Ore: Add Vein ore type

master
kwolekr 2014-12-28 21:17:12 -05:00
parent 900fa26965
commit 61dfa912f5
4 changed files with 106 additions and 19 deletions

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@ -563,9 +563,27 @@ All default ores are of the uniformly-distributed scatter type.
clust_scarcity and clust_num_ores are ignored.
This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
- blob
Creates a roundish blob of ore according to 3d perlin noise described by noise_params. The maximum
size of the blob is clust_size, and clust_scarcity has the same meaning as with scatter type.
Creates a deformed sphere blobs of ore according to 3d perlin noise described by noise_params. The
maximum size of the blob is clust_size, and clust_scarcity has the same meaning as with scatter type.
- vein
Creates veins of ore varying in density by according to the intersection of two instances 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. 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:
noise_params = {
offset = 0,
scale = 3,
spread = {x=200, y=200, z=200},
seed = 5390,
octaves = 4,
persist = 0.5,
flags = "eased",
},
noise_threshhold = 1.6
WARNING: Use this ore type *very* sparingly since it is ~200x more computationally expensive than
any other ore.
Ore attributes
-------------------
@ -2717,6 +2735,10 @@ Ore definition (register_ore)
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.
^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
random_factor = 1.0,
^ Multiplier of the randomness contribution to the noise value at any given point to
^ decide if ore should be placed. Set to 0 for solid veins. This parameter is only valid
^ for ore_type == "vein".
}
Decoration definition (register_decoration)

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@ -27,10 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
const char *OreManager::ELEMENT_TITLE = "ore";
FlagDesc flagdesc_ore[] = {
{"absheight", OREFLAG_ABSHEIGHT},
{"scatter_noisedensity", OREFLAG_DENSITY},
{"claylike_nodeisnt", OREFLAG_NODEISNT},
{NULL, 0}
{"absheight", OREFLAG_ABSHEIGHT},
{NULL, 0}
};
@ -217,7 +215,7 @@ void OreBlob::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
int volume = (nmax.X - nmin.X + 1) *
(nmax.Y - nmin.Y + 1) *
(nmax.Z - nmin.Z + 1);
int csize = clust_size;
int csize = clust_size;
int nblobs = volume / clust_scarcity;
if (!noise)
@ -261,3 +259,55 @@ void OreBlob::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
}
}
}
///////////////////////////////////////////////////////////////////////////////
OreVein::~OreVein()
{
delete noise2;
}
void OreVein::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
v3s16 nmin, v3s16 nmax)
{
PseudoRandom pr(blockseed + 520);
MapNode n_ore(c_ore, 0, ore_param2);
if (!noise) {
int sx = nmax.X - nmin.X + 1;
int sy = nmax.Y - nmin.Y + 1;
int sz = nmax.Z - nmin.Z + 1;
noise = new Noise(&np, seed, sx, sy, sz);
noise2 = new Noise(&np, seed + 436, sx, sy, sz);
}
bool noise_generated = false;
size_t index = 0;
for (int z = nmin.Z; z <= nmax.Z; z++)
for (int y = nmin.Y; y <= nmax.Y; y++)
for (int x = nmin.X; x <= nmax.X; x++, index++) {
u32 i = vm->m_area.index(x, y, z);
if (!vm->m_area.contains(i))
continue;
if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
continue;
// Same lazy generation optimization as in OreBlob
if (!noise_generated) {
noise_generated = true;
noise->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
noise2->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
}
// randval ranges from -1..1
float randval = (float)pr.next() / (PSEUDORANDOM_MAX / 2) - 1.f;
float noiseval = contour(noise->result[index]);
float noiseval2 = contour(noise2->result[index]);
if (noiseval * noiseval2 + randval * random_factor < nthresh)
continue;
vm->m_data[i] = n_ore;
}
}

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@ -32,14 +32,6 @@ class ManualMapVoxelManipulator;
// Use absolute value of height to determine ore placement
#define OREFLAG_ABSHEIGHT 0x01
// Use 3d noise to get density of ore placement, instead of just the position
#define OREFLAG_DENSITY 0x02 // not yet implemented
// For claylike ore types, place ore if the number of surrounding
// nodes isn't the specified node
#define OREFLAG_NODEISNT 0x04 // not yet implemented
#define OREFLAG_USE_NOISE 0x08
#define ORE_RANGE_ACTUAL 1
@ -50,6 +42,7 @@ enum OreType {
ORE_TYPE_SCATTER,
ORE_TYPE_SHEET,
ORE_TYPE_BLOB,
ORE_TYPE_VEIN,
};
extern FlagDesc flagdesc_ore[];
@ -105,6 +98,19 @@ public:
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
class OreVein : public Ore {
public:
static const bool NEEDS_NOISE = true;
float random_factor;
Noise *noise2;
virtual ~OreVein();
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
class OreManager : public GenElementManager {
public:
static const char *ELEMENT_TITLE;
@ -122,6 +128,8 @@ public:
return new OreSheet;
case ORE_TYPE_BLOB:
return new OreBlob;
case ORE_TYPE_VEIN:
return new OreVein;
default:
return NULL;
}

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@ -68,9 +68,10 @@ struct EnumString ModApiMapgen::es_MapgenObject[] =
struct EnumString ModApiMapgen::es_OreType[] =
{
{ORE_TYPE_SCATTER, "scatter"},
{ORE_TYPE_SHEET, "sheet"},
{ORE_TYPE_BLOB, "blob"},
{ORE_TYPE_SCATTER, "scatter"},
{ORE_TYPE_SHEET, "sheet"},
{ORE_TYPE_BLOB, "blob"},
{ORE_TYPE_VEIN, "vein"},
{0, NULL},
};
@ -680,6 +681,12 @@ int ModApiMapgen::l_register_ore(lua_State *L)
}
lua_pop(L, 1);
if (oretype == ORE_TYPE_VEIN) {
OreVein *orevein = (OreVein *)ore;
orevein->random_factor = getfloatfield_default(L, index,
"random_factor", 1.f);
}
u32 id = oremgr->add(ore);
if (id == (u32)-1) {
delete ore;