Add deserts to map generator

This commit is contained in:
Perttu Ahola 2012-04-07 15:36:51 +03:00
parent a4dc6f2c76
commit 454b07455a

@ -102,10 +102,13 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
content_t c_stone = ndef->getId("mapgen_stone");
content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
if(n.getContent() == c_stone)
content_t c = n.getContent();
if(c != CONTENT_IGNORE && (
c == c_stone || c == c_desert_stone))
break;
vmanip.m_area.add_y(em, i, -1);
@ -1282,6 +1285,23 @@ bool get_have_beach(u64 seed, v2s16 p2d)
return (sandnoise > 0.15);
}
enum BiomeType
{
BT_NORMAL,
BT_DESERT
};
BiomeType get_biome(u64 seed, v2s16 p2d)
{
// Just do something very simple as for now
double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);
if(d > 0.2)
return BT_DESERT;
return BT_NORMAL;
};
u32 get_blockseed(u64 seed, v3s16 p)
{
s32 x=p.X, y=p.Y, z=p.Z;
@ -1359,6 +1379,12 @@ void make_block(BlockMakeData *data)
#define CONTENT_VARIABLE(ndef, name)\
content_t c_##name = ndef->getId("mapgen_" #name);\
MapNode n_##name(c_##name);
// Default to something else if was CONTENT_IGNORE
#define CONTENT_VARIABLE_FALLBACK(name, dname)\
if(c_##name == CONTENT_IGNORE){\
c_##name = c_##dname;\
n_##name = n_##dname;\
}
CONTENT_VARIABLE(ndef, stone);
CONTENT_VARIABLE(ndef, air);
@ -1375,6 +1401,10 @@ void make_block(BlockMakeData *data)
CONTENT_VARIABLE(ndef, stone_with_coal);
CONTENT_VARIABLE(ndef, stone_with_iron);
CONTENT_VARIABLE(ndef, mese);
CONTENT_VARIABLE(ndef, desert_sand);
CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
CONTENT_VARIABLE(ndef, desert_stone);
CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
@ -1422,6 +1452,7 @@ void make_block(BlockMakeData *data)
if(surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
BiomeType bt = get_biome(data->seed, p2d);
/*
Fill ground with stone
*/
@ -1431,15 +1462,18 @@ void make_block(BlockMakeData *data)
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
if(y <= surface_y){
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
vmanip.m_data[i] = MapNode(c_stone);
} else if(y <= WATER_LEVEL){
vmanip.m_data[i] = MapNode(c_water_source);
} else {
vmanip.m_data[i] = MapNode(c_air);
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
if(y <= surface_y){
if(y > WATER_LEVEL && bt == BT_DESERT)
vmanip.m_data[i] = n_desert_stone;
else
vmanip.m_data[i] = n_stone;
} else if(y <= WATER_LEVEL){
vmanip.m_data[i] = MapNode(c_water_source);
} else {
vmanip.m_data[i] = MapNode(c_air);
}
}
vmanip.m_area.add_y(em, i, 1);
}
}
@ -1481,6 +1515,10 @@ void make_block(BlockMakeData *data)
PseudoRandom ps(blockseed+21343);
if(ps.range(1, 4) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
caves_count /= 3;
bruises_count /= 3;
}
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
bool large_cave = (jj >= caves_count);
@ -1753,6 +1791,9 @@ void make_block(BlockMakeData *data)
v2s16 p2d = v2s16(x,z);
MapNode addnode(c_dirt);
BiomeType bt = get_biome(data->seed, p2d);
if(bt == BT_DESERT)
addnode = MapNode(c_desert_sand);
// Randomize mud amount
s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
@ -1766,10 +1807,16 @@ void make_block(BlockMakeData *data)
if(mud_add_amount <= 0){
mud_add_amount = 1 - mud_add_amount;
addnode = MapNode(c_gravel);
} else if(get_have_beach(data->seed, p2d) &&
} else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
surface_y + mud_add_amount <= WATER_LEVEL+2){
addnode = MapNode(c_sand);
}
if(bt == BT_DESERT){
if(surface_y > 20){
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
}
}
/*
If topmost node is grass, change it to mud.
@ -1812,6 +1859,7 @@ void make_block(BlockMakeData *data)
/*
Add blobs of dirt and gravel underground
*/
if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
{
PseudoRandom pr(blockseed+983);
for(int i=0; i<volume_nodes/10/10/10; i++)