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Map generator tweaking. Still doesn't resume from save properly.
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parent
3d6e71a7d0
commit
a5f109dafb
52
src/map.cpp
52
src/map.cpp
@ -1913,7 +1913,7 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
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#endif
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// Add only one entry
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list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
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list_baseheight->addPoint(v3s16(0,0,0), Attribute(-4));
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list_randmax->addPoint(v3s16(0,0,0), Attribute(22));
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//list_randmax->addPoint(v3s16(0,0,0), Attribute(0));
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list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
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@ -2312,7 +2312,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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// 0-100
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// Usually little, sometimes huge
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//u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
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u32 stone_obstacle_amount = myrand_range(0, 100);
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u32 stone_obstacle_amount = myrand_range(0, myrand_range(20, 100));
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/*
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Loop this part, it will make stuff look older and newer nicely
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@ -2374,16 +2374,24 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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// Go to ground level
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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MapNode *n = &vmanip.m_data[i];
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/*if(content_walkable(n.d)
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&& n.d != CONTENT_MUD
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&& n.d != CONTENT_GRASS)
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break;*/
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if(n.d == CONTENT_STONE)
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if(n->d == CONTENT_STONE)
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break;
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if(n.d == CONTENT_MUD || n.d == CONTENT_GRASS)
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if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
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{
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mud_amount++;
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/*
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Change to mud because otherwise we might
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be throwing mud on grass at the next
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step
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*/
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n->d = CONTENT_MUD;
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}
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vmanip.m_area.add_y(em, i, -1);
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}
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@ -2443,24 +2451,21 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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/*
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Make dungeons
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*/
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u32 dungeons_count = relative_volume/200000;
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for(u32 jj=0; jj<dungeons_count; jj++)
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u32 dungeons_count = relative_volume / 200000;
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u32 bruises_count = relative_volume * stone_surface_max_y / 15000000;
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for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
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{
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s16 min_tunnel_diameter = 1;
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s16 max_tunnel_diameter = 5;
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u16 tunnel_routepoints = 15;
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u16 tunnel_routepoints = 10;
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u32 bruise_surface_maxindex =
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dungeons_count / 10 * stone_surface_max_y / 10;
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bruise_surface_maxindex =
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rangelim(bruise_surface_maxindex, 0, dungeons_count/2);
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bool bruise_surface = (jj < bruise_surface_maxindex);
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bool bruise_surface = (jj < bruises_count);
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if(bruise_surface)
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{
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min_tunnel_diameter = 5;
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max_tunnel_diameter = 10;
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tunnel_routepoints = 10;
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max_tunnel_diameter = myrand_range(8, 20);
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tunnel_routepoints = 7;
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}
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// Allowed route area size in nodes
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@ -2479,7 +2484,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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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 = 5;
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//s16 insure = 5; // Didn't work with max_d = 20
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s16 insure = 10;
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s16 more = max_spread_amount - 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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@ -2490,8 +2496,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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if(bruise_surface)
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{
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// Minimum is at y=0
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route_y_min = -of.Y - 0;
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/*// Minimum is at y=0
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route_y_min = -of.Y - 0;*/
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// Minimum is at y=max_tunnel_diameter/4
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route_y_min = -of.Y + max_tunnel_diameter/4;
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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@ -2557,7 +2565,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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s16 si = rs - abs(z0);
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for(s16 x0=-si; x0<=si-1; x0++)
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{
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s16 si2 = rs - abs(x0);
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s16 maxabsxz = abs(x0)>abs(z0)?abs(x0):abs(z0);
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s16 si2 = rs - maxabsxz;
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//s16 si2 = rs - abs(x0);
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for(s16 y0=-si2+1; y0<=si2-1; y0++)
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{
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s16 z = cp.Z + z0;
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@ -2973,7 +2983,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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Plant some trees
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*/
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{
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u32 tree_max = relative_area / 100;
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u32 tree_max = relative_area / 60;
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u32 count = myrand_range(0, tree_max);
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for(u32 i=0; i<count; i++)
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