From a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 Mon Sep 17 00:00:00 2001 From: Jun Zhang Date: Sat, 5 Dec 2015 21:00:11 +0800 Subject: [PATCH] Fix spelling of noise_threshold --- doc/lua_api.txt | 6 +++--- games/minimal/mods/default/mapgen.lua | 2 +- src/mg_ore.h | 2 +- src/noise.cpp | 8 ++++---- src/script/lua_api/l_mapgen.cpp | 11 ++++++++++- 5 files changed, 19 insertions(+), 10 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 4799a30f..6e7a5446 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -763,7 +763,7 @@ Creates veins of ore varying in density by according to the intersection of two instances of 3d perlin noise with diffferent seeds, both described by `noise_params`. `random_factor` varies the influence random chance has on placement of an ore inside the vein, which is `1` by default. Note that -modifying this parameter may require adjusting `noise_threshhold`. +modifying this parameter may require adjusting `noise_threshold`. The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored by this ore type. This ore type is difficult to control since it is sensitive to small changes. The following is a decent set of parameters to work from: @@ -777,7 +777,7 @@ to small changes. The following is a decent set of parameters to work from: persist = 0.5, flags = "eased", }, - noise_threshhold = 1.6 + noise_threshold = 1.6 WARNING: Use this ore type *very* sparingly since it is ~200x more computationally expensive than any other ore. @@ -3572,7 +3572,7 @@ Definition tables y_max = 64, flags = "", -- ^ Attributes for this ore generation - noise_threshhold = 0.5, + noise_threshold = 0.5, -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70} -- ^ NoiseParams structure describing the perlin noise used for ore distribution. diff --git a/games/minimal/mods/default/mapgen.lua b/games/minimal/mods/default/mapgen.lua index 2082d598..65b67dae 100644 --- a/games/minimal/mods/default/mapgen.lua +++ b/games/minimal/mods/default/mapgen.lua @@ -36,7 +36,7 @@ minetest.register_ore({ clust_size = 7, y_min = -15, y_max = 0, - noise_threshhold = 0, + noise_threshold = 0, noise_params = { offset=0.35, scale=0.2, diff --git a/src/mg_ore.h b/src/mg_ore.h index 8ffb8fca..2e065cee 100644 --- a/src/mg_ore.h +++ b/src/mg_ore.h @@ -61,7 +61,7 @@ public: s16 y_max; u8 ore_param2; // to set node-specific attributes u32 flags; // attributes for this ore - float nthresh; // threshhold for noise at which an ore is placed + float nthresh; // threshold for noise at which an ore is placed NoiseParams np; // noise for distribution of clusters (NULL for uniform scattering) Noise *noise; std::set biomes; diff --git a/src/noise.cpp b/src/noise.cpp index b1b70253..2ddc3926 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -99,17 +99,17 @@ u32 PcgRandom::range(u32 bound) Using rand() % 3, the number 0 would be twice as likely to appear. With a very large RNG range, the effect becomes less prevalent but still present. This can be solved by modifying the range of the RNG - to become a multiple of bound by dropping values above the a threshhold. - In our example, threshhold == 4 - 3 = 1 % 3 == 1, so reject 0, thus + to become a multiple of bound by dropping values above the a threshold. + In our example, threshold == 4 - 3 = 1 % 3 == 1, so reject 0, thus making the range 3 with no bias. This loop looks dangerous, but will always terminate due to the RNG's property of uniformity. */ - u32 threshhold = -bound % bound; + u32 threshold = -bound % bound; u32 r; - while ((r = next()) < threshhold) + while ((r = next()) < threshold) ; return r % bound; diff --git a/src/script/lua_api/l_mapgen.cpp b/src/script/lua_api/l_mapgen.cpp index d5cf54f2..b29fd96c 100644 --- a/src/script/lua_api/l_mapgen.cpp +++ b/src/script/lua_api/l_mapgen.cpp @@ -944,10 +944,19 @@ int ModApiMapgen::l_register_ore(lua_State *L) ore->clust_scarcity = getintfield_default(L, index, "clust_scarcity", 1); ore->clust_num_ores = getintfield_default(L, index, "clust_num_ores", 1); ore->clust_size = getintfield_default(L, index, "clust_size", 0); - ore->nthresh = getfloatfield_default(L, index, "noise_threshhold", 0); ore->noise = NULL; ore->flags = 0; + //// Get noise_threshold + warn_if_field_exists(L, index, "noise_threshhold", + "Deprecated: new name is \"noise_threshold\"."); + + int nthresh; + if (!getintfield(L, index, "noise_threshold", nthresh) && + !getintfield(L, index, "noise_threshhold", nthresh)) + nthresh = 0; + ore->nthresh = nthresh; + //// Get y_min/y_max warn_if_field_exists(L, index, "height_min", "Deprecated: new name is \"y_min\".");