Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.mutilcraft-mt53
parent
76f4856479
commit
87bc39dca7
236
src/mapgen.cpp
236
src/mapgen.cpp
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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/numeric.h"
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#include "filesys.h"
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#include "log.h"
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#include "cavegen.h"
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FlagDesc flagdesc_mapgen[] = {
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{"trees", MG_TREES},
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@ -369,6 +370,241 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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}
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////
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//// MapgenBasic
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////
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MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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}
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MgStoneType MapgenBasic::generateBiomes()
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{
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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MgStoneType stone_type = STONE;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = NULL;
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u16 depth_top = 0;
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u16 base_filler = 0;
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u16 depth_water_top = 0;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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// Check node at base of mapchunk above, either a node of a previously
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
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// If there is air or water above enable top/filler placement, otherwise force
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// nplaced to stone level by setting a number exceeding any possible filler depth.
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u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[vi].getContent();
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// Biome is recalculated each time an upper surface is detected while
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// working down a column. The selected biome then remains in effect for
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// all nodes below until the next surface and biome recalculation.
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// Biome is recalculated:
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// 1. At the surface of stone below air or water.
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// 2. At the surface of water below air.
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// 3. When stone or water is detected but biome has not yet been calculated.
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if ((c == c_stone && (air_above || water_above || !biome))
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|| ((c == c_water_source || c == c_river_water_source)
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&& (air_above || !biome))) {
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biome = biomegen->getBiomeAtIndex(index, y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top
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+ biome->depth_filler
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+ noise_filler_depth->result[index], 0.f);
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depth_water_top = biome->depth_water_top;
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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// miss any desert stone or sandstone biomes.
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if (biome->c_stone == c_desert_stone)
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stone_type = DESERT_STONE;
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else if (biome->c_stone == c_sandstone)
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stone_type = SANDSTONE;
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}
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if (c == c_stone) {
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content_t c_below = vm->m_data[vi - em.X].getContent();
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// If the node below isn't solid, make this node stone, so that
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// any top/filler nodes above are structurally supported.
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// This is done by aborting the cycle of top/filler placement
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// immediately by forcing nplaced to stone level.
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if (c_below == CONTENT_AIR
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|| c_below == c_water_source
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|| c_below == c_river_water_source)
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nplaced = U16_MAX;
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if (nplaced < depth_top) {
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced++;
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} else if (nplaced < base_filler) {
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vm->m_data[vi] = MapNode(biome->c_filler);
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nplaced++;
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} else {
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vm->m_data[vi] = MapNode(biome->c_stone);
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}
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air_above = false;
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water_above = false;
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} else if (c == c_water_source) {
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
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? biome->c_water_top : biome->c_water);
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = false;
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water_above = true;
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} else if (c == c_river_water_source) {
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vm->m_data[vi] = MapNode(biome->c_river_water);
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nplaced = depth_top; // Enable filler placement for next surface
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air_above = false;
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water_above = true;
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} else if (c == CONTENT_AIR) {
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = true;
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water_above = false;
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} else { // Possible various nodes overgenerated from neighbouring mapchunks
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nplaced = U16_MAX; // Disable top/filler placement
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air_above = false;
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water_above = false;
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}
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vm->m_area.add_y(em, vi, -1);
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}
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}
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return stone_type;
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}
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void MapgenBasic::dustTopNodes()
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{
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if (node_max.Y < water_level)
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return;
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
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if (biome->c_dust == CONTENT_IGNORE)
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continue;
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u32 vi = vm->m_area.index(x, full_node_max.Y, z);
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content_t c_full_max = vm->m_data[vi].getContent();
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s16 y_start;
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if (c_full_max == CONTENT_AIR) {
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y_start = full_node_max.Y - 1;
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} else if (c_full_max == CONTENT_IGNORE) {
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vi = vm->m_area.index(x, node_max.Y + 1, z);
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content_t c_max = vm->m_data[vi].getContent();
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if (c_max == CONTENT_AIR)
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y_start = node_max.Y;
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else
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continue;
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} else {
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continue;
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}
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vi = vm->m_area.index(x, y_start, z);
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for (s16 y = y_start; y >= node_min.Y - 1; y--) {
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if (vm->m_data[vi].getContent() != CONTENT_AIR)
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break;
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vm->m_area.add_y(em, vi, -1);
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}
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
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vm->m_area.add_y(em, vi, 1);
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vm->m_data[vi] = MapNode(biome->c_dust);
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}
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}
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}
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void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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{
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if (max_stone_y < node_min.Y)
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return;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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index3d -= ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_tunnel = true;
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} else {
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// Not in tunnel or not ground content
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if (is_tunnel && column_is_open &&
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(c == biome->c_filler || c == biome->c_stone))
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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is_tunnel = false;
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}
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}
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}
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if (node_max.Y > large_cave_depth)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps); ////caves version varies ---- todo- fix this!
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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////
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//// GenerateNotifier
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////
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56
src/mapgen.h
56
src/mapgen.h
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@ -46,6 +46,7 @@ extern FlagDesc flagdesc_gennotify[];
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class Biome;
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class BiomeGen;
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struct BiomeParams;
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class BiomeManager;
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class EmergeManager;
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class MapBlock;
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class VoxelManipulator;
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@ -137,6 +138,16 @@ struct MapgenParams {
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void save(Settings &settings) const;
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};
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/*
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Generic interface for map generators. All mapgens must inherit this class.
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If a feature exposed by a public member pointer is not supported by a
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certain mapgen, it must be set to NULL.
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Apart from makeChunk, getGroundLevelAtPoint, and getSpawnLevelAtPoint, all
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methods can be used by constructing a Mapgen base class and setting the
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appropriate public members (e.g. vm, ndef, and so on).
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*/
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class Mapgen {
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public:
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int seed;
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@ -189,6 +200,51 @@ private:
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DISABLE_CLASS_COPY(Mapgen);
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};
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/*
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MapgenBasic is a Mapgen implementation that handles basic functionality
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the majority of conventional mapgens will probably want to use, but isn't
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generic enough to be included as part of the base Mapgen class (such as
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generating biome terrain over terrain node skeletons, generating caves,
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dungeons, etc.)
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Inherit MapgenBasic instead of Mapgen to add this basic functionality to
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your mapgen without having to reimplement it. Feel free to override any of
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these methods if you desire different or more advanced behavior.
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Note that you must still create your own generateTerrain implementation when
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inheriting MapgenBasic.
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*/
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class MapgenBasic : public Mapgen {
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public:
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EmergeManager *m_emerge;
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BiomeManager *bmgr;
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Noise *noise_filler_depth;
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Noise *noise_cave1;
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Noise *noise_cave2;
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v3s16 node_min;
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v3s16 node_max;
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v3s16 full_node_min;
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v3s16 full_node_max;
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content_t c_stone;
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content_t c_water_source;
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content_t c_river_water_source;
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content_t c_desert_stone;
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content_t c_sandstone;
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int ystride;
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int zstride_1d;
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float cave_width;
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MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
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virtual MgStoneType generateBiomes();
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virtual void dustTopNodes();
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virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
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};
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struct MapgenFactory {
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virtual Mapgen *createMapgen(int mgid, MapgenParams *params,
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EmergeManager *emerge) = 0;
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@ -50,7 +50,7 @@ FlagDesc flagdesc_mapgen_flat[] = {
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MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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MgStoneType stone_type = generateBiomes();
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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generateCaves(stone_surface_max_y, large_cave_depth);
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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@ -381,220 +381,3 @@ s16 MapgenFlat::generateTerrain()
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return stone_surface_max_y;
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}
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MgStoneType MapgenFlat::generateBiomes()
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{
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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MgStoneType stone_type = STONE;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = NULL;
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u16 depth_top = 0;
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u16 base_filler = 0;
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u16 depth_water_top = 0;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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// Check node at base of mapchunk above, either a node of a previously
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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bool water_above = c_above == c_water_source;
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// If there is air or water above enable top/filler placement, otherwise force
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// nplaced to stone level by setting a number exceeding any possible filler depth.
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u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[vi].getContent();
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// Biome is recalculated each time an upper surface is detected while
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// working down a column. The selected biome then remains in effect for
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// all nodes below until the next surface and biome recalculation.
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// Biome is recalculated:
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// 1. At the surface of stone below air or water.
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// 2. At the surface of water below air.
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// 3. When stone or water is detected but biome has not yet been calculated.
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if ((c == c_stone && (air_above || water_above || !biome)) ||
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(c == c_water_source && (air_above || !biome))) {
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biome = biomegen->getBiomeAtIndex(index, y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top + biome->depth_filler
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+ noise_filler_depth->result[index], 0);
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depth_water_top = biome->depth_water_top;
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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// miss any desert stone or sandstone biomes.
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if (biome->c_stone == c_desert_stone)
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stone_type = DESERT_STONE;
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else if (biome->c_stone == c_sandstone)
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stone_type = SANDSTONE;
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}
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if (c == c_stone) {
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content_t c_below = vm->m_data[vi - em.X].getContent();
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// If the node below isn't solid, make this node stone, so that
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// any top/filler nodes above are structurally supported.
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// This is done by aborting the cycle of top/filler placement
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// immediately by forcing nplaced to stone level.
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if (c_below == CONTENT_AIR || c_below == c_water_source)
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nplaced = U16_MAX;
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if (nplaced < depth_top) {
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced++;
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} else if (nplaced < base_filler) {
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vm->m_data[vi] = MapNode(biome->c_filler);
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nplaced++;
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} else {
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vm->m_data[vi] = MapNode(biome->c_stone);
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}
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air_above = false;
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water_above = false;
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} else if (c == c_water_source) {
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
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biome->c_water_top : biome->c_water);
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = false;
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water_above = true;
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} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenFlat::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenFlat::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
|
||||
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else {
|
||||
// Not in tunnel or not ground content
|
||||
if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone))
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_max.Y > large_cave_depth)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV5 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -53,43 +53,19 @@ struct MapgenFlatParams : public MapgenSpecificParams {
|
|||
void writeParams(Settings *settings) const;
|
||||
};
|
||||
|
||||
class MapgenFlat : public Mapgen {
|
||||
class MapgenFlat : public MapgenBasic {
|
||||
public:
|
||||
EmergeManager *m_emerge;
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride_1d;
|
||||
|
||||
v3s16 node_min;
|
||||
v3s16 node_max;
|
||||
v3s16 full_node_min;
|
||||
v3s16 full_node_max;
|
||||
|
||||
u32 spflags;
|
||||
s16 ground_level;
|
||||
s16 large_cave_depth;
|
||||
float cave_width;
|
||||
float lake_threshold;
|
||||
float lake_steepness;
|
||||
float hill_threshold;
|
||||
float hill_steepness;
|
||||
Noise *noise_terrain;
|
||||
Noise *noise_filler_depth;
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
|
||||
Noise *noise_heat;
|
||||
Noise *noise_humidity;
|
||||
Noise *noise_heat_blend;
|
||||
Noise *noise_humidity_blend;
|
||||
|
||||
content_t c_stone;
|
||||
content_t c_water_source;
|
||||
content_t c_lava_source;
|
||||
content_t c_desert_stone;
|
||||
content_t c_ice;
|
||||
content_t c_sandstone;
|
||||
|
||||
content_t c_cobble;
|
||||
content_t c_stair_cobble;
|
||||
|
@ -104,9 +80,6 @@ public:
|
|||
int getSpawnLevelAtPoint(v2s16 p);
|
||||
void calculateNoise();
|
||||
s16 generateTerrain();
|
||||
MgStoneType generateBiomes();
|
||||
void dustTopNodes();
|
||||
void generateCaves(s16 max_stone_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryFlat : public MapgenFactory {
|
||||
|
|
|
@ -48,7 +48,7 @@ FlagDesc flagdesc_mapgen_fractal[] = {
|
|||
|
||||
|
||||
MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
: Mapgen(mapgenid, params, emerge)
|
||||
: MapgenBasic(mapgenid, params, emerge)
|
||||
{
|
||||
this->m_emerge = emerge;
|
||||
this->bmgr = emerge->biomemgr;
|
||||
|
@ -264,7 +264,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
|
|||
MgStoneType stone_type = generateBiomes();
|
||||
|
||||
if (flags & MG_CAVES)
|
||||
generateCaves(stone_surface_max_y);
|
||||
generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH);
|
||||
|
||||
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
|
||||
DungeonParams dp;
|
||||
|
@ -505,220 +505,3 @@ s16 MapgenFractal::generateTerrain()
|
|||
|
||||
return stone_surface_max_y;
|
||||
}
|
||||
|
||||
|
||||
MgStoneType MapgenFractal::generateBiomes()
|
||||
{
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = STONE;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// generated mapchunk or if not, a node of overgenerated base terrain.
|
||||
content_t c_above = vm->m_data[vi + em.X].getContent();
|
||||
bool air_above = c_above == CONTENT_AIR;
|
||||
bool water_above = c_above == c_water_source;
|
||||
|
||||
// If there is air or water above enable top/filler placement, otherwise force
|
||||
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
||||
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
||||
|
||||
|
||||
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
// Biome is recalculated each time an upper surface is detected while
|
||||
// working down a column. The selected biome then remains in effect for
|
||||
// all nodes below until the next surface and biome recalculation.
|
||||
// Biome is recalculated:
|
||||
// 1. At the surface of stone below air or water.
|
||||
// 2. At the surface of water below air.
|
||||
// 3. When stone or water is detected but biome has not yet been calculated.
|
||||
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
||||
(c == c_water_source && (air_above || !biome))) {
|
||||
biome = biomegen->getBiomeAtIndex(index, y);
|
||||
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top + biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0);
|
||||
depth_water_top = biome->depth_water_top;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = U16_MAX;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else {
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenFractal::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenFractal::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
|
||||
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else {
|
||||
// Not in tunnel or not ground content
|
||||
if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone))
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV5 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -57,23 +57,12 @@ struct MapgenFractalParams : public MapgenSpecificParams {
|
|||
void writeParams(Settings *settings) const;
|
||||
};
|
||||
|
||||
class MapgenFractal : public Mapgen {
|
||||
class MapgenFractal : public MapgenBasic {
|
||||
public:
|
||||
EmergeManager *m_emerge;
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride_1d;
|
||||
u16 formula;
|
||||
bool julia;
|
||||
|
||||
v3s16 node_min;
|
||||
v3s16 node_max;
|
||||
v3s16 full_node_min;
|
||||
v3s16 full_node_max;
|
||||
|
||||
u32 spflags;
|
||||
float cave_width;
|
||||
u16 fractal;
|
||||
u16 iterations;
|
||||
v3f scale;
|
||||
|
@ -84,16 +73,9 @@ public:
|
|||
float julia_z;
|
||||
float julia_w;
|
||||
Noise *noise_seabed;
|
||||
Noise *noise_filler_depth;
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
|
||||
content_t c_stone;
|
||||
content_t c_water_source;
|
||||
content_t c_lava_source;
|
||||
content_t c_desert_stone;
|
||||
content_t c_ice;
|
||||
content_t c_sandstone;
|
||||
|
||||
content_t c_cobble;
|
||||
content_t c_stair_cobble;
|
||||
|
@ -109,9 +91,6 @@ public:
|
|||
void calculateNoise();
|
||||
bool getFractalAtPoint(s16 x, s16 y, s16 z);
|
||||
s16 generateTerrain();
|
||||
MgStoneType generateBiomes();
|
||||
void dustTopNodes();
|
||||
void generateCaves(s16 max_stone_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryFractal : public MapgenFactory {
|
||||
|
|
|
@ -46,7 +46,7 @@ FlagDesc flagdesc_mapgen_v5[] = {
|
|||
|
||||
|
||||
MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
: Mapgen(mapgenid, params, emerge)
|
||||
: MapgenBasic(mapgenid, params, emerge)
|
||||
{
|
||||
this->m_emerge = emerge;
|
||||
this->bmgr = emerge->biomemgr;
|
||||
|
@ -245,7 +245,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Generate caves
|
||||
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
|
||||
generateCaves(stone_surface_max_y);
|
||||
generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
|
||||
|
||||
// Generate dungeons and desert temples
|
||||
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
|
||||
|
@ -391,220 +391,3 @@ int MapgenV5::generateBaseTerrain()
|
|||
|
||||
return stone_surface_max_y;
|
||||
}
|
||||
|
||||
|
||||
MgStoneType MapgenV5::generateBiomes()
|
||||
{
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = STONE;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// generated mapchunk or if not, a node of overgenerated base terrain.
|
||||
content_t c_above = vm->m_data[vi + em.X].getContent();
|
||||
bool air_above = c_above == CONTENT_AIR;
|
||||
bool water_above = c_above == c_water_source;
|
||||
|
||||
// If there is air or water above enable top/filler placement, otherwise force
|
||||
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
||||
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
||||
|
||||
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
// Biome is recalculated each time an upper surface is detected while
|
||||
// working down a column. The selected biome then remains in effect for
|
||||
// all nodes below until the next surface and biome recalculation.
|
||||
// Biome is recalculated:
|
||||
// 1. At the surface of stone below air or water.
|
||||
// 2. At the surface of water below air.
|
||||
// 3. When stone or water is detected but biome has not yet been calculated.
|
||||
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
||||
(c == c_water_source && (air_above || !biome))) {
|
||||
biome = biomegen->getBiomeAtIndex(index, y);
|
||||
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top + biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0);
|
||||
depth_water_top = biome->depth_water_top;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = U16_MAX;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else {
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenV5::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenV5::generateCaves(int max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
// Indexes at column top (node_max.Y)
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
|
||||
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else {
|
||||
// Not in tunnel or not ground content
|
||||
if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone))
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV5 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -48,34 +48,15 @@ struct MapgenV5Params : public MapgenSpecificParams {
|
|||
};
|
||||
|
||||
|
||||
class MapgenV5 : public Mapgen {
|
||||
class MapgenV5 : public MapgenBasic {
|
||||
public:
|
||||
EmergeManager *m_emerge;
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride_1d;
|
||||
|
||||
v3s16 node_min;
|
||||
v3s16 node_max;
|
||||
v3s16 full_node_min;
|
||||
v3s16 full_node_max;
|
||||
|
||||
u32 spflags;
|
||||
float cave_width;
|
||||
Noise *noise_filler_depth;
|
||||
Noise *noise_factor;
|
||||
Noise *noise_height;
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
Noise *noise_ground;
|
||||
|
||||
content_t c_stone;
|
||||
content_t c_water_source;
|
||||
content_t c_lava_source;
|
||||
content_t c_desert_stone;
|
||||
content_t c_ice;
|
||||
content_t c_sandstone;
|
||||
|
||||
content_t c_cobble;
|
||||
content_t c_stair_cobble;
|
||||
|
@ -90,9 +71,6 @@ public:
|
|||
int getSpawnLevelAtPoint(v2s16 p);
|
||||
void calculateNoise();
|
||||
int generateBaseTerrain();
|
||||
MgStoneType generateBiomes();
|
||||
void generateCaves(int max_stone_y);
|
||||
void dustTopNodes();
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -51,7 +51,7 @@ FlagDesc flagdesc_mapgen_v7[] = {
|
|||
|
||||
|
||||
MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
: Mapgen(mapgenid, params, emerge)
|
||||
: MapgenBasic(mapgenid, params, emerge)
|
||||
{
|
||||
this->m_emerge = emerge;
|
||||
this->bmgr = emerge->biomemgr;
|
||||
|
@ -276,7 +276,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
|
|||
MgStoneType stone_type = generateBiomes();
|
||||
|
||||
if (flags & MG_CAVES)
|
||||
generateCaves(stone_surface_max_y);
|
||||
generateCaves(stone_surface_max_y, water_level);
|
||||
|
||||
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
|
||||
DungeonParams dp;
|
||||
|
@ -517,225 +517,13 @@ void MapgenV7::generateRidgeTerrain()
|
|||
}
|
||||
|
||||
|
||||
MgStoneType MapgenV7::generateBiomes()
|
||||
{
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = STONE;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// generated mapchunk or if not, a node of overgenerated base terrain.
|
||||
content_t c_above = vm->m_data[vi + em.X].getContent();
|
||||
bool air_above = c_above == CONTENT_AIR;
|
||||
bool water_above = c_above == c_water_source;
|
||||
|
||||
// If there is air or water above enable top/filler placement, otherwise force
|
||||
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
||||
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
||||
|
||||
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
// Biome is recalculated each time an upper surface is detected while
|
||||
// working down a column. The selected biome then remains in effect for
|
||||
// all nodes below until the next surface and biome recalculation.
|
||||
// Biome is recalculated:
|
||||
// 1. At the surface of stone below air or water.
|
||||
// 2. At the surface of water below air.
|
||||
// 3. When stone or water is detected but biome has not yet been calculated.
|
||||
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
||||
(c == c_water_source && (air_above || !biome))) {
|
||||
biome = biomegen->getBiomeAtIndex(index, y);
|
||||
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top + biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0);
|
||||
depth_water_top = biome->depth_water_top;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = U16_MAX;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else {
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenV7::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenV7::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
// Indexes at column top (node_max.Y)
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
|
||||
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else {
|
||||
// Not in tunnel or not ground content
|
||||
if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone))
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_min.Y >= water_level)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV7 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//// Code Boneyard
|
||||
////
|
||||
//// Much of the stuff here has potential to become useful again at some point
|
||||
//// in the future, but we don't want it to get lost or forgotten in version
|
||||
//// control.
|
||||
////
|
||||
|
||||
#if 0
|
||||
int MapgenV7::generateMountainTerrain(s16 ymax)
|
||||
|
|
|
@ -54,42 +54,24 @@ struct MapgenV7Params : public MapgenSpecificParams {
|
|||
void writeParams(Settings *settings) const;
|
||||
};
|
||||
|
||||
class MapgenV7 : public Mapgen {
|
||||
class MapgenV7 : public MapgenBasic {
|
||||
public:
|
||||
EmergeManager *m_emerge;
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride_1u1d;
|
||||
int zstride_1d;
|
||||
|
||||
v3s16 node_min;
|
||||
v3s16 node_max;
|
||||
v3s16 full_node_min;
|
||||
v3s16 full_node_max;
|
||||
|
||||
s16 *ridge_heightmap;
|
||||
|
||||
u32 spflags;
|
||||
float cave_width;
|
||||
Noise *noise_terrain_base;
|
||||
Noise *noise_terrain_alt;
|
||||
Noise *noise_terrain_persist;
|
||||
Noise *noise_height_select;
|
||||
Noise *noise_filler_depth;
|
||||
Noise *noise_mount_height;
|
||||
Noise *noise_ridge_uwater;
|
||||
Noise *noise_mountain;
|
||||
Noise *noise_ridge;
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
|
||||
content_t c_stone;
|
||||
content_t c_water_source;
|
||||
content_t c_lava_source;
|
||||
content_t c_desert_stone;
|
||||
content_t c_ice;
|
||||
content_t c_sandstone;
|
||||
|
||||
content_t c_cobble;
|
||||
content_t c_stair_cobble;
|
||||
|
@ -112,11 +94,6 @@ public:
|
|||
|
||||
int generateTerrain();
|
||||
void generateRidgeTerrain();
|
||||
|
||||
MgStoneType generateBiomes();
|
||||
void dustTopNodes();
|
||||
|
||||
void generateCaves(s16 max_stone_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryV7 : public MapgenFactory {
|
||||
|
|
|
@ -65,7 +65,7 @@ static FlagDesc flagdesc_mapgen_valleys[] = {
|
|||
|
||||
|
||||
MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
: Mapgen(mapgenid, params, emerge)
|
||||
: MapgenBasic(mapgenid, params, emerge)
|
||||
{
|
||||
this->m_emerge = emerge;
|
||||
this->bmgr = emerge->biomemgr;
|
||||
|
@ -302,7 +302,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Cave creation.
|
||||
if (flags & MG_CAVES)
|
||||
generateCaves(stone_surface_max_y);
|
||||
generateCaves(stone_surface_max_y, large_cave_depth);
|
||||
|
||||
// Dungeon creation
|
||||
if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
|
||||
|
@ -692,166 +692,7 @@ int MapgenValleys::generateTerrain()
|
|||
return surface_max_y;
|
||||
}
|
||||
|
||||
|
||||
MgStoneType MapgenValleys::generateBiomes()
|
||||
{
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = STONE;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// generated mapchunk or if not, a node of overgenerated base terrain.
|
||||
content_t c_above = vm->m_data[vi + em.X].getContent();
|
||||
bool air_above = c_above == CONTENT_AIR;
|
||||
bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
|
||||
|
||||
// If there is air or water above enable top/filler placement, otherwise force
|
||||
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
||||
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
||||
|
||||
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
// Biome is recalculated each time an upper surface is detected while
|
||||
// working down a column. The selected biome then remains in effect for
|
||||
// all nodes below until the next surface and biome recalculation.
|
||||
// Biome is recalculated:
|
||||
// 1. At the surface of stone below air or water.
|
||||
// 2. At the surface of water below air.
|
||||
// 3. When stone or water is detected but biome has not yet been calculated.
|
||||
if ((c == c_stone && (air_above || water_above || !biome))
|
||||
|| ((c == c_water_source || c == c_river_water_source)
|
||||
&& (air_above || !biome))) {
|
||||
// Both heat and humidity have already been adjusted for altitude.
|
||||
biome = biomegen->getBiomeAtIndex(index, y);
|
||||
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = MYMAX(depth_top
|
||||
+ biome->depth_filler
|
||||
+ noise_filler_depth->result[index], 0.f);
|
||||
depth_water_top = biome->depth_water_top;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR
|
||||
|| c_below == c_water_source
|
||||
|| c_below == c_river_water_source)
|
||||
nplaced = U16_MAX;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else {
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
|
||||
? biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == c_river_water_source) {
|
||||
vm->m_data[vi] = MapNode(biome->c_river_water);
|
||||
nplaced = depth_top; // Enable filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenValleys::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenValleys::generateCaves(s16 max_stone_y)
|
||||
void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
|
|
@ -85,7 +85,7 @@ struct TerrainNoise {
|
|||
float inter_valley_fill;
|
||||
};
|
||||
|
||||
class MapgenValleys : public Mapgen {
|
||||
class MapgenValleys : public MapgenBasic {
|
||||
public:
|
||||
|
||||
MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge);
|
||||
|
@ -97,13 +97,9 @@ public:
|
|||
s16 large_cave_depth;
|
||||
|
||||
private:
|
||||
EmergeManager *m_emerge;
|
||||
BiomeManager *bmgr;
|
||||
BiomeGenOriginal *m_bgen;
|
||||
|
||||
int ystride;
|
||||
int zstride;
|
||||
int zstride_1d;
|
||||
|
||||
float map_gen_limit;
|
||||
|
||||
|
@ -113,11 +109,6 @@ private:
|
|||
s16 cave_water_max_height;
|
||||
s16 lava_max_height;
|
||||
|
||||
v3s16 node_min;
|
||||
v3s16 node_max;
|
||||
v3s16 full_node_min;
|
||||
v3s16 full_node_max;
|
||||
|
||||
u32 spflags;
|
||||
float altitude_chill;
|
||||
s16 lava_features_lim;
|
||||
|
@ -126,10 +117,6 @@ private:
|
|||
float river_size_factor;
|
||||
float *tcave_cache;
|
||||
s16 water_features_lim;
|
||||
float cave_width;
|
||||
Noise *noise_filler_depth;
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
Noise *noise_inter_valley_fill;
|
||||
Noise *noise_inter_valley_slope;
|
||||
Noise *noise_rivers;
|
||||
|
@ -139,19 +126,13 @@ private:
|
|||
Noise *noise_valley_profile;
|
||||
|
||||
content_t c_cobble;
|
||||
content_t c_desert_stone;
|
||||
content_t c_dirt;
|
||||
content_t c_ice;
|
||||
content_t c_lava_source;
|
||||
content_t c_mossycobble;
|
||||
content_t c_river_water_source;
|
||||
content_t c_sand;
|
||||
content_t c_sandstone;
|
||||
content_t c_sandstonebrick;
|
||||
content_t c_stair_cobble;
|
||||
content_t c_stair_sandstonebrick;
|
||||
content_t c_stone;
|
||||
content_t c_water_source;
|
||||
|
||||
float terrainLevelAtPoint(s16 x, s16 z);
|
||||
|
||||
|
@ -161,10 +142,7 @@ private:
|
|||
float terrainLevelFromNoise(TerrainNoise *tn);
|
||||
float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
|
||||
|
||||
MgStoneType generateBiomes();
|
||||
void dustTopNodes();
|
||||
|
||||
void generateCaves(s16 max_stone_y);
|
||||
virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
|
||||
};
|
||||
|
||||
struct MapgenFactoryValleys : public MapgenFactory {
|
||||
|
|
Loading…
Reference in New Issue