Mapgen indev: float islands, larger far biomes

This commit is contained in:
proller 2013-03-24 03:40:15 +04:00
parent e1ff5b1361
commit f70378f7f5
7 changed files with 233 additions and 78 deletions

@ -74,6 +74,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+2, 1/12/12/12, 5, -16, -5 )
generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+3, 1/9/9/9, 5, -31000, -17 )
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
generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+5, 1/9/9/9, 5, 200, 31000 )
if minetest.setting_getbool("underground_springs") then
generate_ore("default:water_source", "default:stone", minp, maxp, seed+4, 1/24/24/24, 12, -100, -11, 128)
generate_ore("default:water_source", "default:stone", minp, maxp, seed+5, 1/28/28/28, 8, -10000, -101, 128)

@ -341,8 +341,15 @@
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale
#mgindev_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
# Float islands starts from height, 0 to disable
#mgindev_float_islands = 500

@ -236,10 +236,15 @@ void set_default_settings(Settings *settings)
settings->setDefault("mgv7_np_heat", "25, 50, (500, 500, 500), 35293, 1, 0");
settings->setDefault("mgv7_np_humidity", "50, 31.25, (750, 750, 750), 12094, 2, 0.6");
settings->setDefault("mgindev_np_terrain_base", "-4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10");
settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10");
settings->setDefault("mgindev_np_steepness", "0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10");
settings->setDefault("mgindev_np_mud", "4, 2, (200, 200, 200), 91013, 3, 0.55, 1");
settings->setDefault("mgindev_np_terrain_base", "-4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10");
settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10");
settings->setDefault("mgindev_np_steepness", "0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10");
settings->setDefault("mgindev_np_mud", "4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1");
settings->setDefault("mgindev_np_float_islands1", "0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5");
settings->setDefault("mgindev_np_float_islands2", "0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5");
settings->setDefault("mgindev_np_float_islands3", "0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5");
settings->setDefault("mgindev_np_biome", "0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10");
settings->setDefault("mgindev_float_islands", "500");
}

@ -19,18 +19,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_indev.h"
#include "constants.h"
#include "map.h"
#include "main.h"
#include "log.h"
/////////////////// Mapgen Indev perlin noise default values
/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
NoiseIndevParams nparams_indev_def_terrain_base
(-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
NoiseIndevParams nparams_indev_def_terrain_higher
(20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
NoiseIndevParams nparams_indev_def_steepness
(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
NoiseIndevParams nparams_indev_def_mud
(AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
NoiseIndevParams nparams_indev_def;
/*
NoiseIndevParams nparams_indev_def_terrain_base;
// (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
NoiseIndevParams nparams_indev_def_terrain_higher;
// (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
NoiseIndevParams nparams_indev_def_steepness;
// (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
NoiseIndevParams nparams_indev_def_mud;
// (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
NoiseIndevParams nparams_indev_def_float_islands;
// (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
NoiseIndevParams nparams_indev_def_biome;
*/
///////////////////////////////////////////////////////////////////////////////
@ -39,30 +48,31 @@ void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
this->npindev = np;
}
NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
init(np, seed, sx, sy, 1);
}
NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
init(np, seed, sx, sy, sz);
}
float farscale(float scale, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
}
float farscale(float scale, float x, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
}
float farscale(float scale, float x, float y, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
}
void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
// more correct use distantion from 0,0,0 via pow, but + is faster
//float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) );
// dstream << "TNM rs=" << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl;
int i = 0;
for (int z = 0; z != sz; z++) {
for (int y = 0; y != sy; y++) {
for (int x = 0; x != sx; x++) {
//result[i] = result[i] * npindev->scale * farscale + npindev->offset;
result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
i++;
}
@ -71,14 +81,17 @@ void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
}
MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Y);
noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y);
noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Y);
noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z);
noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z);
// noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
// noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Y);
noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z);
// noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
// noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z);
noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z);
}
MapgenIndev::~MapgenIndev() {
@ -89,10 +102,12 @@ MapgenIndev::~MapgenIndev() {
//delete noise_trees;
delete noiseindev_mud;
//delete noise_beach;
//delete noise_biome;
delete noiseindev_float_islands1;
delete noiseindev_float_islands2;
delete noiseindev_float_islands3;
delete noiseindev_biome;
}
void MapgenIndev::calculateNoise() {
int x = node_min.X;
int y = node_min.Y;
@ -100,31 +115,49 @@ void MapgenIndev::calculateNoise() {
// Need to adjust for the original implementation's +.5 offset...
if (!(flags & MG_FLAT)) {
noiseindev_terrain_base->perlinMap2D(
x + 0.5 * noiseindev_terrain_base->npindev->spread.X,
z + 0.5 * noiseindev_terrain_base->npindev->spread.Z);
x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
//noise_terrain_base->transformNoiseMap();
noiseindev_terrain_higher->perlinMap2D(
x + 0.5 * noiseindev_terrain_higher->npindev->spread.X,
z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z);
x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
//noise_terrain_higher->transformNoiseMap();
noiseindev_steepness->perlinMap2D(
x + 0.5 * noiseindev_steepness->npindev->spread.X,
z + 0.5 * noiseindev_steepness->npindev->spread.Z);
x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
noise_height_select->perlinMap2D(
x + 0.5 * noise_height_select->np->spread.X,
z + 0.5 * noise_height_select->np->spread.Z);
noiseindev_float_islands1->perlinMap3D(
x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
);
noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
noiseindev_float_islands2->perlinMap3D(
x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
);
noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
noiseindev_float_islands3->perlinMap2D(
x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
}
if (!(flags & MG_FLAT)) {
noiseindev_mud->perlinMap2D(
x + 0.5 * noiseindev_mud->npindev->spread.X,
z + 0.5 * noiseindev_mud->npindev->spread.Z);
x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
noiseindev_mud->transformNoiseMapFarScale(x, y, z);
}
noise_beach->perlinMap2D(
@ -132,8 +165,8 @@ void MapgenIndev::calculateNoise() {
z + 0.7 * noise_beach->np->spread.Z);
noise_biome->perlinMap2D(
x + 0.6 * noise_biome->np->spread.X,
z + 0.2 * noise_biome->np->spread.Z);
x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
}
bool MapgenIndevParams::readParams(Settings *settings) {
@ -147,17 +180,20 @@ bool MapgenIndevParams::readParams(Settings *settings) {
np_trees = settings->getNoiseParams("mgv6_np_trees");
npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud");
np_beach = settings->getNoiseParams("mgv6_np_beach");
np_biome = settings->getNoiseParams("mgv6_np_biome");
npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome");
np_cave = settings->getNoiseParams("mgv6_np_cave");
npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1");
npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2");
npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3");
bool success =
npindev_terrain_base && npindev_terrain_higher && npindev_steepness &&
np_height_select && np_trees && npindev_mud &&
np_beach && np_biome && np_cave;
np_beach && np_biome && np_cave &&
npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
return success;
}
void MapgenIndevParams::writeParams(Settings *settings) {
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
@ -169,8 +205,11 @@ void MapgenIndevParams::writeParams(Settings *settings) {
settings->setNoiseParams("mgv6_np_trees", np_trees);
settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
settings->setNoiseParams("mgv6_np_beach", np_beach);
settings->setNoiseParams("mgv6_np_biome", np_biome);
settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
settings->setNoiseParams("mgv6_np_cave", np_cave);
settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
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 {