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Remove indev mapgen
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@ -16,7 +16,7 @@
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--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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local function create_world_formspec(dialogdata)
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local mapgens = {"v6", "v7", "indev", "singlenode"}
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local mapgens = {"v6", "v7", "singlenode"}
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local current_seed = core.setting_get("fixed_map_seed") or ""
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local current_mg = core.setting_get("mg_name")
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@ -393,7 +393,7 @@
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# Mapgen stuff
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#
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# Name of map generator to be used. Currently supported: v6, v7, indev, singlenode, math
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# Name of map generator to be used. Currently supported: v6, v7, singlenode
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#mg_name = v6
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# Water level of map.
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#water_level = 1
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@ -428,19 +428,6 @@
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#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
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#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
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# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
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#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
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#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
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#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
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#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
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#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
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#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
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#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
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#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
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# Float islands starts from height, 0 to disable
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#mgindev_float_islands = 500
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# Enable/disable IPv6
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#enable_ipv6 = true
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# Enable/disable running an IPv6 server. An IPv6 server may be restricted
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@ -357,7 +357,6 @@ set(common_SRCS
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mapgen.cpp
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mapgen_v6.cpp
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mapgen_v7.cpp
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mapgen_indev.cpp
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mapgen_singlenode.cpp
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treegen.cpp
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dungeongen.cpp
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@ -42,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "biome.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "mapgen_indev.h"
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#include "mapgen_singlenode.h"
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@ -83,7 +82,6 @@ EmergeManager::EmergeManager(IGameDef *gamedef) {
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//register built-in mapgens
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registerMapgen("v6", new MapgenFactoryV6());
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registerMapgen("v7", new MapgenFactoryV7());
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registerMapgen("indev", new MapgenFactoryIndev());
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registerMapgen("singlenode", new MapgenFactorySinglenode());
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this->ndef = gamedef->getNodeDefManager();
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@ -1,383 +0,0 @@
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen_indev.h"
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#include "constants.h"
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#include "map.h"
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#include "main.h"
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#include "util/numeric.h"
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#include "log.h"
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///////////////////////////////////////////////////////////////////////////////
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void NoiseIndev::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
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Noise::init(np, seed, sx, sy, sz);
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this->npindev = (NoiseIndevParams*) np;
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}
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NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
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init(np, seed, sx, sy, 1);
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}
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NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
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init(np, seed, sx, sy, sz);
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}
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float farscale(float scale, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
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}
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float farscale(float scale, float x, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
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}
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float farscale(float scale, float x, float y, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
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}
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void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
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int i = 0;
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for (int z = 0; z != sz; z++) {
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for (int y = 0; y != sy; y++) {
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for (int x = 0; x != sx; x++) {
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result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
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i++;
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}
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}
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}
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}
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MapgenIndev::MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: MapgenV6(mapgenid, params, emerge)
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{
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MapgenIndevParams *sp = (MapgenIndevParams *)params->sparams;
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float_islands = sp->float_islands;
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noiseindev_terrain_base = new NoiseIndev(&sp->npindev_terrain_base, seed, csize.X, csize.Z);
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noiseindev_terrain_higher = new NoiseIndev(&sp->npindev_terrain_higher, seed, csize.X, csize.Z);
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noiseindev_steepness = new NoiseIndev(&sp->npindev_steepness, seed, csize.X, csize.Z);
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noiseindev_mud = new NoiseIndev(&sp->npindev_mud, seed, csize.X, csize.Z);
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noiseindev_float_islands1 = new NoiseIndev(&sp->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
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noiseindev_float_islands2 = new NoiseIndev(&sp->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
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noiseindev_float_islands3 = new NoiseIndev(&sp->npindev_float_islands3, seed, csize.X, csize.Z);
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noiseindev_biome = new NoiseIndev(&sp->npindev_biome, seed, csize.X, csize.Z);
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}
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MapgenIndev::~MapgenIndev() {
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delete noiseindev_terrain_base;
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delete noiseindev_terrain_higher;
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delete noiseindev_steepness;
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delete noiseindev_mud;
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delete noiseindev_float_islands1;
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delete noiseindev_float_islands2;
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delete noiseindev_float_islands3;
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delete noiseindev_biome;
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}
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void MapgenIndev::calculateNoise() {
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int x = node_min.X;
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int y = node_min.Y;
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int z = node_min.Z;
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// Need to adjust for the original implementation's +.5 offset...
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if (!(flags & MG_FLAT)) {
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noiseindev_terrain_base->perlinMap2D(
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x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
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z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
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noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
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noiseindev_terrain_higher->perlinMap2D(
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x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
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z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
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noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
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noiseindev_steepness->perlinMap2D(
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x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
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z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
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noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np->spread.X,
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z + 0.5 * noise_height_select->np->spread.Z);
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noiseindev_float_islands1->perlinMap3D(
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x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
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y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
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z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
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);
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noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
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noiseindev_float_islands2->perlinMap3D(
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x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
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y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
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z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
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);
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noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
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noiseindev_float_islands3->perlinMap2D(
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x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
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z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
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noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
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noiseindev_mud->perlinMap2D(
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x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
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z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
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noiseindev_mud->transformNoiseMapFarScale(x, y, z);
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}
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noise_beach->perlinMap2D(
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x + 0.2 * noise_beach->np->spread.X,
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z + 0.7 * noise_beach->np->spread.Z);
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noise_biome->perlinMap2D(
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x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
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z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
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}
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MapgenIndevParams::MapgenIndevParams() {
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float_islands = 500;
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npindev_terrain_base = NoiseIndevParams(-4, 20, v3f(250, 250, 250), 82341, 5, 0.6, 10, 10);
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npindev_terrain_higher = NoiseIndevParams(20, 16, v3f(500, 500, 500), 85039, 5, 0.6, 10, 10);
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npindev_steepness = NoiseIndevParams(0.85, 0.5, v3f(125, 125, 125), -932, 5, 0.7, 2, 10);
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npindev_mud = NoiseIndevParams(4, 2, v3f(200, 200, 200), 91013, 3, 0.55, 1, 1);
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npindev_biome = NoiseIndevParams(0, 1, v3f(250, 250, 250), 9130, 3, 0.50, 1, 10);
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npindev_float_islands1 = NoiseIndevParams(0, 1, v3f(256, 256, 256), 3683, 6, 0.6, 1, 1.5);
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npindev_float_islands2 = NoiseIndevParams(0, 1, v3f(8, 8, 8 ), 9292, 2, 0.5, 1, 1.5);
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npindev_float_islands3 = NoiseIndevParams(0, 1, v3f(256, 256, 256), 6412, 2, 0.5, 1, 0.5);
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}
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void MapgenIndevParams::readParams(Settings *settings) {
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MapgenV6Params::readParams(settings);
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settings->getS16NoEx("mgindev_float_islands", float_islands);
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settings->getNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base);
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settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
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settings->getNoiseIndevParams("mgindev_np_steepness", npindev_steepness);
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settings->getNoiseIndevParams("mgindev_np_mud", npindev_mud);
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settings->getNoiseIndevParams("mgindev_np_biome", npindev_biome);
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settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
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settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
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settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
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}
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void MapgenIndevParams::writeParams(Settings *settings) {
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MapgenV6Params::writeParams(settings);
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settings->setS16("mgindev_float_islands", float_islands);
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settings->setNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base);
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settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
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settings->setNoiseIndevParams("mgindev_np_steepness", npindev_steepness);
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settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
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settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
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settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
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settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
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settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
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}
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float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
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p.X, 0.5, p.Y, 0.5, seed);
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float steepness = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
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p.X, 0.5, p.Y, 0.5, seed);
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float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
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p.X, 0.5, p.Y, 0.5, seed);
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return baseTerrainLevel(terrain_base, terrain_higher,
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steepness, height_select);
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}
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float MapgenIndev::baseTerrainLevelFromMap(int index) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = noiseindev_terrain_base->result[index];
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float terrain_higher = noiseindev_terrain_higher->result[index];
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float steepness = noiseindev_steepness->result[index];
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float height_select = noise_height_select->result[index];
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return baseTerrainLevel(terrain_base, terrain_higher,
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steepness, height_select);
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}
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float MapgenIndev::getMudAmount(int index) {
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if (flags & MG_FLAT)
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return AVERAGE_MUD_AMOUNT;
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/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
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0.5+(float)p.X/200, 0.5+(float)p.Y/200,
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seed+91013, 3, 0.55));*/
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return noiseindev_mud->result[index];
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}
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void MapgenIndev::generateCaves(int max_stone_y) {
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float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
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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) * MAP_BLOCKSIZE;
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cave_amount = MYMAX(0.0, cave_amount);
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u32 caves_count = cave_amount * volume_nodes / 50000;
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u32 bruises_count = 1;
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PseudoRandom ps(blockseed + 21343);
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PseudoRandom ps2(blockseed + 1032);
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if (ps.range(1, 6) == 1)
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bruises_count = ps.range(0, ps.range(0, 2));
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if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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caves_count /= 3;
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bruises_count /= 3;
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}
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for (u32 i = 0; i < caves_count + bruises_count; i++) {
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bool large_cave = (i >= caves_count);
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CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
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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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CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
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v3s16 node_min, bool is_large_cave) {
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this->mg = mg;
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this->vm = mg->vm;
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this->ndef = mg->ndef;
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this->water_level = mg->water_level;
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this->large_cave = is_large_cave;
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this->ps = ps;
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this->ps2 = ps2;
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this->c_water_source = mg->c_water_source;
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this->c_lava_source = mg->c_lava_source;
|
||||
|
||||
min_tunnel_diameter = 2;
|
||||
max_tunnel_diameter = ps->range(2,6);
|
||||
dswitchint = ps->range(1,14);
|
||||
flooded = large_cave && ps->range(0,4);
|
||||
if (large_cave) {
|
||||
part_max_length_rs = ps->range(2,4);
|
||||
float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
|
||||
if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
|
||||
flooded = !ps->range(0, 3);
|
||||
tunnel_routepoints = ps->range(5, 30);
|
||||
min_tunnel_diameter = 30;
|
||||
max_tunnel_diameter = ps->range(40, ps->range(80, 150));
|
||||
} else {
|
||||
tunnel_routepoints = ps->range(5, ps->range(15,30));
|
||||
min_tunnel_diameter = 5;
|
||||
max_tunnel_diameter = ps->range(7, ps->range(8,24));
|
||||
}
|
||||
} else {
|
||||
part_max_length_rs = ps->range(2,9);
|
||||
tunnel_routepoints = ps->range(10, ps->range(15,30));
|
||||
}
|
||||
large_cave_is_flat = (ps->range(0,1) == 0);
|
||||
}
|
||||
|
||||
/*
|
||||
// version with one perlin3d. use with good params like
|
||||
settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5");
|
||||
void MapgenIndev::generateFloatIslands(int min_y) {
|
||||
if (node_min.Y < min_y) return;
|
||||
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
|
||||
MapNode n1(c_stone), n2(c_desert_stone);
|
||||
int xl = node_max.X - node_min.X;
|
||||
int yl = node_max.Y - node_min.Y;
|
||||
int zl = node_max.Z - node_min.Z;
|
||||
u32 index = 0;
|
||||
for (int x1 = 0; x1 <= xl; x1++)
|
||||
{
|
||||
//int x = x1 + node_min.Y;
|
||||
for (int z1 = 0; z1 <= zl; z1++)
|
||||
{
|
||||
//int z = z1 + node_min.Z;
|
||||
for (int y1 = 0; y1 <= yl; y1++, index++)
|
||||
{
|
||||
//int y = y1 + node_min.Y;
|
||||
float noise = noiseindev_float_islands1->result[index];
|
||||
//dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
|
||||
if (noise > 0 ) {
|
||||
v3s16 p = p0 + v3s16(x1, y1, z1);
|
||||
u32 i = vm->m_area.index(p);
|
||||
if (!vm->m_area.contains(i))
|
||||
continue;
|
||||
// Cancel if not air
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
continue;
|
||||
vm->m_data[i] = noise > 1 ? n1 : n2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void MapgenIndev::generateFloatIslands(int min_y) {
|
||||
if (node_min.Y < min_y) return;
|
||||
PseudoRandom pr(blockseed + 985);
|
||||
// originally from http://forum.minetest.net/viewtopic.php?id=4776
|
||||
float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
|
||||
float AMPY = 24; // 24; // Amplitude of island centre y variation.
|
||||
float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
|
||||
float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
|
||||
|
||||
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
|
||||
MapNode n1(c_stone);
|
||||
|
||||
float xl = node_max.X - node_min.X;
|
||||
float yl = node_max.Y - node_min.Y;
|
||||
float zl = node_max.Z - node_min.Z;
|
||||
u32 zstride = xl + 1;
|
||||
float midy = node_min.Y + yl * 0.5;
|
||||
u32 index = 0;
|
||||
for (int z1 = 0; z1 <= zl; ++z1)
|
||||
for (int y1 = 0; y1 <= yl; ++y1)
|
||||
for (int x1 = 0; x1 <= xl; ++x1, ++index) {
|
||||
int y = y1 + node_min.Y;
|
||||
u32 index2d = z1 * zstride + x1;
|
||||
float noise3 = noiseindev_float_islands3->result[index2d];
|
||||
float pmidy = midy + noise3 / 1.5 * AMPY;
|
||||
float noise1 = noiseindev_float_islands1->result[index];
|
||||
float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
|
||||
float noise1off = noise1 - offset - RAR;
|
||||
if (noise1off > 0 && noise1off < 0.7) {
|
||||
float noise2 = noiseindev_float_islands2->result[index];
|
||||
if (noise2 - noise1off > -0.7) {
|
||||
v3s16 p = p0 + v3s16(x1, y1, z1);
|
||||
u32 i = vm->m_area.index(p);
|
||||
if (!vm->m_area.contains(i))
|
||||
continue;
|
||||
// Cancel if not air
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
continue;
|
||||
vm->m_data[i] = n1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MapgenIndev::generateExperimental() {
|
||||
if (float_islands)
|
||||
generateFloatIslands(float_islands);
|
||||
}
|
@ -1,128 +0,0 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#ifndef MAPGENINDEV_HEADER
|
||||
#define MAPGENINDEV_HEADER
|
||||
|
||||
#include "mapgen.h"
|
||||
#include "mapgen_v6.h"
|
||||
#include "cavegen.h"
|
||||
|
||||
float farscale(float scale, float z);
|
||||
float farscale(float scale, float x, float z);
|
||||
float farscale(float scale, float x, float y, float z);
|
||||
|
||||
struct NoiseIndevParams : public NoiseParams {
|
||||
float farscale;
|
||||
float farspread;
|
||||
|
||||
NoiseIndevParams() {}
|
||||
NoiseIndevParams(float offset_, float scale_, v3f spread_,
|
||||
int seed_, int octaves_, float persist_,
|
||||
float farscale_ = 1, float farspread_ = 1)
|
||||
{
|
||||
offset = offset_;
|
||||
scale = scale_;
|
||||
spread = spread_;
|
||||
seed = seed_;
|
||||
octaves = octaves_;
|
||||
persist = persist_;
|
||||
|
||||
farscale = farscale_;
|
||||
farspread = farspread_;
|
||||
}
|
||||
|
||||
~NoiseIndevParams() {}
|
||||
};
|
||||
|
||||
#define getNoiseIndevParams(x, y) getStruct((x), "f,f,v3,s32,s32,f,f,f", &(y), sizeof(y))
|
||||
#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f,f", &(y))
|
||||
|
||||
class NoiseIndev : public Noise {
|
||||
public:
|
||||
NoiseIndevParams *npindev;
|
||||
|
||||
virtual ~NoiseIndev() {};
|
||||
NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy);
|
||||
NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz);
|
||||
void init(NoiseParams *np, int seed, int sx, int sy, int sz);
|
||||
void transformNoiseMapFarScale(float xx = 0, float yy = 0, float zz = 0);
|
||||
};
|
||||
|
||||
|
||||
struct MapgenIndevParams : public MapgenV6Params {
|
||||
s16 float_islands;
|
||||
NoiseIndevParams npindev_terrain_base;
|
||||
NoiseIndevParams npindev_terrain_higher;
|
||||
NoiseIndevParams npindev_steepness;
|
||||
NoiseIndevParams npindev_mud;
|
||||
NoiseIndevParams npindev_biome;
|
||||
NoiseIndevParams npindev_float_islands1;
|
||||
NoiseIndevParams npindev_float_islands2;
|
||||
NoiseIndevParams npindev_float_islands3;
|
||||
|
||||
MapgenIndevParams();
|
||||
~MapgenIndevParams() {}
|
||||
|
||||
void readParams(Settings *settings);
|
||||
void writeParams(Settings *settings);
|
||||
};
|
||||
|
||||
class MapgenIndev : public MapgenV6 {
|
||||
public:
|
||||
NoiseIndev *noiseindev_terrain_base;
|
||||
NoiseIndev *noiseindev_terrain_higher;
|
||||
NoiseIndev *noiseindev_steepness;
|
||||
NoiseIndev *noiseindev_mud;
|
||||
NoiseIndev *noiseindev_biome;
|
||||
NoiseIndev *noiseindev_float_islands1;
|
||||
NoiseIndev *noiseindev_float_islands2;
|
||||
NoiseIndev *noiseindev_float_islands3;
|
||||
s16 float_islands;
|
||||
|
||||
MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge);
|
||||
~MapgenIndev();
|
||||
void calculateNoise();
|
||||
|
||||
float baseTerrainLevelFromNoise(v2s16 p);
|
||||
float baseTerrainLevelFromMap(int index);
|
||||
float getMudAmount(int index);
|
||||
void generateCaves(int max_stone_y);
|
||||
void generateExperimental();
|
||||
|
||||
void generateFloatIslands(int min_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryIndev : public MapgenFactoryV6 {
|
||||
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) {
|
||||
return new MapgenIndev(mgid, params, emerge);
|
||||
};
|
||||
|
||||
MapgenSpecificParams *createMapgenParams() {
|
||||
return new MapgenIndevParams();
|
||||
};
|
||||
};
|
||||
|
||||
class CaveIndev : public CaveV6 {
|
||||
public:
|
||||
CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
|
||||
v3s16 node_min, bool is_large_cave);
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user