Some completely crapshit coding to make caves more varied
parent
f0e7da8a63
commit
bee1adc651
242
src/mapgen.cpp
242
src/mapgen.cpp
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@ -61,10 +61,13 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
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return y_nodes_min - 1;
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}
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#if 0
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// Returns Y one under area minimum if not found
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static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
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INodeDefManager *ndef)
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{
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if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
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return vmanip.m_area.MinEdge.Y-1;
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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@ -87,6 +90,7 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
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else
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return y_nodes_min - 1;
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}
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#endif
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// Returns Y one under area minimum if not found
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static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
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@ -1444,42 +1448,6 @@ void make_block(BlockMakeData *data)
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}//timer1
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/*
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Add blobs of dirt and gravel underground
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*/
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{
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PseudoRandom pr(blockseed+983);
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for(int i=0; i<volume_nodes/12/12/12; i++){
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v3s16 size(
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pr.range(1, 6),
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pr.range(1, 6),
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pr.range(1, 6)
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);
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v3s16 p0(
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pr.range(node_min.X, node_max.X)-size.X/2,
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pr.range(node_min.Y, node_max.Y)-size.Y/2,
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pr.range(node_min.Z, node_max.Z)-size.Z/2
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);
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MapNode n1;
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if(p0.Y > -32 && pr.range(0,1) == 0)
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n1 = MapNode(c_dirt);
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else
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n1 = MapNode(c_gravel);
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for(int x1=0; x1<size.X; x1++)
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for(int y1=0; y1<size.Y; y1++)
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for(int z1=0; z1<size.Z; z1++)
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{
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v3s16 p = p0 + v3s16(x1,y1,z1);
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u32 i = vmanip.m_area.index(p);
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if(!vmanip.m_area.contains(i))
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continue;
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if(vmanip.m_data[i].getContent() != c_stone)
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continue;
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vmanip.m_data[i] = n1;
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}
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}
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}
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// Limit dirt flow area by 1 because mud is flown into neighbors.
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assert(central_area_size.X == central_area_size.Z);
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s16 mudflow_minpos = 0-max_spread_amount+1;
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@ -1504,15 +1472,22 @@ void make_block(BlockMakeData *data)
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/*
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Make caves (this code is relatively horrible)
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*/
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u32 caves_count = volume_nodes / 100000 + 1;
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u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000;
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double cave_amount = noise2d_perlin(
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0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
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data->seed+34329, 3, 0.50);
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cave_amount = MYMAX(0.0, 4.0*cave_amount+2.0);
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u32 caves_count = cave_amount * volume_nodes / 100000;
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u32 bruises_count = cave_amount * volume_nodes / 400000;
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bruises_count *= MYMAX(1, -node_max.Y/100);
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if(stone_surface_max_y < WATER_LEVEL - 20)
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bruises_count = 0;
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for(u32 jj=0; jj<caves_count+bruises_count; jj++)
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{
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s16 min_tunnel_diameter = 2;
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s16 max_tunnel_diameter = myrand_range(4,5);
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u16 tunnel_routepoints = 20;
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s16 max_tunnel_diameter = myrand_range(3,5);
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u16 tunnel_routepoints = myrand_range(5,25);
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int dswitchint = myrand_range(1,14);
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int part_max_length_rs = myrand_range(2,11);
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v3f main_direction(0,0,0);
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@ -1521,7 +1496,7 @@ void make_block(BlockMakeData *data)
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if(bruise_surface)
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{
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min_tunnel_diameter = 5;
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max_tunnel_diameter = myrand_range(10, myrand_range(30,50));
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max_tunnel_diameter = myrand_range(10, myrand_range(20,40));
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/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
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max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
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@ -1566,7 +1541,8 @@ void make_block(BlockMakeData *data)
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// Minimum is at y=max_tunnel_diameter/4
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//route_y_min = -of.Y + max_tunnel_diameter/4;
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//s16 min = -of.Y + max_tunnel_diameter/4;
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s16 min = -of.Y + 0;
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//s16 min = -of.Y + 0;
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s16 min = 0;
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route_y_min = myrand_range(min, min + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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@ -1578,12 +1554,12 @@ void make_block(BlockMakeData *data)
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s16 route_start_y_max = route_y_max;
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// Start every 4th cave from surface when applicable
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bool coming_from_surface = false;
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/*bool coming_from_surface = false;
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if(node_min.Y <= 0 && node_max.Y >= 0){
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coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
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if(coming_from_surface)
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route_start_y_min = -of.Y + stone_surface_max_y + 10;
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}
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}*/
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route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
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@ -1595,8 +1571,12 @@ void make_block(BlockMakeData *data)
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(float)(myrand()%ar.Z)+0.5
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);
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v3s16 startp(orp.X, orp.Y, orp.Z);
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startp += of;
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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MapNode lavanode(c_lava_source);
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/*
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Generate some tunnel starting from orp
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@ -1604,14 +1584,14 @@ void make_block(BlockMakeData *data)
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for(u16 j=0; j<tunnel_routepoints; j++)
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{
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if(j%7==0 && bruise_surface == false)
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if(j%dswitchint==0 && bruise_surface == false)
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{
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main_direction = v3f(
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((float)(myrand()%20)-(float)10)/10,
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((float)(myrand()%20)-(float)10)/30,
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((float)(myrand()%20)-(float)10)/10
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);
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main_direction *= (float)myrand_range(1, 3);
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main_direction *= (float)myrand_range(0, 10)/10;
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}
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// Randomize size
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@ -1622,39 +1602,38 @@ void make_block(BlockMakeData *data)
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v3s16 maxlen;
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if(bruise_surface)
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{
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maxlen = v3s16(rs*7,rs*2,rs*7);
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maxlen = v3s16(rs*part_max_length_rs,rs*part_max_length_rs/3,rs*part_max_length_rs);
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}
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else
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{
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maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
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maxlen = v3s16(rs*part_max_length_rs, myrand_range(1, rs*part_max_length_rs), rs*part_max_length_rs);
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}
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v3f vec;
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if(coming_from_surface && j < 3)
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vec = v3f(
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(float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y/2,
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(float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
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);
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// Jump downward sometimes
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if(!bruise_surface && myrand_range(0,12) == 0)
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{
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vec = v3f(
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(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
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(float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
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(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
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);
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}
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else
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{
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vec = v3f(
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(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
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(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
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(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
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(float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
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(float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
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);
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}
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if(bruise_surface){
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/*if(bruise_surface){
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v3f p = orp + vec;
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s16 h = find_ground_level_clever(vmanip,
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v2s16(p.X, p.Z), ndef);
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route_y_min = h - rs/3;
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route_y_max = h + rs;
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}
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}*/
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vec += main_direction;
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@ -1684,7 +1663,7 @@ void make_block(BlockMakeData *data)
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s16 d1 = d0 + rs - 1;
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for(s16 z0=d0; z0<=d1; z0++)
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{
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s16 si = rs - MYMAX(0, abs(z0)-rs/4);
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s16 si = rs - MYMAX(0, abs(z0)-rs/7);
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//s16 si = rs - MYMAX(0, abs(z0)-rs/7);
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for(s16 x0=-si; x0<=si-1; x0++)
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{
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@ -1694,9 +1673,10 @@ void make_block(BlockMakeData *data)
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//s16 si2 = rs - abs(x0);
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for(s16 y0=-si2; y0<=si2-1; y0++)
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{
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// Make better floors
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if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1)
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// Make better floors in small caves
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if(y0 < -rs + 1 && si<=7)
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continue;
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bool is_bottomish = (y0 <= -si2 + 1);
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s16 z = cp.Z + z0;
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s16 y = cp.Y + y0;
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@ -1709,25 +1689,37 @@ void make_block(BlockMakeData *data)
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continue;
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p += of;
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//assert(vmanip.m_area.contains(p));
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if(vmanip.m_area.contains(p) == false)
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{
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dstream<<"WARNING: "<<__FUNCTION_NAME
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<<":"<<__LINE__<<": "
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<<"point not in area"
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<<std::endl;
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continue;
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}
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// Just set it to air, it will be changed to
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// water afterwards
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u32 i = vmanip.m_area.index(p);
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if(bruise_surface){
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if(p.Y <= WATER_LEVEL)
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vmanip.m_data[i] = waternode;
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else
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if(bruise_surface)
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{
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if(full_node_min.Y < WATER_LEVEL &&
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full_node_max.Y > WATER_LEVEL){
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if(p.Y <= WATER_LEVEL)
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vmanip.m_data[i] = waternode;
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else
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vmanip.m_data[i] = airnode;
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} else if(full_node_max.Y < WATER_LEVEL){
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if(is_bottomish)
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vmanip.m_data[i] = MapNode(c_stone);
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else if(p.Y < startp.Y - 2)
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vmanip.m_data[i] = lavanode;
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else
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vmanip.m_data[i] = airnode;
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} else {
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vmanip.m_data[i] = airnode;
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}
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} else {
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// Don't replace air or water or lava
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if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
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vmanip.m_data[i].getContent() == c_water_source ||
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vmanip.m_data[i].getContent() == c_lava_source)
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continue;
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vmanip.m_data[i] = airnode;
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}
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@ -1821,6 +1813,48 @@ void make_block(BlockMakeData *data)
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}//timer1
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#endif
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/*
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Add blobs of dirt and gravel underground
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*/
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{
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PseudoRandom pr(blockseed+983);
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for(int i=0; i<volume_nodes/10/10/10; i++)
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{
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bool only_fill_cave = (myrand_range(0,1) != 0);
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v3s16 size(
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pr.range(1, 8),
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pr.range(1, 8),
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pr.range(1, 8)
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);
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v3s16 p0(
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pr.range(node_min.X, node_max.X)-size.X/2,
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pr.range(node_min.Y, node_max.Y)-size.Y/2,
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pr.range(node_min.Z, node_max.Z)-size.Z/2
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);
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MapNode n1;
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if(p0.Y > -32 && pr.range(0,1) == 0)
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n1 = MapNode(c_dirt);
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else
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n1 = MapNode(c_gravel);
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for(int x1=0; x1<size.X; x1++)
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for(int y1=0; y1<size.Y; y1++)
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for(int z1=0; z1<size.Z; z1++)
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{
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v3s16 p = p0 + v3s16(x1,y1,z1);
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u32 i = vmanip.m_area.index(p);
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if(!vmanip.m_area.contains(i))
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continue;
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// Cancel if not stone and not cave air
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if(vmanip.m_data[i].getContent() != c_stone &&
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!(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
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continue;
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if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
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continue;
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vmanip.m_data[i] = n1;
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}
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}
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}
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#if 1
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{
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// 340ms @cs=8
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@ -1861,7 +1895,8 @@ void make_block(BlockMakeData *data)
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//if(content_walkable(n->d))
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// break;
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if(n->getContent() == c_dirt ||
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n->getContent() == c_dirt_with_grass)
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n->getContent() == c_dirt_with_grass ||
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n->getContent() == c_gravel)
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break;
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vmanip.m_area.add_y(em, i, -1);
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@ -1877,23 +1912,27 @@ void make_block(BlockMakeData *data)
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if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
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continue;*/
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/*
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Don't flow it if the stuff under it is not mud
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*/
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if(n->getContent() == c_dirt ||
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n->getContent() == c_dirt_with_grass)
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{
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u32 i2 = i;
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vmanip.m_area.add_y(em, i2, -1);
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// Cancel if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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MapNode *n2 = &vmanip.m_data[i2];
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if(n2->getContent() != c_dirt &&
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n2->getContent() != c_dirt_with_grass)
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continue;
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}
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// Make it exactly mud
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n->setContent(c_dirt);
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// Make it exactly mud
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n->setContent(c_dirt);
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/*
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Don't flow it if the stuff under it is not mud
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*/
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{
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u32 i2 = i;
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vmanip.m_area.add_y(em, i2, -1);
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// Cancel if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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MapNode *n2 = &vmanip.m_data[i2];
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if(n2->getContent() != c_dirt &&
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n2->getContent() != c_dirt_with_grass)
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continue;
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}
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}
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/*s16 recurse_count = 0;
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mudflow_recurse:*/
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@ -2002,9 +2041,15 @@ void make_block(BlockMakeData *data)
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u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
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for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
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{
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if(water_found == false)
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if(y == full_node_max.Y){
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water_found =
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(vmanip.m_data[i].getContent() == c_water_source ||
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vmanip.m_data[i].getContent() == c_lava_source);
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}
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else if(water_found == false)
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{
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if(vmanip.m_data[i].getContent() == c_water_source)
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if(vmanip.m_data[i].getContent() == c_water_source ||
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vmanip.m_data[i].getContent() == c_lava_source)
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{
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v3s16 p = v3s16(p2d.X, y, p2d.Y);
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data->transforming_liquid.push_back(p);
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@ -2016,7 +2061,8 @@ void make_block(BlockMakeData *data)
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// This can be done because water_found can only
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// turn to true and end up here after going through
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// a single block.
|
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if(vmanip.m_data[i+1].getContent() != c_water_source)
|
||||
if(vmanip.m_data[i+1].getContent() != c_water_source ||
|
||||
vmanip.m_data[i+1].getContent() != c_lava_source)
|
||||
{
|
||||
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
|
||||
data->transforming_liquid.push_back(p);
|
||||
|
@ -2067,8 +2113,12 @@ void make_block(BlockMakeData *data)
|
|||
|
||||
u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
|
||||
MapNode *n = &vmanip.m_data[i];
|
||||
if(n->getContent() == c_dirt)
|
||||
if(n->getContent() == c_dirt){
|
||||
// Well yeah, this can't be overground...
|
||||
if(surface_y < WATER_LEVEL - 20)
|
||||
continue;
|
||||
n->setContent(c_dirt_with_grass);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
Loading…
Reference in New Issue