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Prevent spawning in rivers with valleys mapgen. Remove unecessary whitespace.
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752d820206
@ -185,19 +185,19 @@ MapgenValleys::~MapgenValleys()
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MapgenValleysParams::MapgenValleysParams()
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{
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spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
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| MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
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| MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
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altitude_chill = 90; // The altitude at which temperature drops by 20C.
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altitude_chill = 90; // The altitude at which temperature drops by 20C.
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// Water in caves will never be higher than this.
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cave_water_max_height = MAX_MAP_GENERATION_LIMIT;
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humidity = 50;
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cave_water_max_height = MAX_MAP_GENERATION_LIMIT;
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humidity = 50;
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// the maximum humidity around rivers in otherwise dry areas
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humidity_break_point = 65;
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lava_max_height = 0; // Lava will never be higher than this.
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river_depth = 4; // How deep to carve river channels.
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river_size = 5; // How wide to make rivers.
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temperature = 50;
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water_features = 3; // How often water will occur in caves.
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humidity_break_point = 65;
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lava_max_height = 0; // Lava will never be higher than this.
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river_depth = 4; // How deep to carve river channels.
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river_size = 5; // How wide to make rivers.
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temperature = 50;
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water_features = 3; // How often water will occur in caves.
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np_cliffs = NoiseParams(0.f, 1.f, v3f(750, 750, 750), 8445, 5, 1.f, 2.f);
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np_corr = NoiseParams(0.f, 1.f, v3f(40, 40, 40), -3536, 4, 1.f, 2.f);
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@ -285,7 +285,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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@ -375,9 +375,9 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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if (flags & MG_LIGHT)
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calcLighting(
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node_min - v3s16(0, 1, 0),
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node_max + v3s16(0, 1, 0),
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full_node_min,
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node_min - v3s16(0, 1, 0),
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node_max + v3s16(0, 1, 0),
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full_node_min,
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full_node_max);
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//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
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@ -535,7 +535,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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}
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if (fast_terrain) {
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// The penultimate step builds up the heights, but we reduce it
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// The penultimate step builds up the heights, but we reduce it
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// occasionally to create cliffs.
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float delta = sin(tn->inter_valley_fill) * *tn->slope;
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if (cliff_terrain && tn->cliffs >= 0.2f)
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@ -544,8 +544,8 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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mount += delta;
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// Use yet another noise to make the heights look more rugged.
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if (rugged_terrain
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&& mount > water_level
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if (rugged_terrain
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&& mount > water_level
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&& fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
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mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
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}
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@ -576,9 +576,9 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
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float MapgenValleys::humidityByTerrain(
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float humidity_base,
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float mount,
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float rivers,
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float humidity_base,
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float mount,
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float rivers,
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float valley)
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{
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// Although the original valleys adjusts humidity by distance
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@ -603,9 +603,23 @@ float MapgenValleys::humidityByTerrain(
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}
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inline int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
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int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
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{
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// Base terrain calculation
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// ***********************************************
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// This method (deliberately) does not return correct
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// terrain values. This may be a problem in the future.
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// ***********************************************
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// Since MT doesn't normally deal with rivers, check
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// to make sure this isn't a request for a location
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// in a river.
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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// If it's wet, return an unusable number.
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if (fabs(rivers) < river_size)
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return MAX_MAP_GENERATION_LIMIT;
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// Otherwise, return the real result.
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return terrainLevelAtPoint(p.X, p.Y);
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}
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@ -709,14 +723,14 @@ int MapgenValleys::generateTerrain()
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if (!fast_terrain) {
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// Assign the humidity adjusted by water proximity.
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noise_humidity->result[index_2d] = humidityByTerrain(
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noise_humidity->result[index_2d],
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surface_max_y,
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noise_rivers->result[index_2d],
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noise_humidity->result[index_2d],
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surface_max_y,
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noise_rivers->result[index_2d],
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noise_valley_depth->result[index_2d]);
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// Assign the heat adjusted by altitude. See humidity, above.
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if (use_altitude_chill && surface_max_y > 0)
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noise_heat->result[index_2d]
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noise_heat->result[index_2d]
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*= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
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}
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}
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@ -759,15 +773,15 @@ MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
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// 1. At the surface of stone below air or water.
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// 2. At the surface of water below air.
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// 3. When stone or water is detected but biome has not yet been calculated.
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if ((c == c_stone && (air_above || water_above || !biome))
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|| ((c == c_water_source || c == c_river_water_source)
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if ((c == c_stone && (air_above || water_above || !biome))
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|| ((c == c_water_source || c == c_river_water_source)
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&& (air_above || !biome))) {
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// Both heat and humidity have already been adjusted for altitude.
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top
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+ biome->depth_filler
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base_filler = MYMAX(depth_top
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+ biome->depth_filler
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+ noise_filler_depth->result[index], 0.f);
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depth_water_top = biome->depth_water_top;
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@ -787,8 +801,8 @@ MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
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// any top/filler nodes above are structurally supported.
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// This is done by aborting the cycle of top/filler placement
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// immediately by forcing nplaced to stone level.
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if (c_below == CONTENT_AIR
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|| c_below == c_water_source
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if (c_below == CONTENT_AIR
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|| c_below == c_water_source
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|| c_below == c_river_water_source)
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nplaced = U16_MAX;
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@ -805,7 +819,7 @@ MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
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air_above = false;
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water_above = false;
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} else if (c == c_water_source) {
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
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? biome->c_water_top : biome->c_water);
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = false;
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@ -910,8 +924,8 @@ void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
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index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
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// Dig caves on down loop to check for air above.
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for (s16 y = node_max.Y + 1;
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y >= node_min.Y - 1;
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for (s16 y = node_max.Y + 1;
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y >= node_min.Y - 1;
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y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
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float terrain = noise_terrain_height->result[index_2d];
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@ -936,7 +950,7 @@ void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
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// When both n's are true, we're in a cave.
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vm->m_data[index_data] = n_air;
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air_above = true;
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} else if (air_above
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} else if (air_above
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&& (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
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// At the cave floor
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s16 sr = ps.next() & 1023;
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@ -959,7 +973,7 @@ void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
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}
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if (base_water_chance > 0 && y <= cave_water_max_height) {
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s16 water_chance = base_water_chance
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s16 water_chance = base_water_chance
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- (abs(y - water_level) / (water_features * 1000));
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// Waterfalls may get out of control above ground.
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@ -81,15 +81,15 @@ struct MapgenValleysParams : public MapgenSpecificParams {
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};
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struct TerrainNoise {
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s16 x;
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s16 z;
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float terrain_height;
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float *rivers;
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float *valley;
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float valley_profile;
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float *slope;
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float inter_valley_fill;
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float cliffs;
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s16 x;
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s16 z;
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float terrain_height;
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float *rivers;
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float *valley;
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float valley_profile;
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float *slope;
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float inter_valley_fill;
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float cliffs;
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float corr;
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};
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@ -100,7 +100,7 @@ public:
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~MapgenValleys();
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virtual void makeChunk(BlockMakeData *data);
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inline int getGroundLevelAtPoint(v2s16 p);
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int getGroundLevelAtPoint(v2s16 p);
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private:
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EmergeManager *m_emerge;
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