Re-tweaked WormNestCaves for more reasonable cave sizes

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1298 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-03-22 21:49:33 +00:00
parent 3e4fb19321
commit f41b33ba80
1 changed files with 14 additions and 7 deletions

View File

@ -42,6 +42,13 @@ reduced in complexity in order for this generator to be useful, so the caves' sh
const int MIN_RADIUS = 3;
const int MAX_RADIUS = 8;
struct cCaveDefPoint struct cCaveDefPoint
{ {
int m_BlockX; int m_BlockX;
@ -207,7 +214,7 @@ void cCaveTunnel::Randomize(cNoise & a_Noise)
len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY); len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY);
len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ); len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ);
len = 3 * (int)sqrt((double)len) / 4; len = 3 * (int)sqrt((double)len) / 4;
int Rad = (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1; int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1));
Random /= 4; Random /= 4;
int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2); int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2);
Random /= 256; Random /= 256;
@ -479,19 +486,19 @@ void cCaveTunnel::ProcessChunk(
continue; continue;
} }
// Carve out a sphere around the xyz point, m_Radius in diameter; skip 20 % off the top and bottom: // Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom:
int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc
int DifY = itr->m_BlockY; int DifY = itr->m_BlockY;
int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc
int Bottom = std::max(itr->m_BlockY - 4 * itr->m_Radius / 5, 1); int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1);
int Top = std::min(itr->m_BlockY + 4 * itr->m_Radius / 5, (int)(cChunkDef::Height)); int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height));
int SqRad = itr->m_Radius * itr->m_Radius; int SqRad = itr->m_Radius * itr->m_Radius;
for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
{ {
for (int y = Bottom; y <= Top; y++) for (int y = Bottom; y <= Top; y++)
{ {
int SqDist = (DifX - x) * (DifX - x) + (DifY - y) * (DifY - y) + (DifZ - z) * (DifZ - z); int SqDist = (DifX - x) * (DifX - x) + (DifY - y) * (DifY - y) + (DifZ - z) * (DifZ - z);
if (SqDist <= SqRad) if (4 * SqDist <= SqRad)
{ {
switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z)) switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z))
{ {
@ -721,8 +728,8 @@ int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_Orig
int res = 3 + abs((sum / 24) - 16); int res = 3 + abs((sum / 24) - 16);
*/ */
// The algorithm of choice: Divide a constant by the random number returned, thus producing a hyperbole-shaped noise distribution // Algorithm of choice: random value in the range of zero to random value - heavily towards zero
int res = 2 + (32 / ((rnd & 0xff) + 2)); int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1);
return res; return res;
} }