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Fractal mapgen: Add seabed and large pseudorandom caves
This commit is contained in:
parent
d152b55971
commit
706e7cebea
245
src/cavegen.cpp
245
src/cavegen.cpp
@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen_v5.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "mapgen_fractal.h"
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#include "cavegen.h"
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NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
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@ -807,3 +808,247 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
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}
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}
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}
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///////////////////////////////////////// Caves Fractal
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CaveFractal::CaveFractal(MapgenFractal *mg, PseudoRandom *ps)
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{
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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->ps = ps;
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this->c_water_source = mg->c_water_source;
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this->c_lava_source = mg->c_lava_source;
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this->c_ice = mg->c_ice;
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this->np_caveliquids = &nparams_caveliquids;
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dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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part_max_length_rs = ps->range(2, 4);
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tunnel_routepoints = ps->range(5, ps->range(15, 30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps->range(7, ps->range(8, 24));
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large_cave_is_flat = (ps->range(0, 1) == 0);
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}
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void CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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{
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node_min = nmin;
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node_max = nmax;
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main_direction = v3f(0, 0, 0);
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// Allowed route area size in nodes
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ar = node_max - node_min + v3s16(1, 1, 1);
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// Area starting point in nodes
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of = node_min;
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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s16 insure = 10;
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s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
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ar += v3s16(1,0,1) * more * 2;
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of -= v3s16(1,0,1) * more;
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route_y_min = 0;
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// Allow half a diameter + 7 over stone surface
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route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
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// Limit maximum to area
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route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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s16 min = 0;
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if (node_min.Y < water_level && node_max.Y > water_level) {
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min = water_level - max_tunnel_diameter/3 - of.Y;
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route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
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}
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route_y_min = ps->range(min, min + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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s16 route_start_y_min = route_y_min;
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s16 route_start_y_max = route_y_max;
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route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
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// Randomize starting position
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orp = v3f(
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(float)(ps->next() % ar.X) + 0.5,
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(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
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(float)(ps->next() % ar.Z) + 0.5
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);
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// Add generation notify begin event
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
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mg->gennotify.addEvent(notifytype, abs_pos);
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// Generate some tunnel starting from orp
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for (u16 j = 0; j < tunnel_routepoints; j++)
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makeTunnel(j % dswitchint == 0);
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// Add generation notify end event
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abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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notifytype = GENNOTIFY_LARGECAVE_END;
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mg->gennotify.addEvent(notifytype, abs_pos);
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}
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void CaveFractal::makeTunnel(bool dirswitch)
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{
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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rs = ps->range(min_d, max_d);
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s16 rs_part_max_length_rs = rs * part_max_length_rs;
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v3s16 maxlen;
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maxlen = v3s16(
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rs_part_max_length_rs,
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rs_part_max_length_rs / 2,
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rs_part_max_length_rs
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);
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v3f vec;
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// Jump downward sometimes
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vec = v3f(
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(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
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(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
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(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
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);
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// Do not make caves that are above ground.
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// It is only necessary to check the startpoint and endpoint.
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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v3s16 p;
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p = orpi + veci + of + rs / 2;
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if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
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p.X >= node_min.X && p.X <= node_max.X) {
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u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
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s16 h = mg->heightmap[index];
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if (h < p.Y)
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return;
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} else if (p.Y > water_level) {
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return; // If it's not in our heightmap, use a simple heuristic
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}
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p = orpi + of + rs / 2;
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if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
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p.X >= node_min.X && p.X <= node_max.X) {
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u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
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s16 h = mg->heightmap[index];
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if (h < p.Y)
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return;
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} else if (p.Y > water_level) {
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return;
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}
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vec += main_direction;
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v3f rp = orp + vec;
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if (rp.X < 0)
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rp.X = 0;
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else if (rp.X >= ar.X)
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rp.X = ar.X - 1;
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if (rp.Y < route_y_min)
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rp.Y = route_y_min;
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else if (rp.Y >= route_y_max)
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rp.Y = route_y_max - 1;
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if (rp.Z < 0)
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rp.Z = 0;
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else if (rp.Z >= ar.Z)
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rp.Z = ar.Z - 1;
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vec = rp - orp;
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float veclen = vec.getLength();
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if (veclen < 0.05)
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veclen = 1.0;
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// Every second section is rough
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bool randomize_xz = (ps->range(1, 2) == 1);
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// Carve routes
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for (float f = 0; f < 1.0; f += 1.0 / veclen)
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carveRoute(vec, f, randomize_xz);
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orp = rp;
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}
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void CaveFractal::carveRoute(v3f vec, float f, bool randomize_xz)
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{
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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MapNode lavanode(c_lava_source);
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v3s16 startp(orp.X, orp.Y, orp.Z);
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startp += of;
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float nval = NoisePerlin3D(np_caveliquids, startp.X,
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startp.Y, startp.Z, mg->seed);
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MapNode liquidnode = (nval < 0.40 && node_max.Y < MGFRACTAL_LAVA_DEPTH) ?
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lavanode : waternode;
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v3f fp = orp + vec * f;
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fp.X += 0.1 * ps->range(-10, 10);
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fp.Z += 0.1 * ps->range(-10, 10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d1 = d0 + rs;
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if (randomize_xz) {
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d0 += ps->range(-1, 1);
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d1 += ps->range(-1, 1);
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}
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for (s16 z0 = d0; z0 <= d1; z0++) {
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s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
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for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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for (s16 y0 = -si2; y0 <= si2; y0++) {
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if (large_cave_is_flat) {
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// Make large caves not so tall
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if (rs > 7 && abs(y0) >= rs / 3)
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continue;
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}
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v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
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p += of;
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if (vm->m_area.contains(p) == false)
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continue;
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u32 i = vm->m_area.index(p);
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content)
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continue;
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int full_ymin = node_min.Y - MAP_BLOCKSIZE;
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int full_ymax = node_max.Y + MAP_BLOCKSIZE;
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if (flooded && full_ymin < water_level &&
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full_ymax > water_level)
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vm->m_data[i] = (p.Y <= water_level) ?
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waternode : airnode;
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else if (flooded && full_ymax < water_level)
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vm->m_data[i] = (p.Y < startp.Y - 4) ?
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liquidnode : airnode;
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else
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vm->m_data[i] = airnode;
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}
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}
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}
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}
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@ -22,10 +22,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
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#define MGV7_LAVA_DEPTH -256
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#define MGFRACTAL_LAVA_DEPTH -256
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class MapgenV5;
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class MapgenV6;
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class MapgenV7;
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class MapgenFractal;
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class CaveV5 {
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public:
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@ -161,4 +163,49 @@ public:
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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class CaveFractal {
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public:
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MapgenFractal *mg;
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MMVManip *vm;
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INodeDefManager *ndef;
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NoiseParams *np_caveliquids;
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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int dswitchint;
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int part_max_length_rs;
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bool large_cave_is_flat;
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bool flooded;
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s16 max_stone_y;
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v3s16 node_min;
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v3s16 node_max;
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v3f orp; // starting point, relative to caved space
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v3s16 of; // absolute coordinates of caved space
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v3s16 ar; // allowed route area
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s16 rs; // tunnel radius size
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v3f main_direction;
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s16 route_y_min;
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s16 route_y_max;
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PseudoRandom *ps;
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content_t c_water_source;
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content_t c_lava_source;
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content_t c_ice;
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int water_level;
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CaveFractal() {}
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CaveFractal(MapgenFractal *mg, PseudoRandom *ps);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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#endif
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@ -1,7 +1,7 @@
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/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Additional development and fractal code by paramat
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Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2010-2015 paramat, Matt Gregory
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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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@ -73,7 +73,10 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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this->offset_y = sp->offset_y;
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this->offset_z = sp->offset_z;
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//// 3d terrain noise
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//// 2D terrain noise
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noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
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//// 3D terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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@ -114,6 +117,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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MapgenFractal::~MapgenFractal()
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{
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delete noise_seabed;
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delete noise_cave1;
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delete noise_cave2;
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@ -132,18 +137,19 @@ MapgenFractalParams::MapgenFractalParams()
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spflags = 0;
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iterations = 9;
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scale_x = 1024;
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scale_y = 256;
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scale_z = 1024;
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scale_x = 1024.0;
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scale_y = 256.0;
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scale_z = 1024.0;
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offset_x = -1.75;
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offset_y = 0;
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offset_z = 0;
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offset_y = 0.0;
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offset_z = 0.0;
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slice_w = 0.5;
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julia_x = 0.33;
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julia_y = 0.33;
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julia_z = 0.33;
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julia_w = 0.33;
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np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
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}
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@ -166,6 +172,7 @@ void MapgenFractalParams::readParams(const Settings *settings)
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settings->getFloatNoEx("mgfractal_julia_z", julia_z);
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settings->getFloatNoEx("mgfractal_julia_w", julia_w);
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settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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@ -188,6 +195,7 @@ void MapgenFractalParams::writeParams(Settings *settings) const
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settings->setFloat("mgfractal_julia_z", julia_z);
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settings->setFloat("mgfractal_julia_w", julia_w);
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settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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@ -198,15 +206,15 @@ void MapgenFractalParams::writeParams(Settings *settings) const
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int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
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{
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s16 search_top = water_level + 128;
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s16 search_base = water_level;
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s16 level = -MAX_MAP_GENERATION_LIMIT;
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for (s16 y = search_top; y >= search_base; y--) {
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if (getTerrainAtPoint(p.X, y, p.Y))
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s16 search_start = 128;
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s16 search_end = -128;
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for (s16 y = search_start; y >= search_end; y--) {
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if (getFractalAtPoint(p.X, y, p.Y))
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return y;
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}
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return level;
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return -MAX_MAP_GENERATION_LIMIT;
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}
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@ -329,6 +337,8 @@ void MapgenFractal::calculateNoise()
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int y = node_min.Y - 1;
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int z = node_min.Z;
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noise_seabed->perlinMap2D(x, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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@ -350,7 +360,7 @@ void MapgenFractal::calculateNoise()
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}
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bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
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bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
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{
|
||||
float cx, cy, cz, cw, ox, oy, oz, ow;
|
||||
|
||||
@ -368,22 +378,21 @@ bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
|
||||
cy = (float)y / scale_y + offset_y;
|
||||
cz = (float)z / scale_z + offset_z;
|
||||
cw = slice_w;
|
||||
ox = 0.0;
|
||||
oy = 0.0;
|
||||
oz = 0.0;
|
||||
ow = 0.0;
|
||||
ox = 0.0f;
|
||||
oy = 0.0f;
|
||||
oz = 0.0f;
|
||||
ow = 0.0f;
|
||||
}
|
||||
|
||||
for (u16 iter = 0; iter < iterations; iter++) {
|
||||
// 4D "Roundy" Mandelbrot set
|
||||
float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
|
||||
float ny = 2.0 * (ox * oy + oz * ow) + cy;
|
||||
float nz = 2.0 * (ox * oz + oy * ow) + cz;
|
||||
float nw = 2.0 * (ox * ow + oy * oz) + cw;
|
||||
float ny = 2.0f * (ox * oy + oz * ow) + cy;
|
||||
float nz = 2.0f * (ox * oz + oy * ow) + cz;
|
||||
float nw = 2.0f * (ox * ow + oy * oz) + cw;
|
||||
|
||||
if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
|
||||
if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
|
||||
return false;
|
||||
}
|
||||
|
||||
ox = nx;
|
||||
oy = ny;
|
||||
@ -402,23 +411,29 @@ s16 MapgenFractal::generateTerrain()
|
||||
MapNode n_water(c_water_source);
|
||||
|
||||
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
u32 i = vm->m_area.index(node_min.X, y, z);
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, i++) {
|
||||
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
|
||||
if (getTerrainAtPoint(x, y, z)) {
|
||||
vm->m_data[i] = n_stone;
|
||||
u32 vi = vm->m_area.index(node_min.X, y, z);
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
|
||||
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
|
||||
s16 seabed_height = noise_seabed->result[index2d];
|
||||
|
||||
if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
|
||||
vm->m_data[vi] = n_stone;
|
||||
if (y > stone_surface_max_y)
|
||||
stone_surface_max_y = y;
|
||||
} else if (y <= water_level) {
|
||||
vm->m_data[i] = n_water;
|
||||
vm->m_data[vi] = n_water;
|
||||
} else {
|
||||
vm->m_data[i] = n_air;
|
||||
vm->m_data[vi] = n_air;
|
||||
}
|
||||
}
|
||||
}
|
||||
index2d -= ystride;
|
||||
}
|
||||
index2d += ystride;
|
||||
}
|
||||
|
||||
return stone_surface_max_y;
|
||||
@ -579,19 +594,28 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
u32 i = vm->m_area.index(node_min.X, y, z);
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
|
||||
u32 vi = vm->m_area.index(node_min.X, y, z);
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
|
||||
float d1 = contour(noise_cave1->result[index]);
|
||||
float d2 = contour(noise_cave2->result[index]);
|
||||
if (d1 * d2 > 0.3) {
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
|
||||
continue;
|
||||
|
||||
vm->m_data[i] = MapNode(CONTENT_AIR);
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveFractal cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
|
||||
Additional development and fractal code by paramat
|
||||
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
|
||||
Copyright (C) 2010-2015 paramat, Matt Gregory
|
||||
|
||||
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
|
||||
@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#include "mapgen.h"
|
||||
|
||||
#define MGFRACTAL_LARGE_CAVE_DEPTH -32
|
||||
|
||||
/////////////////// Mapgen Fractal flags
|
||||
#define MGFRACTAL_JULIA 0x01
|
||||
|
||||
@ -47,6 +49,7 @@ struct MapgenFractalParams : public MapgenSpecificParams {
|
||||
float julia_z;
|
||||
float julia_w;
|
||||
|
||||
NoiseParams np_seabed;
|
||||
NoiseParams np_cave1;
|
||||
NoiseParams np_cave2;
|
||||
|
||||
@ -84,6 +87,8 @@ public:
|
||||
float julia_z;
|
||||
float julia_w;
|
||||
|
||||
Noise *noise_seabed;
|
||||
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
|
||||
@ -111,7 +116,7 @@ public:
|
||||
virtual void makeChunk(BlockMakeData *data);
|
||||
int getGroundLevelAtPoint(v2s16 p);
|
||||
void calculateNoise();
|
||||
bool getTerrainAtPoint(s16 x, s16 y, s16 z);
|
||||
bool getFractalAtPoint(s16 x, s16 y, s16 z);
|
||||
s16 generateTerrain();
|
||||
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
|
||||
void dustTopNodes();
|
||||
|
Loading…
Reference in New Issue
Block a user