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Mapgen indev: float islands, larger far biomes
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@ -74,6 +74,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+2, 1/12/12/12, 5, -16, -5 )
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generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+3, 1/9/9/9, 5, -31000, -17 )
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generate_ore("default:stone_with_coal", "default:stone", minp, maxp, seed+4, 1/8/8/8, 5, 200, 31000 ) -- for float islands and far scaled mountains
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generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+5, 1/9/9/9, 5, 200, 31000 )
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if minetest.setting_getbool("underground_springs") then
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generate_ore("default:water_source", "default:stone", minp, maxp, seed+4, 1/24/24/24, 12, -100, -11, 128)
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generate_ore("default:water_source", "default:stone", minp, maxp, seed+5, 1/28/28/28, 8, -10000, -101, 128)
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@ -341,8 +341,15 @@
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#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
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#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
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# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale
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#mgindev_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10
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#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10
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#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10
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#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1
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# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
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#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
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#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
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#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
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#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
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#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
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#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
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#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
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#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
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# Float islands starts from height, 0 to disable
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#mgindev_float_islands = 500
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@ -236,10 +236,15 @@ void set_default_settings(Settings *settings)
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settings->setDefault("mgv7_np_heat", "25, 50, (500, 500, 500), 35293, 1, 0");
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settings->setDefault("mgv7_np_humidity", "50, 31.25, (750, 750, 750), 12094, 2, 0.6");
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settings->setDefault("mgindev_np_terrain_base", "-4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10");
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settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10");
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settings->setDefault("mgindev_np_steepness", "0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10");
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settings->setDefault("mgindev_np_mud", "4, 2, (200, 200, 200), 91013, 3, 0.55, 1");
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settings->setDefault("mgindev_np_terrain_base", "-4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10");
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settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10");
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settings->setDefault("mgindev_np_steepness", "0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10");
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settings->setDefault("mgindev_np_mud", "4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1");
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settings->setDefault("mgindev_np_float_islands1", "0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5");
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settings->setDefault("mgindev_np_float_islands2", "0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5");
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settings->setDefault("mgindev_np_float_islands3", "0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5");
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settings->setDefault("mgindev_np_biome", "0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10");
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settings->setDefault("mgindev_float_islands", "500");
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}
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@ -19,18 +19,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen_indev.h"
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#include "constants.h"
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#include "map.h"
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#include "main.h"
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#include "log.h"
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/////////////////// Mapgen Indev perlin noise default values
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/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
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NoiseIndevParams nparams_indev_def_terrain_base
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(-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_terrain_higher
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(20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_steepness
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(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
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NoiseIndevParams nparams_indev_def_mud
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(AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
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NoiseIndevParams nparams_indev_def;
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/*
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NoiseIndevParams nparams_indev_def_terrain_base;
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// (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_terrain_higher;
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// (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_steepness;
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// (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
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NoiseIndevParams nparams_indev_def_mud;
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// (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
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NoiseIndevParams nparams_indev_def_float_islands;
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// (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_biome;
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*/
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///////////////////////////////////////////////////////////////////////////////
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@ -39,31 +48,32 @@ void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
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this->npindev = np;
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}
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NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
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init(np, seed, sx, sy, 1);
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}
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NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
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init(np, seed, sx, sy, sz);
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}
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float farscale(float scale, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
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}
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float farscale(float scale, float x, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
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}
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float farscale(float scale, float x, float y, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
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}
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void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
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// more correct use distantion from 0,0,0 via pow, but + is faster
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//float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) );
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// dstream << "TNM rs=" << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl;
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int i = 0;
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for (int z = 0; z != sz; z++) {
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for (int y = 0; y != sy; y++) {
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for (int x = 0; x != sx; x++) {
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//result[i] = result[i] * npindev->scale * farscale + npindev->offset;
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result[i] = result[i] * npindev->scale * farscale(npindev->farscale,xx,yy,zz) + npindev->offset;
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result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
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i++;
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}
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}
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@ -71,14 +81,17 @@ void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
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}
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MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
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noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Y);
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noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y);
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noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Y);
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noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z);
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noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
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noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z);
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// noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
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// noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
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noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Y);
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noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z);
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// noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
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// noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
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noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
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noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
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noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z);
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noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z);
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}
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MapgenIndev::~MapgenIndev() {
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@ -89,10 +102,12 @@ MapgenIndev::~MapgenIndev() {
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//delete noise_trees;
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delete noiseindev_mud;
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//delete noise_beach;
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//delete noise_biome;
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delete noiseindev_float_islands1;
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delete noiseindev_float_islands2;
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delete noiseindev_float_islands3;
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delete noiseindev_biome;
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}
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void MapgenIndev::calculateNoise() {
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int x = node_min.X;
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int y = node_min.Y;
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@ -100,31 +115,49 @@ void MapgenIndev::calculateNoise() {
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// Need to adjust for the original implementation's +.5 offset...
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if (!(flags & MG_FLAT)) {
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noiseindev_terrain_base->perlinMap2D(
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x + 0.5 * noiseindev_terrain_base->npindev->spread.X,
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z + 0.5 * noiseindev_terrain_base->npindev->spread.Z);
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x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
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z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
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noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
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//noise_terrain_base->transformNoiseMap();
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noiseindev_terrain_higher->perlinMap2D(
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x + 0.5 * noiseindev_terrain_higher->npindev->spread.X,
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z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z);
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x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
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z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
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noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
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//noise_terrain_higher->transformNoiseMap();
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noiseindev_steepness->perlinMap2D(
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x + 0.5 * noiseindev_steepness->npindev->spread.X,
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z + 0.5 * noiseindev_steepness->npindev->spread.Z);
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x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
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z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
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noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np->spread.X,
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z + 0.5 * noise_height_select->np->spread.Z);
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noiseindev_float_islands1->perlinMap3D(
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x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
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y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
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z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
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);
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noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
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noiseindev_float_islands2->perlinMap3D(
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x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
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y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
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z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
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);
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noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
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noiseindev_float_islands3->perlinMap2D(
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x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
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z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
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noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
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}
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if (!(flags & MG_FLAT)) {
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noiseindev_mud->perlinMap2D(
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x + 0.5 * noiseindev_mud->npindev->spread.X,
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z + 0.5 * noiseindev_mud->npindev->spread.Z);
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x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
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z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
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noiseindev_mud->transformNoiseMapFarScale(x, y, z);
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}
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noise_beach->perlinMap2D(
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@ -132,8 +165,8 @@ void MapgenIndev::calculateNoise() {
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z + 0.7 * noise_beach->np->spread.Z);
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noise_biome->perlinMap2D(
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x + 0.6 * noise_biome->np->spread.X,
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z + 0.2 * noise_biome->np->spread.Z);
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x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
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z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
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}
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bool MapgenIndevParams::readParams(Settings *settings) {
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@ -147,17 +180,20 @@ bool MapgenIndevParams::readParams(Settings *settings) {
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np_trees = settings->getNoiseParams("mgv6_np_trees");
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npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud");
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np_beach = settings->getNoiseParams("mgv6_np_beach");
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np_biome = settings->getNoiseParams("mgv6_np_biome");
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npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome");
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np_cave = settings->getNoiseParams("mgv6_np_cave");
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npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1");
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npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2");
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npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3");
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bool success =
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npindev_terrain_base && npindev_terrain_higher && npindev_steepness &&
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np_height_select && np_trees && npindev_mud &&
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np_beach && np_biome && np_cave;
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np_beach && np_biome && np_cave &&
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npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
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return success;
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}
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void MapgenIndevParams::writeParams(Settings *settings) {
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settings->setFloat("mgv6_freq_desert", freq_desert);
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settings->setFloat("mgv6_freq_beach", freq_beach);
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@ -169,8 +205,11 @@ void MapgenIndevParams::writeParams(Settings *settings) {
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settings->setNoiseParams("mgv6_np_trees", np_trees);
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settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
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settings->setNoiseParams("mgv6_np_beach", np_beach);
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settings->setNoiseParams("mgv6_np_biome", np_biome);
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settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
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settings->setNoiseParams("mgv6_np_cave", np_cave);
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settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
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settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
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settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
|
||||
}
|
||||
|
||||
|
||||
@ -191,7 +230,6 @@ float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
|
||||
steepness, height_select);
|
||||
}
|
||||
|
||||
|
||||
float MapgenIndev::baseTerrainLevelFromMap(int index) {
|
||||
if (flags & MG_FLAT)
|
||||
return water_level;
|
||||
@ -205,9 +243,7 @@ float MapgenIndev::baseTerrainLevelFromMap(int index) {
|
||||
steepness, height_select);
|
||||
}
|
||||
|
||||
|
||||
float MapgenIndev::getMudAmount(int index)
|
||||
{
|
||||
float MapgenIndev::getMudAmount(int index) {
|
||||
if (flags & MG_FLAT)
|
||||
return AVERAGE_MUD_AMOUNT;
|
||||
|
||||
@ -218,25 +254,19 @@ float MapgenIndev::getMudAmount(int index)
|
||||
return noiseindev_mud->result[index];
|
||||
}
|
||||
|
||||
|
||||
void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
|
||||
cave.min_tunnel_diameter = 2;
|
||||
cave.max_tunnel_diameter = ps.range(2,6);
|
||||
cave.dswitchint = ps.range(1,14);
|
||||
//cave.tunnel_routepoints = 0;
|
||||
//cave.part_max_length_rs = 0;
|
||||
cave.flooded = large_cave && ps.range(0,4);
|
||||
if(large_cave){
|
||||
cave.part_max_length_rs = ps.range(2,4);
|
||||
//dstream<<"try:"<<farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30<<std::endl;
|
||||
if (node_min.Y < -500 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
|
||||
cave.flooded = ps.range(0, 1);
|
||||
//dstream<<"HUGE:"<<cave.flooded<<std::endl;
|
||||
cave.tunnel_routepoints = ps.range(5, 1522);
|
||||
if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
|
||||
cave.flooded = !ps.range(0, 3);
|
||||
cave.tunnel_routepoints = ps.range(5, 20);
|
||||
cave.min_tunnel_diameter = 30;
|
||||
cave.max_tunnel_diameter = ps.range(30, ps.range(80,120));
|
||||
cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
|
||||
} else {
|
||||
//dstream<<"large:"<<cave.flooded<<std::endl;
|
||||
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
|
||||
cave.min_tunnel_diameter = 5;
|
||||
cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
|
||||
@ -247,3 +277,93 @@ void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool
|
||||
}
|
||||
cave.large_cave_is_flat = (ps.range(0,1) == 0);
|
||||
}
|
||||
|
||||
/*
|
||||
// version with one perlin3d. use with good params like
|
||||
settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5");
|
||||
void MapgenIndev::generateFloatIslands(int min_y) {
|
||||
if (node_min.Y < min_y) return;
|
||||
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
|
||||
MapNode n1(c_stone), n2(c_desert_stone);
|
||||
int xl = node_max.X - node_min.X;
|
||||
int yl = node_max.Y - node_min.Y;
|
||||
int zl = node_max.Z - node_min.Z;
|
||||
u32 index = 0;
|
||||
for (int x1 = 0; x1 <= xl; x1++)
|
||||
{
|
||||
//int x = x1 + node_min.Y;
|
||||
for (int z1 = 0; z1 <= zl; z1++)
|
||||
{
|
||||
//int z = z1 + node_min.Z;
|
||||
for (int y1 = 0; y1 <= yl; y1++, index++)
|
||||
{
|
||||
//int y = y1 + node_min.Y;
|
||||
float noise = noiseindev_float_islands1->result[index];
|
||||
//dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
|
||||
if (noise > 0 ) {
|
||||
v3s16 p = p0 + v3s16(x1, y1, z1);
|
||||
u32 i = vm->m_area.index(p);
|
||||
if (!vm->m_area.contains(i))
|
||||
continue;
|
||||
// Cancel if not air
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
continue;
|
||||
vm->m_data[i] = noise > 1 ? n1 : n2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void MapgenIndev::generateFloatIslands(int min_y) {
|
||||
if (node_min.Y < min_y) return;
|
||||
PseudoRandom pr(blockseed + 985);
|
||||
// originally from http://forum.minetest.net/viewtopic.php?id=4776
|
||||
float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
|
||||
float AMPY = 24; // 24; // Amplitude of island centre y variation.
|
||||
float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
|
||||
float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
|
||||
|
||||
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
|
||||
MapNode n1(c_stone);
|
||||
|
||||
float xl = node_max.X - node_min.X;
|
||||
float yl = node_max.Y - node_min.Y;
|
||||
float zl = node_max.Z - node_min.Z;
|
||||
float midy = node_min.Y + yl * 0.5;
|
||||
u32 index = 0, index2d = 0;
|
||||
for (int x1 = 0; x1 <= xl; ++x1)
|
||||
{
|
||||
for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
|
||||
{
|
||||
float noise3 = noiseindev_float_islands3->result[index2d];
|
||||
float pmidy = midy + noise3 / 1.5 * AMPY;
|
||||
for (int y1 = 0; y1 <= yl; ++y1, ++index)
|
||||
{
|
||||
int y = y1 + node_min.Y;
|
||||
float noise1 = noiseindev_float_islands1->result[index];
|
||||
float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
|
||||
float noise1off = noise1 - offset - RAR;
|
||||
if (noise1off > 0 && noise1off < 0.7) {
|
||||
float noise2 = noiseindev_float_islands2->result[index];
|
||||
if (noise2 - noise1off > -0.7){
|
||||
v3s16 p = p0 + v3s16(x1, y1, z1);
|
||||
u32 i = vm->m_area.index(p);
|
||||
if (!vm->m_area.contains(i))
|
||||
continue;
|
||||
// Cancel if not air
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
continue;
|
||||
vm->m_data[i] = n1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MapgenIndev::generateSomething() {
|
||||
int float_islands = g_settings->getS16("mgindev_float_islands");
|
||||
if(float_islands) generateFloatIslands(float_islands);
|
||||
}
|
||||
|
@ -23,30 +23,32 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "mapgen.h"
|
||||
#include "mapgen_v6.h"
|
||||
|
||||
float farscale(float scale, float z);
|
||||
float farscale(float scale, float x, float z);
|
||||
float farscale(float scale, float x, float y, float z);
|
||||
|
||||
struct NoiseIndevParams : public NoiseParams {
|
||||
float farscale;
|
||||
float farspread;
|
||||
|
||||
NoiseIndevParams(){}
|
||||
NoiseIndevParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_, float farscale_)
|
||||
//:NoiseParams(offset_, scale_, spread_, seed_, octaves_, persist_)
|
||||
NoiseIndevParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_, float farscale_ = 1, float farspread_ = 1)
|
||||
{
|
||||
//NoiseParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_) {
|
||||
offset = offset_;
|
||||
scale = scale_;
|
||||
spread = spread_;
|
||||
seed = seed_;
|
||||
octaves = octaves_;
|
||||
persist = persist_;
|
||||
//}
|
||||
|
||||
farscale = farscale_;
|
||||
farspread = farspread_;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#define getNoiseIndevParams(x) getStruct<NoiseIndevParams>((x), "f,f,v3,s32,s32,f,f")
|
||||
#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f", (y))
|
||||
#define getNoiseIndevParams(x) getStruct<NoiseIndevParams>((x), "f,f,v3,s32,s32,f,f,f")
|
||||
#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f,f", (y))
|
||||
|
||||
class NoiseIndev : public Noise {
|
||||
public:
|
||||
@ -59,6 +61,8 @@ class NoiseIndev : public Noise {
|
||||
void transformNoiseMapFarScale(float xx = 0, float yy = 0, float zz = 0);
|
||||
};
|
||||
|
||||
extern NoiseIndevParams nparams_indev_def;
|
||||
/*
|
||||
extern NoiseIndevParams nparams_indev_def_terrain_base;
|
||||
extern NoiseIndevParams nparams_indev_def_terrain_higher;
|
||||
extern NoiseIndevParams nparams_indev_def_steepness;
|
||||
@ -66,9 +70,10 @@ extern NoiseIndevParams nparams_indev_def_steepness;
|
||||
//extern NoiseIndevParams nparams_indev_def_trees;
|
||||
extern NoiseIndevParams nparams_indev_def_mud;
|
||||
//extern NoiseIndevParams nparams_indev_def_beach;
|
||||
//extern NoiseIndevParams nparams_indev_def_biome;
|
||||
extern NoiseIndevParams nparams_indev_def_biome;
|
||||
//extern NoiseIndevParams nparams_indev_def_cave;
|
||||
|
||||
extern NoiseIndevParams nparams_indev_def_float_islands;
|
||||
*/
|
||||
|
||||
struct MapgenIndevParams : public MapgenV6Params {
|
||||
NoiseIndevParams *npindev_terrain_base;
|
||||
@ -78,21 +83,28 @@ struct MapgenIndevParams : public MapgenV6Params {
|
||||
//NoiseParams *np_trees;
|
||||
NoiseIndevParams *npindev_mud;
|
||||
//NoiseParams *np_beach;
|
||||
//NoiseParams *np_biome;
|
||||
NoiseIndevParams *npindev_biome;
|
||||
//NoiseParams *np_cave;
|
||||
NoiseIndevParams *npindev_float_islands1;
|
||||
NoiseIndevParams *npindev_float_islands2;
|
||||
NoiseIndevParams *npindev_float_islands3;
|
||||
|
||||
MapgenIndevParams() {
|
||||
//freq_desert = 0.45;
|
||||
//freq_beach = 0.15;
|
||||
npindev_terrain_base = &nparams_indev_def_terrain_base;
|
||||
npindev_terrain_higher = &nparams_indev_def_terrain_higher;
|
||||
npindev_steepness = &nparams_indev_def_steepness;
|
||||
npindev_terrain_base = &nparams_indev_def; //&nparams_indev_def_terrain_base;
|
||||
npindev_terrain_higher = &nparams_indev_def; //&nparams_indev_def_terrain_higher;
|
||||
npindev_steepness = &nparams_indev_def; //&nparams_indev_def_steepness;
|
||||
//np_height_select = &nparams_v6_def_height_select;
|
||||
//np_trees = &nparams_v6_def_trees;
|
||||
npindev_mud = &nparams_indev_def_mud;
|
||||
npindev_mud = &nparams_indev_def; //&nparams_indev_def_mud;
|
||||
//np_beach = &nparams_v6_def_beach;
|
||||
//np_biome = &nparams_v6_def_biome;
|
||||
npindev_biome = &nparams_indev_def; //&nparams_indev_def_biome;
|
||||
//np_cave = &nparams_v6_def_cave;
|
||||
npindev_float_islands1 = &nparams_indev_def; //&nparams_indev_def_float_islands;
|
||||
npindev_float_islands2 = &nparams_indev_def; //&nparams_indev_def_float_islands;
|
||||
npindev_float_islands3 = &nparams_indev_def; //&nparams_indev_def_float_islands;
|
||||
|
||||
}
|
||||
|
||||
bool readParams(Settings *settings);
|
||||
@ -108,8 +120,11 @@ class MapgenIndev : public MapgenV6 {
|
||||
//NoiseIndev *noise_trees;
|
||||
NoiseIndev *noiseindev_mud;
|
||||
//NoiseIndev *noise_beach;
|
||||
//NoiseIndev *noise_biome;
|
||||
NoiseIndev *noiseindev_biome;
|
||||
//NoiseIndevParams *np_cave;
|
||||
NoiseIndev *noiseindev_float_islands1;
|
||||
NoiseIndev *noiseindev_float_islands2;
|
||||
NoiseIndev *noiseindev_float_islands3;
|
||||
|
||||
MapgenIndev(int mapgenid, MapgenIndevParams *params);
|
||||
~MapgenIndev();
|
||||
@ -119,6 +134,9 @@ class MapgenIndev : public MapgenV6 {
|
||||
float baseTerrainLevelFromMap(int index);
|
||||
float getMudAmount(int index);
|
||||
void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
|
||||
void generateSomething();
|
||||
|
||||
void generateFloatIslands(int min_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryIndev : public MapgenFactoryV6 {
|
||||
@ -131,5 +149,4 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 {
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -422,6 +422,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
|
||||
// Generate general ground level to full area
|
||||
stone_surface_max_y = generateGround();
|
||||
|
||||
generateSomething();
|
||||
|
||||
const s16 max_spread_amount = MAP_BLOCKSIZE;
|
||||
// Limit dirt flow area by 1 because mud is flown into neighbors.
|
||||
s16 mudflow_minpos = -max_spread_amount + 1;
|
||||
|
@ -167,6 +167,7 @@ public:
|
||||
virtual void defineCave(Cave &cave, PseudoRandom ps,
|
||||
v3s16 node_min, bool large_cave);
|
||||
void generateCaves(int max_stone_y);
|
||||
virtual void generateSomething() {}; //for next mapgen
|
||||
};
|
||||
|
||||
struct MapgenFactoryV6 : public MapgenFactory {
|
||||
|
Loading…
Reference in New Issue
Block a user