountain terrain
|
||||
if (y > stone_surface_max_y)
|
||||
stone_surface_max_y = y;
|
||||
} else if ((spflags & MGV7_FLOATLANDS) &&
|
||||
((y >= float_base_min && y <= float_base_max) ||
|
||||
getFloatlandMountainFromMap(index3d, index2d, y))) {
|
||||
vm->m_data[vi] = n_stone; // Floatland terrain
|
||||
stone_surface_max_y = node_max.Y;
|
||||
} else if (y <= water_level) {
|
||||
vm->m_data[vi] = n_water; // Ground level water
|
||||
} else if ((spflags & MGV7_FLOATLANDS) &&
|
||||
(y >= float_base_max && y <= floatland_level)) {
|
||||
vm->m_data[vi] = n_water; // Floatland water
|
||||
vm->m_data[vi] = n_water;
|
||||
} else {
|
||||
vm->m_data[vi] = n_air;
|
||||
}
|
||||
@ -589,8 +482,8 @@ int MapgenV7::generateTerrain()
|
||||
|
||||
void MapgenV7::generateRidgeTerrain()
|
||||
{
|
||||
if (node_max.Y < water_level - 16 ||
|
||||
((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
|
||||
// TODO disable river canyons in floatlands
|
||||
if (node_max.Y < water_level - 16)
|
||||
return;
|
||||
|
||||
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
@ -37,11 +37,6 @@ extern FlagDesc flagdesc_mapgen_v7[];
|
||||
struct MapgenV7Params : public MapgenParams {
|
||||
u32 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
|
||||
s16 mount_zero_level = 0;
|
||||
float float_mount_density = 0.6f;
|
||||
float float_mount_height = 128.0f;
|
||||
float float_mount_exponent = 0.75f;
|
||||
s16 floatland_level = 1280;
|
||||
s16 shadow_limit = 1024;
|
||||
|
||||
float cave_width = 0.09f;
|
||||
s16 large_cave_depth = -33;
|
||||
@ -63,8 +58,6 @@ struct MapgenV7Params : public MapgenParams {
|
||||
NoiseParams np_filler_depth;
|
||||
NoiseParams np_mount_height;
|
||||
NoiseParams np_ridge_uwater;
|
||||
NoiseParams np_floatland_base;
|
||||
NoiseParams np_float_base_height;
|
||||
NoiseParams np_mountain;
|
||||
NoiseParams np_ridge;
|
||||
NoiseParams np_cavern;
|
||||
@ -94,19 +87,12 @@ public:
|
||||
float baseTerrainLevelFromMap(int index);
|
||||
bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
|
||||
bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
|
||||
bool getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y);
|
||||
void floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz);
|
||||
|
||||
int generateTerrain();
|
||||
void generateRidgeTerrain();
|
||||
|
||||
private:
|
||||
s16 mount_zero_level;
|
||||
float float_mount_density;
|
||||
float float_mount_height;
|
||||
float float_mount_exponent;
|
||||
s16 floatland_level;
|
||||
s16 shadow_limit;
|
||||
|
||||
Noise *noise_terrain_base;
|
||||
Noise *noise_terrain_alt;
|
||||
@ -114,8 +100,6 @@ private:
|
||||
Noise *noise_height_select;
|
||||
Noise *noise_mount_height;
|
||||
Noise *noise_ridge_uwater;
|
||||
Noise *noise_floatland_base;
|
||||
Noise *noise_float_base_height;
|
||||
Noise *noise_mountain;
|
||||
Noise *noise_ridge;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user