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Ore: Add Vein ore type
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@ -563,9 +563,27 @@ All default ores are of the uniformly-distributed scatter type.
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clust_scarcity and clust_num_ores are ignored.
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This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
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- blob
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Creates a roundish blob of ore according to 3d perlin noise described by noise_params. The maximum
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size of the blob is clust_size, and clust_scarcity has the same meaning as with scatter type.
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Creates a deformed sphere blobs of ore according to 3d perlin noise described by noise_params. The
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maximum size of the blob is clust_size, and clust_scarcity has the same meaning as with scatter type.
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- vein
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Creates veins of ore varying in density by according to the intersection of two instances 3d perlin
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noise with diffferent seeds both described by noise_params. random_factor varies the influence random
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chance has on placement of an ore inside the vein, which is 1 by default. Note that modifying this
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parameter may require adjusting noise_threshhold. The parameters clust_scarcity, clust_num_ores, and
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clust_size are ignored by this ore type. This ore type is difficult to control since it is sensitive
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to small changes. The following is a decent set of parameters to work from:
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noise_params = {
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offset = 0,
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scale = 3,
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spread = {x=200, y=200, z=200},
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seed = 5390,
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octaves = 4,
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persist = 0.5,
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flags = "eased",
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},
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noise_threshhold = 1.6
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WARNING: Use this ore type *very* sparingly since it is ~200x more computationally expensive than
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any other ore.
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Ore attributes
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-------------------
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@ -2717,6 +2735,10 @@ Ore definition (register_ore)
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noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
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^ NoiseParams structure describing the perlin noise used for ore distribution.
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^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
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random_factor = 1.0,
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^ Multiplier of the randomness contribution to the noise value at any given point to
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^ decide if ore should be placed. Set to 0 for solid veins. This parameter is only valid
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^ for ore_type == "vein".
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}
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Decoration definition (register_decoration)
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@ -27,10 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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const char *OreManager::ELEMENT_TITLE = "ore";
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FlagDesc flagdesc_ore[] = {
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{"absheight", OREFLAG_ABSHEIGHT},
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{"scatter_noisedensity", OREFLAG_DENSITY},
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{"claylike_nodeisnt", OREFLAG_NODEISNT},
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{NULL, 0}
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{"absheight", OREFLAG_ABSHEIGHT},
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{NULL, 0}
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};
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@ -217,7 +215,7 @@ void OreBlob::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
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int volume = (nmax.X - nmin.X + 1) *
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(nmax.Y - nmin.Y + 1) *
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(nmax.Z - nmin.Z + 1);
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int csize = clust_size;
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int csize = clust_size;
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int nblobs = volume / clust_scarcity;
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if (!noise)
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@ -261,3 +259,55 @@ void OreBlob::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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OreVein::~OreVein()
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{
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delete noise2;
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}
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void OreVein::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
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v3s16 nmin, v3s16 nmax)
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{
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PseudoRandom pr(blockseed + 520);
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MapNode n_ore(c_ore, 0, ore_param2);
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if (!noise) {
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int sx = nmax.X - nmin.X + 1;
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int sy = nmax.Y - nmin.Y + 1;
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int sz = nmax.Z - nmin.Z + 1;
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noise = new Noise(&np, seed, sx, sy, sz);
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noise2 = new Noise(&np, seed + 436, sx, sy, sz);
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}
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bool noise_generated = false;
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size_t index = 0;
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for (int z = nmin.Z; z <= nmax.Z; z++)
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for (int y = nmin.Y; y <= nmax.Y; y++)
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for (int x = nmin.X; x <= nmax.X; x++, index++) {
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u32 i = vm->m_area.index(x, y, z);
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if (!vm->m_area.contains(i))
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continue;
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if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
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continue;
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// Same lazy generation optimization as in OreBlob
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if (!noise_generated) {
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noise_generated = true;
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noise->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
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noise2->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
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}
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// randval ranges from -1..1
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float randval = (float)pr.next() / (PSEUDORANDOM_MAX / 2) - 1.f;
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float noiseval = contour(noise->result[index]);
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float noiseval2 = contour(noise2->result[index]);
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if (noiseval * noiseval2 + randval * random_factor < nthresh)
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continue;
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vm->m_data[i] = n_ore;
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}
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}
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24
src/mg_ore.h
24
src/mg_ore.h
@ -32,14 +32,6 @@ class ManualMapVoxelManipulator;
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// Use absolute value of height to determine ore placement
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#define OREFLAG_ABSHEIGHT 0x01
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// Use 3d noise to get density of ore placement, instead of just the position
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#define OREFLAG_DENSITY 0x02 // not yet implemented
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// For claylike ore types, place ore if the number of surrounding
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// nodes isn't the specified node
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#define OREFLAG_NODEISNT 0x04 // not yet implemented
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#define OREFLAG_USE_NOISE 0x08
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#define ORE_RANGE_ACTUAL 1
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@ -50,6 +42,7 @@ enum OreType {
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ORE_TYPE_SCATTER,
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ORE_TYPE_SHEET,
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ORE_TYPE_BLOB,
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ORE_TYPE_VEIN,
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};
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extern FlagDesc flagdesc_ore[];
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@ -105,6 +98,19 @@ public:
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u32 blockseed, v3s16 nmin, v3s16 nmax);
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};
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class OreVein : public Ore {
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public:
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static const bool NEEDS_NOISE = true;
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float random_factor;
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Noise *noise2;
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virtual ~OreVein();
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virtual void generate(ManualMapVoxelManipulator *vm, int seed,
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u32 blockseed, v3s16 nmin, v3s16 nmax);
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};
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class OreManager : public GenElementManager {
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public:
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static const char *ELEMENT_TITLE;
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@ -122,6 +128,8 @@ public:
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return new OreSheet;
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case ORE_TYPE_BLOB:
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return new OreBlob;
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case ORE_TYPE_VEIN:
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return new OreVein;
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default:
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return NULL;
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}
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@ -68,9 +68,10 @@ struct EnumString ModApiMapgen::es_MapgenObject[] =
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struct EnumString ModApiMapgen::es_OreType[] =
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{
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{ORE_TYPE_SCATTER, "scatter"},
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{ORE_TYPE_SHEET, "sheet"},
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{ORE_TYPE_BLOB, "blob"},
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{ORE_TYPE_SCATTER, "scatter"},
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{ORE_TYPE_SHEET, "sheet"},
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{ORE_TYPE_BLOB, "blob"},
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{ORE_TYPE_VEIN, "vein"},
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{0, NULL},
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};
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@ -680,6 +681,12 @@ int ModApiMapgen::l_register_ore(lua_State *L)
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}
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lua_pop(L, 1);
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if (oretype == ORE_TYPE_VEIN) {
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OreVein *orevein = (OreVein *)ore;
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orevein->random_factor = getfloatfield_default(L, index,
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"random_factor", 1.f);
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}
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u32 id = oremgr->add(ore);
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if (id == (u32)-1) {
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delete ore;
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