Cavegen: Mgv6: No small caves entirely above ground
Mgv5/mgv7: Remove 'should make cave hole' feature Remove ravine codemaster
parent
e47f390e0d
commit
4046f3e302
104
src/cavegen.cpp
104
src/cavegen.cpp
|
@ -138,7 +138,7 @@ void CaveV5::makeTunnel(bool dirswitch) {
|
||||||
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
|
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
|
||||||
);
|
);
|
||||||
|
|
||||||
// Do not make large caves that are above ground.
|
// Do not make caves that are above ground.
|
||||||
// It is only necessary to check the startpoint and endpoint.
|
// It is only necessary to check the startpoint and endpoint.
|
||||||
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
||||||
v3s16 veci(vec.X, vec.Y, vec.Z);
|
v3s16 veci(vec.X, vec.Y, vec.Z);
|
||||||
|
@ -193,20 +193,15 @@ void CaveV5::makeTunnel(bool dirswitch) {
|
||||||
// Every second section is rough
|
// Every second section is rough
|
||||||
bool randomize_xz = (ps->range(1, 2) == 1);
|
bool randomize_xz = (ps->range(1, 2) == 1);
|
||||||
|
|
||||||
// Make a ravine every once in a while if it's long enough
|
|
||||||
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
|
|
||||||
//disable ravines for now
|
|
||||||
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
|
|
||||||
|
|
||||||
// Carve routes
|
// Carve routes
|
||||||
for (float f = 0; f < 1.0; f += 1.0 / veclen)
|
for (float f = 0; f < 1.0; f += 1.0 / veclen)
|
||||||
carveRoute(vec, f, randomize_xz, is_ravine);
|
carveRoute(vec, f, randomize_xz);
|
||||||
|
|
||||||
orp = rp;
|
orp = rp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) {
|
||||||
MapNode airnode(CONTENT_AIR);
|
MapNode airnode(CONTENT_AIR);
|
||||||
MapNode waternode(c_water_source);
|
MapNode waternode(c_water_source);
|
||||||
MapNode lavanode(c_lava_source);
|
MapNode lavanode(c_lava_source);
|
||||||
|
@ -230,15 +225,12 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
||||||
d1 += ps->range(-1, 1);
|
d1 += ps->range(-1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool should_make_cave_hole = ps->range(1, 10) == 1;
|
|
||||||
|
|
||||||
for (s16 z0 = d0; z0 <= d1; z0++) {
|
for (s16 z0 = d0; z0 <= d1; z0++) {
|
||||||
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
||||||
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
|
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
|
||||||
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
||||||
|
|
||||||
s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
|
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
||||||
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
|
||||||
|
|
||||||
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
||||||
if (large_cave_is_flat) {
|
if (large_cave_is_flat) {
|
||||||
|
@ -250,15 +242,6 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
||||||
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
||||||
p += of;
|
p += of;
|
||||||
|
|
||||||
if (!is_ravine && mg->heightmap && should_make_cave_hole &&
|
|
||||||
p.X <= node_max.X && p.Z <= node_max.Z) {
|
|
||||||
int maplen = node_max.X - node_min.X + 1;
|
|
||||||
int idx = (p.Z - node_min.Z) * maplen +
|
|
||||||
(p.X - node_min.X);
|
|
||||||
if (p.Y >= mg->heightmap[idx] - 2)
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (vm->m_area.contains(p) == false)
|
if (vm->m_area.contains(p) == false)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
@ -431,38 +414,36 @@ void CaveV6::makeTunnel(bool dirswitch) {
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Do not make large caves that are entirely above ground.
|
// Do not make caves that are entirely above ground.
|
||||||
// It is only necessary to check the startpoint and endpoint.
|
// It is only necessary to check the startpoint and endpoint.
|
||||||
if (large_cave) {
|
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
||||||
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
v3s16 veci(vec.X, vec.Y, vec.Z);
|
||||||
v3s16 veci(vec.X, vec.Y, vec.Z);
|
s16 h1;
|
||||||
s16 h1;
|
s16 h2;
|
||||||
s16 h2;
|
|
||||||
|
|
||||||
v3s16 p1 = orpi + veci + of + rs / 2;
|
v3s16 p1 = orpi + veci + of + rs / 2;
|
||||||
if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
|
if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
|
||||||
p1.X >= node_min.X && p1.X <= node_max.X) {
|
p1.X >= node_min.X && p1.X <= node_max.X) {
|
||||||
u32 index1 = (p1.Z - node_min.Z) * mg->ystride +
|
u32 index1 = (p1.Z - node_min.Z) * mg->ystride +
|
||||||
(p1.X - node_min.X);
|
(p1.X - node_min.X);
|
||||||
h1 = mg->heightmap[index1];
|
h1 = mg->heightmap[index1];
|
||||||
} else {
|
} else {
|
||||||
h1 = water_level; // If not in heightmap
|
h1 = water_level; // If not in heightmap
|
||||||
}
|
|
||||||
|
|
||||||
v3s16 p2 = orpi + of + rs / 2;
|
|
||||||
if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
|
|
||||||
p2.X >= node_min.X && p2.X <= node_max.X) {
|
|
||||||
u32 index2 = (p2.Z - node_min.Z) * mg->ystride +
|
|
||||||
(p2.X - node_min.X);
|
|
||||||
h2 = mg->heightmap[index2];
|
|
||||||
} else {
|
|
||||||
h2 = water_level;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
v3s16 p2 = orpi + of + rs / 2;
|
||||||
|
if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
|
||||||
|
p2.X >= node_min.X && p2.X <= node_max.X) {
|
||||||
|
u32 index2 = (p2.Z - node_min.Z) * mg->ystride +
|
||||||
|
(p2.X - node_min.X);
|
||||||
|
h2 = mg->heightmap[index2];
|
||||||
|
} else {
|
||||||
|
h2 = water_level;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
|
||||||
|
return;
|
||||||
|
|
||||||
vec += main_direction;
|
vec += main_direction;
|
||||||
|
|
||||||
v3f rp = orp + vec;
|
v3f rp = orp + vec;
|
||||||
|
@ -680,7 +661,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
|
||||||
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
|
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
|
||||||
);
|
);
|
||||||
|
|
||||||
// Do not make large caves that are above ground.
|
// Do not make caves that are above ground.
|
||||||
// It is only necessary to check the startpoint and endpoint.
|
// It is only necessary to check the startpoint and endpoint.
|
||||||
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
||||||
v3s16 veci(vec.X, vec.Y, vec.Z);
|
v3s16 veci(vec.X, vec.Y, vec.Z);
|
||||||
|
@ -735,20 +716,15 @@ void CaveV7::makeTunnel(bool dirswitch) {
|
||||||
// Every second section is rough
|
// Every second section is rough
|
||||||
bool randomize_xz = (ps->range(1, 2) == 1);
|
bool randomize_xz = (ps->range(1, 2) == 1);
|
||||||
|
|
||||||
// Make a ravine every once in a while if it's long enough
|
|
||||||
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
|
|
||||||
//disable ravines for now
|
|
||||||
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
|
|
||||||
|
|
||||||
// Carve routes
|
// Carve routes
|
||||||
for (float f = 0; f < 1.0; f += 1.0 / veclen)
|
for (float f = 0; f < 1.0; f += 1.0 / veclen)
|
||||||
carveRoute(vec, f, randomize_xz, is_ravine);
|
carveRoute(vec, f, randomize_xz);
|
||||||
|
|
||||||
orp = rp;
|
orp = rp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz) {
|
||||||
MapNode airnode(CONTENT_AIR);
|
MapNode airnode(CONTENT_AIR);
|
||||||
MapNode waternode(c_water_source);
|
MapNode waternode(c_water_source);
|
||||||
MapNode lavanode(c_lava_source);
|
MapNode lavanode(c_lava_source);
|
||||||
|
@ -773,15 +749,12 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
||||||
d1 += ps->range(-1, 1);
|
d1 += ps->range(-1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool should_make_cave_hole = ps->range(1, 10) == 1;
|
|
||||||
|
|
||||||
for (s16 z0 = d0; z0 <= d1; z0++) {
|
for (s16 z0 = d0; z0 <= d1; z0++) {
|
||||||
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
||||||
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
|
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
|
||||||
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
||||||
|
|
||||||
s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
|
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
||||||
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
|
||||||
|
|
||||||
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
||||||
if (large_cave_is_flat) {
|
if (large_cave_is_flat) {
|
||||||
|
@ -793,15 +766,6 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
||||||
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
||||||
p += of;
|
p += of;
|
||||||
|
|
||||||
if (!is_ravine && mg->heightmap && should_make_cave_hole &&
|
|
||||||
p.X <= node_max.X && p.Z <= node_max.Z) {
|
|
||||||
int maplen = node_max.X - node_min.X + 1;
|
|
||||||
int idx = (p.Z - node_min.Z) * maplen +
|
|
||||||
(p.X - node_min.X);
|
|
||||||
if (p.Y >= mg->heightmap[idx] - 2)
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (vm->m_area.contains(p) == false)
|
if (vm->m_area.contains(p) == false)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
|
|
@ -69,7 +69,7 @@ public:
|
||||||
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
|
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
|
||||||
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
|
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
|
||||||
void makeTunnel(bool dirswitch);
|
void makeTunnel(bool dirswitch);
|
||||||
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
|
void carveRoute(v3f vec, float f, bool randomize_xz);
|
||||||
};
|
};
|
||||||
|
|
||||||
class CaveV6 {
|
class CaveV6 {
|
||||||
|
@ -158,7 +158,7 @@ public:
|
||||||
CaveV7(MapgenV7 *mg, PseudoRandom *ps);
|
CaveV7(MapgenV7 *mg, PseudoRandom *ps);
|
||||||
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
|
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
|
||||||
void makeTunnel(bool dirswitch);
|
void makeTunnel(bool dirswitch);
|
||||||
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
|
void carveRoute(v3f vec, float f, bool randomize_xz);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
Loading…
Reference in New Issue