Cavegen: Make mgfractal use mgv5 cavegen

Remove CaveFractal
Add a lava depth constant to CaveV5 to make it universal
master
paramat 2015-11-08 08:18:47 +00:00
parent 63e7137e3b
commit c3e179f256
4 changed files with 15 additions and 303 deletions

View File

@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mapgen_fractal.h"
#include "cavegen.h"
NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
@ -32,17 +31,18 @@ NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0
///////////////////////////////////////// Caves V5
CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps)
CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
{
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
this->c_ice = mg->c_ice;
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
c_ice = ndef->getId("mapgen_ice");
this->np_caveliquids = &nparams_caveliquids;
this->ystride = mg->csize.X;
dswitchint = ps->range(1, 14);
flooded = ps->range(1, 2) == 2;
@ -150,7 +150,7 @@ void CaveV5::makeTunnel(bool dirswitch)
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
@ -161,7 +161,7 @@ void CaveV5::makeTunnel(bool dirswitch)
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
@ -215,7 +215,8 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, mg->seed);
MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV5_LAVA_DEPTH) ?
lavanode : waternode;
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
@ -808,247 +809,3 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
}
}
}
///////////////////////////////////////// Caves Fractal
CaveFractal::CaveFractal(MapgenFractal *mg, PseudoRandom *ps)
{
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
this->c_ice = mg->c_ice;
this->np_caveliquids = &nparams_caveliquids;
dswitchint = ps->range(1, 14);
flooded = ps->range(1, 2) == 2;
part_max_length_rs = ps->range(2, 4);
tunnel_routepoints = ps->range(5, ps->range(15, 30));
min_tunnel_diameter = 5;
max_tunnel_diameter = ps->range(7, ps->range(8, 24));
large_cave_is_flat = (ps->range(0, 1) == 0);
}
void CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
node_min = nmin;
node_max = nmax;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
ar = node_max - node_min + v3s16(1, 1, 1);
// Area starting point in nodes
of = node_min;
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 10;
s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
s16 min = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
min = water_level - max_tunnel_diameter/3 - of.Y;
route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
}
route_y_min = ps->range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
orp = v3f(
(float)(ps->next() % ar.X) + 0.5,
(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
(float)(ps->next() % ar.Z) + 0.5
);
// Add generation notify begin event
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
mg->gennotify.addEvent(notifytype, abs_pos);
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
// Add generation notify end event
abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
notifytype = GENNOTIFY_LARGECAVE_END;
mg->gennotify.addEvent(notifytype, abs_pos);
}
void CaveFractal::makeTunnel(bool dirswitch)
{
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
s16 rs_part_max_length_rs = rs * part_max_length_rs;
v3s16 maxlen;
maxlen = v3s16(
rs_part_max_length_rs,
rs_part_max_length_rs / 2,
rs_part_max_length_rs
);
v3f vec;
// Jump downward sometimes
vec = v3f(
(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
// Do not make caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
v3s16 p;
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return; // If it's not in our heightmap, use a simple heuristic
}
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return;
}
vec += main_direction;
v3f rp = orp + vec;
if (rp.X < 0)
rp.X = 0;
else if (rp.X >= ar.X)
rp.X = ar.X - 1;
if (rp.Y < route_y_min)
rp.Y = route_y_min;
else if (rp.Y >= route_y_max)
rp.Y = route_y_max - 1;
if (rp.Z < 0)
rp.Z = 0;
else if (rp.Z >= ar.Z)
rp.Z = ar.Z - 1;
vec = rp - orp;
float veclen = vec.getLength();
if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
carveRoute(vec, f, randomize_xz);
orp = rp;
}
void CaveFractal::carveRoute(v3f vec, float f, bool randomize_xz)
{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, mg->seed);
MapNode liquidnode = (nval < 0.40 && node_max.Y < MGFRACTAL_LAVA_DEPTH) ?
lavanode : waternode;
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
fp.Z += 0.1 * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}
for (s16 z0 = d0; z0 <= d1; z0++) {
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++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
continue;
}
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
if (vm->m_area.contains(p) == false)
continue;
u32 i = vm->m_area.index(p);
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content)
continue;
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
if (flooded && full_ymin < water_level &&
full_ymax > water_level)
vm->m_data[i] = (p.Y <= water_level) ?
waternode : airnode;
else if (flooded && full_ymax < water_level)
vm->m_data[i] = (p.Y < startp.Y - 4) ?
liquidnode : airnode;
else
vm->m_data[i] = airnode;
}
}
}
}

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@ -21,17 +21,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define CAVEGEN_HEADER
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
#define MGV5_LAVA_DEPTH -256
#define MGV7_LAVA_DEPTH -256
#define MGFRACTAL_LAVA_DEPTH -256
class MapgenV5;
class MapgenV6;
class MapgenV7;
class MapgenFractal;
class CaveV5 {
public:
MapgenV5 *mg;
Mapgen *mg;
MMVManip *vm;
INodeDefManager *ndef;
@ -66,9 +65,10 @@ public:
content_t c_ice;
int water_level;
int ystride;
CaveV5() {}
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
CaveV5(Mapgen *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz);
@ -163,49 +163,4 @@ public:
void carveRoute(v3f vec, float f, bool randomize_xz);
};
class CaveFractal {
public:
MapgenFractal *mg;
MMVManip *vm;
INodeDefManager *ndef;
NoiseParams *np_caveliquids;
s16 min_tunnel_diameter;
s16 max_tunnel_diameter;
u16 tunnel_routepoints;
int dswitchint;
int part_max_length_rs;
bool large_cave_is_flat;
bool flooded;
s16 max_stone_y;
v3s16 node_min;
v3s16 node_max;
v3f orp; // starting point, relative to caved space
v3s16 of; // absolute coordinates of caved space
v3s16 ar; // allowed route area
s16 rs; // tunnel radius size
v3f main_direction;
s16 route_y_min;
s16 route_y_max;
PseudoRandom *ps;
content_t c_water_source;
content_t c_lava_source;
content_t c_ice;
int water_level;
CaveFractal() {}
CaveFractal(MapgenFractal *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz);
};
#endif

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@ -634,7 +634,7 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
CaveFractal cave(this, &ps);
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}

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@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
#define MGFRACTAL_LARGE_CAVE_DEPTH -32
#define MGFRACTAL_LARGE_CAVE_DEPTH -33
/////////////////// Mapgen Fractal flags
#define MGFRACTAL_JULIA 0x01