Enhance caves for mgv7, add ravines

This commit is contained in:
kwolekr 2013-04-27 22:40:52 -04:00
parent 0fb9567f13
commit 8767c78169
6 changed files with 359 additions and 46 deletions

@ -20,18 +20,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "cavegen.h"
CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
bool is_large_cave, content_t c_water, content_t c_lava) {
this->vm = mg->vm;
CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->ps2 = ps2;
this->c_water_source = c_water;
this->c_lava_source = c_lava;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2, 6);
@ -152,13 +155,6 @@ void CaveV6::makeTunnel(bool dirswitch) {
);
}
/*if(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip, v2s16(p.X, p.Z), ndef);
route_y_min = h - rs/3;
route_y_max = h + rs;
}*/
vec += main_direction;
v3f rp = orp + vec;
@ -181,7 +177,7 @@ void CaveV6::makeTunnel(bool dirswitch) {
float veclen = vec.getLength();
// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
if (veclen == 0.0)
if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
@ -220,11 +216,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
// Make better floors in small caves
//if(y0 <= -rs/2 && rs<=7)
// continue;
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
@ -242,7 +234,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
if (large_cave) {
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
if (flooded && full_ymin < water_level && full_ymax > water_level) {
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
} else if (flooded && full_ymax < water_level) {
@ -264,3 +256,278 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
}
}
}
///////////////////////////////////////// Caves V7
CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
dswitchint = ps->range(1, 14);
flooded = ps->range(1, 2) == 2;
if (large_cave) {
part_max_length_rs = ps->range(2, 4);
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));
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2, 6);
}
large_cave_is_flat = (ps->range(0, 1) == 0);
}
void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
node_min = nmin;
node_max = nmax;
max_stone_y = max_stone_height;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
ar = node_max - node_min + v3s16(1, 1, 1);
// Area starting point in nodes
of = node_min;
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 10;
s16 more = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
if (large_cave) {
s16 min = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
min = water_level - max_tunnel_diameter/3 - of.Y;
route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
}
route_y_min = ps->range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
orp = v3f(
(float)(ps->next() % ar.X) + 0.5,
(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
(float)(ps->next() % ar.Z) + 0.5
);
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
}
void CaveV7::makeTunnel(bool dirswitch) {
if (dirswitch && !large_cave) {
main_direction = v3f(
((float)(ps->next() % 20) - (float)10) / 10,
((float)(ps->next() % 20) - (float)10) / 30,
((float)(ps->next() % 20) - (float)10) / 10
);
main_direction *= (float)ps->range(0, 10) / 10;
}
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
v3s16 maxlen;
if (large_cave) {
maxlen = v3s16(
rs * part_max_length_rs,
rs * part_max_length_rs / 2,
rs * part_max_length_rs
);
} else {
maxlen = v3s16(
rs * part_max_length_rs,
ps->range(1, rs * part_max_length_rs),
rs * part_max_length_rs
);
}
v3f vec;
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
vec = v3f(
(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
);
} else {
vec = v3f(
(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
);
}
// Do not make large caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
if (large_cave) {
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
v3s16 p;
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return; // If it's not in our heightmap, use a simple heuristic
}
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return;
}
}
vec += main_direction;
v3f rp = orp + vec;
if (rp.X < 0)
rp.X = 0;
else if (rp.X >= ar.X)
rp.X = ar.X - 1;
if (rp.Y < route_y_min)
rp.Y = route_y_min;
else if (rp.Y >= route_y_max)
rp.Y = route_y_max - 1;
if (rp.Z < 0)
rp.Z = 0;
else if (rp.Z >= ar.Z)
rp.Z = ar.Z - 1;
vec = rp - orp;
float veclen = vec.getLength();
if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);
// Make a ravine every once in a while if it's long enough
float xylen = vec.X * vec.X + vec.Z * vec.Z;
bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
carveRoute(vec, f, randomize_xz, is_ravine);
orp = rp;
}
void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode;
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
fp.Z += 0.1 * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}
bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
// Make better floors in small caves
if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
continue;
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
continue;
}
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
if (vm->m_area.contains(p) == false)
continue;
u32 i = vm->m_area.index(p);
// Don't replace air or water or lava
content_t c = vm->m_data[i].getContent();
if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
continue;
if (large_cave) {
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
if (flooded && full_ymin < water_level && full_ymax > water_level)
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
else if (flooded && full_ymax < water_level)
vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
else
vm->m_data[i] = airnode;
} else {
vm->m_data[i] = airnode;
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
}
}
}
}
}

@ -22,9 +22,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
class MapgenV6;
class MapgenV7;
class CaveV6 {
public:
MapgenV6 *mg;
ManualMapVoxelManipulator *vm;
INodeDefManager *ndef;
s16 min_tunnel_diameter;
s16 max_tunnel_diameter;
@ -40,10 +45,10 @@ public:
v3s16 node_min;
v3s16 node_max;
v3f orp; //original point
v3s16 of;
v3f orp; // starting point, relative to caved space
v3s16 of; // absolute coordinates of caved space
v3s16 ar; // allowed route area
s16 rs; // radius size
s16 rs; // tunnel radius size
v3f main_direction;
s16 route_y_min;
@ -58,11 +63,53 @@ public:
int water_level;
CaveV6() {}
CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave,
content_t c_water, content_t c_lava);
CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz);
};
class CaveV7 {
public:
MapgenV7 *mg;
ManualMapVoxelManipulator *vm;
INodeDefManager *ndef;
s16 min_tunnel_diameter;
s16 max_tunnel_diameter;
u16 tunnel_routepoints;
int dswitchint;
int part_max_length_rs;
bool large_cave;
bool large_cave_is_flat;
bool flooded;
s16 max_stone_y;
v3s16 node_min;
v3s16 node_max;
v3f orp; // starting point, relative to caved space
v3s16 of; // absolute coordinates of caved space
v3s16 ar; // allowed route area
s16 rs; // tunnel radius size
v3f main_direction;
s16 route_y_min;
s16 route_y_max;
PseudoRandom *ps;
content_t c_water_source;
content_t c_lava_source;
int water_level;
CaveV7() {}
CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
};
#endif

@ -274,23 +274,21 @@ void MapgenIndev::generateCaves(int max_stone_y) {
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
c_water_source, c_lava_source);
CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
v3s16 node_min, bool is_large_cave,
content_t c_water, content_t c_lava) {
CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
v3s16 node_min, bool is_large_cave) {
this->vm = mg->vm;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->ps2 = ps2;
this->c_water_source = c_water;
this->c_lava_source = c_lava;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2,6);

@ -153,8 +153,8 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 {
class CaveIndev : public CaveV6 {
public:
CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, v3s16 node_min,
bool is_large_cave, content_t c_water, content_t c_lava);
CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
v3s16 node_min, bool is_large_cave);
};
#endif

@ -948,7 +948,7 @@ void MapgenV6::generateCaves(int max_stone_y) {
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
CaveV6 cave(this, &ps, &ps2, large_cave, c_water_source, c_lava_source);
CaveV6 cave(this, &ps, &ps2, large_cave);
cave.makeCave(node_min, node_max, max_stone_y);
}

@ -78,7 +78,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
this->water_level = params->water_level;
this->flags = params->flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
// this->ystride = csize.X; //////fix this
this->ystride = csize.X; //////fix this
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
@ -187,7 +187,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
generateCaves(stone_surface_max_y);
addTopNodes();
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
DungeonGen dgen(ndef, data->seed, water_level);
@ -452,7 +451,8 @@ void MapgenV7::addTopNodes() {
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
if (vm->m_data[i].getContent() == CONTENT_AIR) {
if (y > water_level - 10 &&
vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
@ -489,7 +489,8 @@ void MapgenV7::addTopNodes() {
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
if (vm->m_data[i].getContent() == CONTENT_AIR) {
if (y > water_level - 10 &&
vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
@ -502,22 +503,22 @@ void MapgenV7::addTopNodes() {
#include "mapgen_v6.h"
void MapgenV7::generateCaves(int max_stone_y) {
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
(node_max.Y - node_min.Y + 1) *
(node_max.Z - node_min.Z + 1);
float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
node_min.X, node_min.Y, seed);
u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
for (u32 i = 0; i < caves_count; i++) {
CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
CaveV7 cave(this, &ps, false);
cave.makeCave(node_min, node_max, max_stone_y);
}
u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
for (u32 i = 0; i < bruises_count; i++) {
CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
CaveV7 cave(this, &ps, true);
cave.makeCave(node_min, node_max, max_stone_y);
}
}