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Cavegen, mgv5: Cleanup code
Conf.example: Update mgv5 mapgen params Mgv7: Lava caves only below -256
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@ -486,33 +486,14 @@
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# flags = "defaults"
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#}
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# Only the group format supports noise flags which are needed for eased noise.
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# Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in
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# group format, other noise parameters are shown in positional format to save space.
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# Mgv5 uses eased noise for np_ground so this is shown in group format,
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# other noise parameters are shown in positional format to save space.
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#mgv5_spflags = blobs
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#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
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#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
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#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
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#mgv5_np_cave1 = {
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# offset = 0
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# scale = 6
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# spread = (50, 50, 50)
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# seed = 52534
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# octaves = 4
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# persistence = 0.5
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# lacunarity = 2.0
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# flags = "eased"
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#}
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#mgv5_np_cave2 = {
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# offset = 0
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# scale = 6
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# spread = (50, 50, 50)
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# seed = 10325
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# octaves = 4
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# persistence = 0.5
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# lacunarity = 2.0
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# flags = "eased"
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#}
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#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
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#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
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#mgv5_np_ground = {
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# offset = 0
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# scale = 40
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@ -523,17 +504,6 @@
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# lacunarity = 2.0
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# flags = "eased"
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#}
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#mgv5_np_crumble = {
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# offset = 0
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# scale = 1
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# spread = (20, 20, 20)
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# seed = 34413
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# octaves = 3
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# persistence = 1.3
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# lacunarity = 2.0
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# flags = "eased"
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#}
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#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0
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#mgv6_spflags = biomeblend, jungles, mudflow
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
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1138
src/cavegen.cpp
1138
src/cavegen.cpp
File diff suppressed because it is too large
Load Diff
@ -129,7 +129,6 @@ public:
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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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@ -155,7 +154,7 @@ public:
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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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CaveV7(MapgenV7 *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, bool is_ravine);
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@ -171,9 +171,9 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if(f < 0.01)
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if (f < 0.01)
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f = 0.01;
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else if(f >= 1.0)
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else if (f >= 1.0)
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f *= 1.6;
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float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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@ -183,8 +183,8 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
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s16 level = -31000;
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for (s16 y = search_top; y >= search_base; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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if(n_ground * f > y - h) {
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if(y >= search_top - 7)
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if (n_ground * f > y - h) {
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if (y >= search_top - 7)
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break;
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else
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level = y;
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@ -322,22 +322,22 @@ int MapgenV5::generateBaseTerrain()
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u32 index2d = 0;
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int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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for(s16 z=node_min.Z; z<=node_max.Z; z++) {
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for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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for (s16 z=node_min.Z; z<=node_max.Z; z++) {
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for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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if(vm->m_data[i].getContent() != CONTENT_IGNORE)
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for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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if (vm->m_data[i].getContent() != CONTENT_IGNORE)
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continue;
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float f = 0.55 + noise_factor->result[index2d];
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if(f < 0.01)
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if (f < 0.01)
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f = 0.01;
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else if(f >= 1.0)
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else if (f >= 1.0)
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f *= 1.6;
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float h = noise_height->result[index2d];
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if(noise_ground->result[index] * f < y - h) {
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if(y <= water_level)
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if (noise_ground->result[index] * f < y - h) {
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if (y <= water_level)
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vm->m_data[i] = MapNode(c_water_source);
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else
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vm->m_data[i] = MapNode(CONTENT_AIR);
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@ -443,13 +443,13 @@ void MapgenV5::generateCaves(int max_stone_y)
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u32 index = 0;
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u32 index2d = 0;
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for(s16 z=node_min.Z; z<=node_max.Z; z++) {
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for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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for (s16 z=node_min.Z; z<=node_max.Z; z++) {
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for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
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content_t c = vm->m_data[i].getContent();
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if(c == CONTENT_AIR
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if (c == CONTENT_AIR
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|| (y <= water_level
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&& c != biome->c_stone
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&& c != c_stone))
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@ -457,7 +457,7 @@ void MapgenV5::generateCaves(int max_stone_y)
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if(d1*d2 > 0.125)
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if (d1*d2 > 0.125)
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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index2d = index2d - ystride;
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@ -790,7 +790,7 @@ void MapgenV7::generateCaves(int max_stone_y)
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV7 cave(this, &ps, true);
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CaveV7 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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