Mgvalleys: Use shared tunnel / cavern code instead of internal
Caverns first appeared in mgvalleys and were later added to other mapgens as shared code. Now this shared code can replace mgvalley's internal cavern code. Also use shared tunnel code instead of internal code. Changes to mapgen that will affect existing worlds (mgvalleys is not stable): Single lava and water sources not added in tunnels. Previous caverns are unchanged but an equal number of new ones are added at a distance from the previous. From y = -256 to 192 nodes below, where the caverns taper at their upper limit, they will have a slightly different shape as the taper is now linear.master
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5abd0efb90
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@ -72,13 +72,15 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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spflags = params->spflags;
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altitude_chill = params->altitude_chill;
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large_cave_depth = params->large_cave_depth;
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lava_features_lim = rangelim(params->lava_features, 0, 10);
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massive_cave_depth = params->massive_cave_depth;
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river_depth_bed = params->river_depth + 1.f;
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river_size_factor = params->river_size / 100.f;
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water_features_lim = rangelim(params->water_features, 0, 10);
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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@ -94,50 +96,39 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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// 1-up 1-down overgeneration
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noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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humidity_adjust = bp->np_humidity.offset - 50.f;
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// a small chance of overflows if the settings are very high
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cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
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lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
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tcave_cache = new float[csize.Y + 2];
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}
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MapgenValleys::~MapgenValleys()
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{
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delete noise_cave1;
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delete noise_cave2;
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delete noise_filler_depth;
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delete noise_inter_valley_fill;
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delete noise_inter_valley_slope;
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delete noise_rivers;
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delete noise_massive_caves;
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delete noise_terrain_height;
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delete noise_valley_depth;
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delete noise_valley_profile;
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delete[] tcave_cache;
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}
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MapgenValleysParams::MapgenValleysParams():
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
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np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
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np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
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np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
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np_massive_caves (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f),
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np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
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np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
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np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f)
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np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f),
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_cavern (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f)
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{
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}
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@ -147,25 +138,27 @@ void MapgenValleysParams::readParams(const Settings *settings)
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settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
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settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
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settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
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settings->getU16NoEx("mgvalleys_lava_features", lava_features);
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settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
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settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
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settings->getU16NoEx("mgvalleys_river_depth", river_depth);
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settings->getU16NoEx("mgvalleys_river_size", river_size);
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settings->getU16NoEx("mgvalleys_water_features", water_features);
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settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
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settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
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settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
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settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
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settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
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settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
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settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
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settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
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settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
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settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
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settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
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settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
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settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
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settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
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}
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@ -174,25 +167,27 @@ void MapgenValleysParams::writeParams(Settings *settings) const
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settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
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settings->setU16("mgvalleys_altitude_chill", altitude_chill);
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settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
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settings->setU16("mgvalleys_lava_features", lava_features);
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settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
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settings->setS16("mgvalleys_lava_depth", lava_depth);
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settings->setU16("mgvalleys_river_depth", river_depth);
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settings->setU16("mgvalleys_river_size", river_size);
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settings->setU16("mgvalleys_water_features", water_features);
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settings->setFloat("mgvalleys_cave_width", cave_width);
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settings->setS16("mgvalleys_cavern_limit", cavern_limit);
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settings->setS16("mgvalleys_cavern_taper", cavern_taper);
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settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
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settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
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settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
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settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
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settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
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settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
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settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
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settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
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settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
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settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
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settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
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settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
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settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
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}
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@ -244,9 +239,20 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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// Place biome-specific nodes and build biomemap
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generateBiomes();
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// Cave creation.
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if (flags & MG_CAVES)
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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bool near_cavern = false;
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// Generate caverns
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near_cavern = generateCaverns(stone_surface_max_y);
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// Generate tunnels and classic caves
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if (near_cavern)
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// Disable classic caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
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else
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generateCaves(stone_surface_max_y, large_cave_depth);
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}
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// Dungeon creation
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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@ -587,165 +593,3 @@ int MapgenValleys::generateTerrain()
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return surface_max_y;
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}
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void MapgenValleys::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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PseudoRandom ps(blockseed + 72202);
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MapNode n_air(CONTENT_AIR);
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MapNode n_lava(c_lava_source);
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MapNode n_water(c_river_water_source);
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const v3s16 &em = vm->m_area.getExtent();
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// Cave blend distance near YMIN, YMAX
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const float massive_cave_blend = 128.f;
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// noise threshold for massive caves
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const float massive_cave_threshold = 0.6f;
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// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
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float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
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float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
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bool made_a_big_one = false;
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// Cache the tcave values as they only vary by altitude.
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if (node_max.Y <= massive_cave_depth) {
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noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
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float tcave = massive_cave_threshold;
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if (y < yblmin) {
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float t = (yblmin - y) / massive_cave_blend;
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tcave += MYSQUARE(t);
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} else if (y > yblmax) {
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float t = (y - yblmax) / massive_cave_blend;
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tcave += MYSQUARE(t);
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}
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tcave_cache[y - node_min.Y + 1] = tcave;
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}
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}
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// lava_depth varies between one and ten as you approach
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// the bottom of the world.
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s16 lava_depth = std::ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
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// This allows random lava spawns to be less common at the surface.
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s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
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// water_depth varies between ten and one on the way down.
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s16 water_depth = std::ceil((mapgen_limit - std::abs(node_min.Y) + 1) * 10.f /
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mapgen_limit);
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// This allows random water spawns to be more common at the surface.
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s16 water_chance = MYCUBE(water_features_lim) * water_depth;
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// Reduce the odds of overflows even further.
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if (node_max.Y > water_level) {
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lava_chance /= 3;
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water_chance /= 3;
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}
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u32 index_2d = 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_2d++) {
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Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
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bool tunnel_air_above = false;
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bool is_under_river = false;
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bool underground = false;
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u32 index_data = vm->m_area.index(x, node_max.Y, z);
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u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
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// Dig caves on down loop to check for air above.
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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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index_3d -= ystride,
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VoxelArea::add_y(em, index_data, -1)) {
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float terrain = noise_terrain_height->result[index_2d];
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// Saves some time.
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if (y > terrain + 10)
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continue;
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if (y < terrain - 40)
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underground = true;
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// Dig massive caves.
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if (node_max.Y <= massive_cave_depth
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&& noise_massive_caves->result[index_3d]
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> tcave_cache[y - node_min.Y + 1]) {
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vm->m_data[index_data] = n_air;
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made_a_big_one = true;
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continue;
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}
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content_t c = vm->m_data[index_data].getContent();
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// Detect river water to place riverbed nodes in tunnels
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if (c == biome->c_river_water)
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is_under_river = true;
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float d1 = contour(noise_cave1->result[index_3d]);
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float d2 = contour(noise_cave2->result[index_3d]);
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if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
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// in a tunnel
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vm->m_data[index_data] = n_air;
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tunnel_air_above = true;
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} else if (c == biome->c_filler || c == biome->c_stone) {
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if (tunnel_air_above) {
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// at the tunnel floor
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s16 sr = ps.range(0, 39);
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u32 j = index_data;
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VoxelArea::add_y(em, j, 1);
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if (sr > terrain - y) {
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// Put biome nodes in tunnels near the surface
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if (is_under_river)
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vm->m_data[index_data] = MapNode(biome->c_riverbed);
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else if (underground)
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vm->m_data[index_data] = MapNode(biome->c_filler);
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else
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vm->m_data[index_data] = MapNode(biome->c_top);
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} else if (sr < 3 && underground) {
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sr = abs(ps.next());
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if (lava_features_lim > 0 && y <= lava_max_height
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&& c == biome->c_stone && sr < lava_chance)
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vm->m_data[j] = n_lava;
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sr -= lava_chance;
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// If sr < 0 then we should have already placed lava --
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// don't immediately dump water on it.
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if (water_features_lim > 0 && y <= cave_water_max_height
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&& sr >= 0 && sr < water_chance)
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vm->m_data[j] = n_water;
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}
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}
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tunnel_air_above = false;
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underground = true;
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} else {
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tunnel_air_above = false;
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}
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}
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}
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if (node_max.Y <= large_cave_depth && !made_a_big_one) {
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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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CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
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c_water_source, c_lava_source, lava_max_height, biomegen);
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cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y,
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heightmap);
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}
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}
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}
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@ -46,28 +46,31 @@ class BiomeGenOriginal;
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struct MapgenValleysParams : public MapgenParams {
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u32 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
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s16 large_cave_depth = -33;
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s16 massive_cave_depth = -256; // highest altitude of massive caves
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u16 altitude_chill = 90; // The altitude at which temperature drops by 20C.
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u16 lava_features = 0; // How often water will occur in caves.
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u16 river_depth = 4; // How deep to carve river channels.
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u16 river_size = 5; // How wide to make rivers.
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u16 water_features = 0; // How often water will occur in caves.
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float cave_width = 0.09f;
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s16 large_cave_depth = -33;
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s16 lava_depth = 1;
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s16 cavern_limit = -256;
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s16 cavern_taper = 192;
|
||||
float cavern_threshold = 0.6f;
|
||||
s16 dungeon_ymin = -31000;
|
||||
s16 dungeon_ymax = 63; // No higher than surface mapchunks
|
||||
|
||||
NoiseParams np_cave1;
|
||||
NoiseParams np_cave2;
|
||||
NoiseParams np_filler_depth;
|
||||
NoiseParams np_inter_valley_fill;
|
||||
NoiseParams np_inter_valley_slope;
|
||||
NoiseParams np_rivers;
|
||||
NoiseParams np_massive_caves;
|
||||
NoiseParams np_terrain_height;
|
||||
NoiseParams np_valley_depth;
|
||||
NoiseParams np_valley_profile;
|
||||
|
||||
NoiseParams np_cave1;
|
||||
NoiseParams np_cave2;
|
||||
NoiseParams np_cavern;
|
||||
|
||||
MapgenValleysParams();
|
||||
~MapgenValleysParams() = default;
|
||||
|
||||
|
@ -97,33 +100,23 @@ public:
|
|||
virtual void makeChunk(BlockMakeData *data);
|
||||
int getSpawnLevelAtPoint(v2s16 p);
|
||||
|
||||
s16 large_cave_depth;
|
||||
|
||||
private:
|
||||
BiomeGenOriginal *m_bgen;
|
||||
|
||||
float altitude_chill;
|
||||
s16 massive_cave_depth;
|
||||
s16 dungeon_ymin;
|
||||
s16 dungeon_ymax;
|
||||
|
||||
bool humid_rivers;
|
||||
bool use_altitude_chill;
|
||||
float humidity_adjust;
|
||||
s16 cave_water_max_height;
|
||||
s16 lava_max_height;
|
||||
s16 lava_features_lim;
|
||||
float river_depth_bed;
|
||||
float river_size_factor;
|
||||
float *tcave_cache;
|
||||
s16 water_features_lim;
|
||||
|
||||
s16 large_cave_depth;
|
||||
s16 dungeon_ymin;
|
||||
s16 dungeon_ymax;
|
||||
|
||||
Noise *noise_inter_valley_fill;
|
||||
Noise *noise_inter_valley_slope;
|
||||
Noise *noise_rivers;
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
Noise *noise_massive_caves;
|
||||
Noise *noise_terrain_height;
|
||||
Noise *noise_valley_depth;
|
||||
Noise *noise_valley_profile;
|
||||
|
@ -135,6 +128,4 @@ private:
|
|||
virtual int generateTerrain();
|
||||
float terrainLevelFromNoise(TerrainNoise *tn);
|
||||
float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
|
||||
|
||||
virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue