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7379aa74cf
Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
94 lines
2.3 KiB
C++
94 lines
2.3 KiB
C++
/*
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Minetest
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Copyright (C) 2015-2018 paramat
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Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
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by Paul Nylander, and from http://www.fractalforums.com, thank you.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "mapgen.h"
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class BiomeManager;
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extern FlagDesc flagdesc_mapgen_fractal[];
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struct MapgenFractalParams : public MapgenParams
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{
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u32 spflags = 0;
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float cave_width = 0.09f;
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s16 large_cave_depth = -33;
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s16 lava_depth = -256;
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s16 dungeon_ymin = -31000;
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s16 dungeon_ymax = 31000;
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u16 fractal = 1;
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u16 iterations = 11;
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v3f scale = v3f(4096.0, 1024.0, 4096.0);
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v3f offset = v3f(1.52, 0.0, 0.0);
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float slice_w = 0.0f;
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float julia_x = 0.267f;
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float julia_y = 0.2f;
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float julia_z = 0.133f;
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float julia_w = 0.067f;
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NoiseParams np_seabed;
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NoiseParams np_filler_depth;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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NoiseParams np_dungeons;
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MapgenFractalParams();
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~MapgenFractalParams() = default;
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void readParams(const Settings *settings);
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void writeParams(Settings *settings) const;
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};
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class MapgenFractal : public MapgenBasic
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{
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public:
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MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge);
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~MapgenFractal();
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virtual MapgenType getType() const { return MAPGEN_FRACTAL; }
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virtual void makeChunk(BlockMakeData *data);
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int getSpawnLevelAtPoint(v2s16 p);
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bool getFractalAtPoint(s16 x, s16 y, s16 z);
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s16 generateTerrain();
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private:
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u16 formula;
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bool julia;
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s16 large_cave_depth;
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s16 dungeon_ymin;
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s16 dungeon_ymax;
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u16 fractal;
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u16 iterations;
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v3f scale;
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v3f offset;
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float slice_w;
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float julia_x;
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float julia_y;
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float julia_z;
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float julia_w;
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Noise *noise_seabed;
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};
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