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Enhance caves for mgv7, add ravines
This commit is contained in:
parent
0fb9567f13
commit
8767c78169
299
src/cavegen.cpp
299
src/cavegen.cpp
@ -20,18 +20,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/numeric.h"
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#include "map.h"
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#include "mapgen.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "cavegen.h"
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CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
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bool is_large_cave, content_t c_water, content_t c_lava) {
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CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
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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->large_cave = is_large_cave;
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this->ps = ps;
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this->ps2 = ps2;
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this->c_water_source = c_water;
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this->c_lava_source = c_lava;
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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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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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@ -152,13 +155,6 @@ void CaveV6::makeTunnel(bool dirswitch) {
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);
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}
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/*if(large_cave){
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v3f p = orp + vec;
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s16 h = find_ground_level_clever(vmanip, v2s16(p.X, p.Z), ndef);
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route_y_min = h - rs/3;
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route_y_max = h + rs;
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}*/
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vec += main_direction;
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v3f rp = orp + vec;
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@ -181,7 +177,7 @@ void CaveV6::makeTunnel(bool dirswitch) {
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float veclen = vec.getLength();
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// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
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if (veclen == 0.0)
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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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@ -221,10 +217,6 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
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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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// Make better floors in small caves
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//if(y0 <= -rs/2 && rs<=7)
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// continue;
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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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@ -264,3 +256,278 @@ void CaveV6::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 V7
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CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
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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->large_cave = is_large_cave;
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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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dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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if (large_cave) {
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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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} else {
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part_max_length_rs = ps->range(2, 9);
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tunnel_routepoints = ps->range(10, ps->range(15, 30));
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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}
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large_cave_is_flat = (ps->range(0, 1) == 0);
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}
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void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
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node_min = nmin;
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node_max = nmax;
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max_stone_y = max_stone_height;
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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 = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure;
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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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if (large_cave) {
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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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}
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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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// 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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}
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void CaveV7::makeTunnel(bool dirswitch) {
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if (dirswitch && !large_cave) {
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main_direction = v3f(
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((float)(ps->next() % 20) - (float)10) / 10,
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((float)(ps->next() % 20) - (float)10) / 30,
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((float)(ps->next() % 20) - (float)10) / 10
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);
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main_direction *= (float)ps->range(0, 10) / 10;
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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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v3s16 maxlen;
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if (large_cave) {
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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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} else {
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maxlen = v3s16(
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rs * part_max_length_rs,
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ps->range(1, rs * part_max_length_rs),
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rs * part_max_length_rs
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);
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}
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v3f vec;
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// Jump downward sometimes
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if (!large_cave && ps->range(0, 12) == 0) {
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vec = v3f(
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(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
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(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
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(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
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);
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} else {
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vec = v3f(
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(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
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(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
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(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
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);
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}
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// Do not make large caves that are above ground.
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// It is only necessary to check the startpoint and endpoint.
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if (large_cave) {
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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->ridge_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->ridge_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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}
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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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// Make a ravine every once in a while if it's long enough
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float xylen = vec.X * vec.X + vec.Z * vec.Z;
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bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 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, is_ravine);
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orp = rp;
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}
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void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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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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MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode;
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v3s16 startp(orp.X, orp.Y, orp.Z);
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startp += of;
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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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bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
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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 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
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rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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for (s16 y0 = -si2; y0 <= si2; y0++) {
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// Make better floors in small caves
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if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
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continue;
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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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// Don't replace air or water or lava
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
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continue;
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if (large_cave) {
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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 && full_ymax > water_level)
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vm->m_data[i] = (p.Y <= water_level) ? 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) ? liquidnode : airnode;
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else
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vm->m_data[i] = airnode;
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} else {
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vm->m_data[i] = airnode;
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vm->m_flags[i] |= VMANIP_FLAG_CAVE;
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}
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}
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}
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}
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}
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@ -22,9 +22,14 @@ 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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class MapgenV6;
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class MapgenV7;
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class CaveV6 {
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public:
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MapgenV6 *mg;
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ManualMapVoxelManipulator *vm;
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INodeDefManager *ndef;
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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@ -40,10 +45,10 @@ public:
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v3s16 node_min;
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v3s16 node_max;
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v3f orp; //original point
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v3s16 of;
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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; // radius size
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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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@ -58,11 +63,53 @@ public:
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int water_level;
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CaveV6() {}
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CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave,
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content_t c_water, content_t c_lava);
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CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
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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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class CaveV7 {
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public:
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MapgenV7 *mg;
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ManualMapVoxelManipulator *vm;
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INodeDefManager *ndef;
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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;
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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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int water_level;
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CaveV7() {}
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CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave);
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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, bool is_ravine);
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};
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#endif
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@ -274,23 +274,21 @@ void MapgenIndev::generateCaves(int max_stone_y) {
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for (u32 i = 0; i < caves_count + bruises_count; i++) {
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bool large_cave = (i >= caves_count);
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CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
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c_water_source, c_lava_source);
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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);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user