Mgvalleys: Code cleanup
Split some long lines. Edit comments. Remove unnecessary comments and unnecessary commented-out code. Use std::fmax/fmin instead of MYMAX/MYMIN. Remove scope-limiting braces. Consistently define literals as floats, except in noise parameters. Cleanup literals in noise parameters. Remove unnecessary 'near_cavern' line. Reduce max spawn y to be consistent with other mapgens.master
parent
06dd7c051c
commit
534971ccd0
|
@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "map.h"
|
||||
#include "nodedef.h"
|
||||
#include "voxelalgorithms.h"
|
||||
//#include "profiler.h" // For TimeTaker
|
||||
#include "settings.h" // For g_settings
|
||||
#include "emerge.h"
|
||||
#include "dungeongen.h"
|
||||
|
@ -43,26 +44,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include <cmath>
|
||||
|
||||
|
||||
//#undef NDEBUG
|
||||
//#include "assert.h"
|
||||
|
||||
//#include "util/timetaker.h"
|
||||
//#include "profiler.h"
|
||||
|
||||
|
||||
//static Profiler mapgen_prof;
|
||||
//Profiler *mapgen_profiler = &mapgen_prof;
|
||||
|
||||
static FlagDesc flagdesc_mapgen_valleys[] = {
|
||||
{"altitude_chill", MGVALLEYS_ALT_CHILL},
|
||||
{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
|
||||
{NULL, 0}
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
|
||||
MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
|
||||
EmergeManager *emerge)
|
||||
: MapgenBasic(mapgenid, params, emerge)
|
||||
{
|
||||
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
|
||||
|
@ -72,8 +65,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
|
|||
|
||||
spflags = params->spflags;
|
||||
altitude_chill = params->altitude_chill;
|
||||
river_depth_bed = params->river_depth + 1.f;
|
||||
river_size_factor = params->river_size / 100.f;
|
||||
river_depth_bed = params->river_depth + 1.0f;
|
||||
river_size_factor = params->river_size / 100.0f;
|
||||
|
||||
cave_width = params->cave_width;
|
||||
large_cave_depth = params->large_cave_depth;
|
||||
|
@ -94,7 +87,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
|
|||
|
||||
//// 3D Terrain noise
|
||||
// 1-up 1-down overgeneration
|
||||
noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill,
|
||||
seed, csize.X, csize.Y + 2, csize.Z);
|
||||
// 1-down overgeneraion
|
||||
MapgenBasic::np_cave1 = params->np_cave1;
|
||||
MapgenBasic::np_cave2 = params->np_cave2;
|
||||
|
@ -102,7 +96,7 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
|
|||
|
||||
humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
|
||||
use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
|
||||
humidity_adjust = bp->np_humidity.offset - 50.f;
|
||||
humidity_adjust = bp->np_humidity.offset - 50.0f;
|
||||
}
|
||||
|
||||
|
||||
|
@ -119,16 +113,16 @@ MapgenValleys::~MapgenValleys()
|
|||
|
||||
|
||||
MapgenValleysParams::MapgenValleysParams():
|
||||
np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
|
||||
np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
|
||||
np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
|
||||
np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
|
||||
np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
|
||||
np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
|
||||
np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f),
|
||||
np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
|
||||
np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
|
||||
np_cavern (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f)
|
||||
np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
|
||||
np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
|
||||
np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
|
||||
np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
|
||||
np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
|
||||
np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
|
||||
np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
|
||||
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
|
||||
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
|
||||
np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -191,7 +185,7 @@ void MapgenValleysParams::writeParams(Settings *settings) const
|
|||
}
|
||||
|
||||
|
||||
///////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
void MapgenValleys::makeChunk(BlockMakeData *data)
|
||||
|
@ -206,12 +200,12 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
data->blockpos_requested.Y <= data->blockpos_max.Y &&
|
||||
data->blockpos_requested.Z <= data->blockpos_max.Z);
|
||||
|
||||
//TimeTaker t("makeChunk");
|
||||
|
||||
this->generating = true;
|
||||
this->vm = data->vmanip;
|
||||
this->ndef = data->nodedef;
|
||||
|
||||
//TimeTaker t("makeChunk");
|
||||
|
||||
v3s16 blockpos_min = data->blockpos_min;
|
||||
v3s16 blockpos_max = data->blockpos_max;
|
||||
node_min = blockpos_min * MAP_BLOCKSIZE;
|
||||
|
@ -221,7 +215,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
|
||||
blockseed = getBlockSeed2(full_node_min, seed);
|
||||
|
||||
// Generate biome noises. Note this must be executed strictly before
|
||||
// Generate biome noises. Note this must be executed strictly before
|
||||
// generateTerrain, because generateTerrain depends on intermediate
|
||||
// biome-related noises.
|
||||
m_bgen->calcBiomeNoise(node_min);
|
||||
|
@ -241,9 +235,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Generate caverns, tunnels and classic caves
|
||||
if (flags & MG_CAVES) {
|
||||
bool near_cavern = false;
|
||||
// Generate caverns
|
||||
near_cavern = generateCaverns(stone_surface_max_y);
|
||||
bool near_cavern = generateCaverns(stone_surface_max_y);
|
||||
// Generate tunnels and classic caves
|
||||
if (near_cavern)
|
||||
// Disable classic caves in this mapchunk by setting
|
||||
|
@ -269,36 +262,24 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
// Sprinkle some dust on top after everything else was generated
|
||||
dustTopNodes();
|
||||
|
||||
//TimeTaker tll("liquid_lighting");
|
||||
|
||||
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
|
||||
|
||||
if (flags & MG_LIGHT)
|
||||
calcLighting(
|
||||
node_min - v3s16(0, 1, 0),
|
||||
node_max + v3s16(0, 1, 0),
|
||||
full_node_min,
|
||||
full_node_max);
|
||||
|
||||
//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
|
||||
//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
|
||||
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
|
||||
full_node_min, full_node_max);
|
||||
|
||||
this->generating = false;
|
||||
|
||||
//printf("makeChunk: %lums\n", t.stop());
|
||||
}
|
||||
|
||||
|
||||
// Populate the noise tables and do most of the
|
||||
// calculation necessary to determine terrain height.
|
||||
void MapgenValleys::calculateNoise()
|
||||
{
|
||||
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
|
||||
|
||||
int x = node_min.X;
|
||||
int y = node_min.Y - 1;
|
||||
int z = node_min.Z;
|
||||
|
||||
//TimeTaker tcn("actualNoise");
|
||||
|
||||
noise_inter_valley_slope->perlinMap2D(x, z);
|
||||
noise_rivers->perlinMap2D(x, z);
|
||||
noise_terrain_height->perlinMap2D(x, z);
|
||||
|
@ -307,19 +288,14 @@ void MapgenValleys::calculateNoise()
|
|||
|
||||
noise_inter_valley_fill->perlinMap3D(x, y, z);
|
||||
|
||||
//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
|
||||
|
||||
float heat_offset = 0.f;
|
||||
float humidity_scale = 1.f;
|
||||
|
||||
float heat_offset = 0.0f;
|
||||
float humidity_scale = 1.0f;
|
||||
// Altitude chill tends to reduce the average heat.
|
||||
if (use_altitude_chill)
|
||||
heat_offset = 5.f;
|
||||
|
||||
heat_offset = 5.0f;
|
||||
// River humidity tends to increase the humidity range.
|
||||
if (humid_rivers) {
|
||||
if (humid_rivers)
|
||||
humidity_scale = 0.8f;
|
||||
}
|
||||
|
||||
for (s32 index = 0; index < csize.X * csize.Z; index++) {
|
||||
m_bgen->heatmap[index] += heat_offset;
|
||||
|
@ -331,21 +307,19 @@ void MapgenValleys::calculateNoise()
|
|||
u32 index = 0;
|
||||
for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
|
||||
for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
|
||||
// The parameters that we actually need to generate terrain
|
||||
// are passed by address (and the return value).
|
||||
// The parameters that we actually need to generate terrain are passed
|
||||
// by address (and the return value).
|
||||
tn.terrain_height = noise_terrain_height->result[index];
|
||||
// River noise is replaced with base terrain, which
|
||||
// is basically the height of the water table.
|
||||
// River noise is replaced with base terrain, which is basically the
|
||||
// height of the water table.
|
||||
tn.rivers = &noise_rivers->result[index];
|
||||
// Valley depth noise is replaced with the valley
|
||||
// number that represents the height of terrain
|
||||
// over rivers and is used to determine about
|
||||
// how close a river is for humidity calculation.
|
||||
// Valley depth noise is replaced with the valley number that represents
|
||||
// the height of terrain over rivers and is used to determine how close
|
||||
// a river is for humidity calculation.
|
||||
tn.valley = &noise_valley_depth->result[index];
|
||||
tn.valley_profile = noise_valley_profile->result[index];
|
||||
// Slope noise is replaced by the calculated slope
|
||||
// which is used to get terrain height in the slow
|
||||
// method, to create sharper mountains.
|
||||
// Slope noise is replaced by the calculated slope which is used to get
|
||||
// terrain height in the slow method, to create sharper mountains.
|
||||
tn.slope = &noise_inter_valley_slope->result[index];
|
||||
tn.inter_valley_fill = noise_inter_valley_fill->result[index];
|
||||
|
||||
|
@ -356,75 +330,69 @@ void MapgenValleys::calculateNoise()
|
|||
}
|
||||
|
||||
|
||||
// This keeps us from having to maintain two similar sets of
|
||||
// complicated code to determine ground level.
|
||||
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
|
||||
{
|
||||
// The square function changes the behaviour of this noise:
|
||||
// very often small, and sometimes very high.
|
||||
// The square function changes the behaviour of this noise: very often
|
||||
// small, and sometimes very high.
|
||||
float valley_d = MYSQUARE(*tn->valley);
|
||||
|
||||
// valley_d is here because terrain is generally higher where valleys
|
||||
// are deep (mountains). base represents the height of the
|
||||
// rivers, most of the surface is above.
|
||||
// valley_d is here because terrain is generally higher where valleys are
|
||||
// deep (mountains). base represents the height of the rivers, most of the
|
||||
// surface is above.
|
||||
float base = tn->terrain_height + valley_d;
|
||||
|
||||
// "river" represents the distance from the river, in arbitrary units.
|
||||
// "river" represents the distance from the river
|
||||
float river = std::fabs(*tn->rivers) - river_size_factor;
|
||||
|
||||
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
|
||||
// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
|
||||
// Try it with a geometry software !
|
||||
// (here x = "river" and a = valley_profile).
|
||||
// "valley" represents the height of the terrain, from the rivers.
|
||||
{
|
||||
float t = std::fmax(river / tn->valley_profile, 0.0f);
|
||||
*tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
|
||||
}
|
||||
// "valley" represents the height of the terrain, from the rivers.
|
||||
float tv = std::fmax(river / tn->valley_profile, 0.0f);
|
||||
*tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv)));
|
||||
|
||||
// approximate height of the terrain at this point
|
||||
// Approximate height of the terrain at this point
|
||||
float mount = base + *tn->valley;
|
||||
|
||||
*tn->slope *= *tn->valley;
|
||||
|
||||
// Rivers are placed where "river" is negative, so where the original
|
||||
// noise value is close to zero.
|
||||
// Base ground is returned as rivers since it's basically the water table.
|
||||
*tn->rivers = base;
|
||||
if (river < 0.f) {
|
||||
// Use the the function -sqrt(1-x^2) which models a circle.
|
||||
float depth;
|
||||
{
|
||||
float t = river / river_size_factor + 1;
|
||||
depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
|
||||
}
|
||||
|
||||
// Rivers are placed where "river" is negative, so where the original noise
|
||||
// value is close to zero.
|
||||
if (river < 0.0f) {
|
||||
// Use the the function -sqrt(1-x^2) which models a circle
|
||||
float tr = river / river_size_factor + 1.0f;
|
||||
float depth = (river_depth_bed *
|
||||
std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr))));
|
||||
|
||||
// base - depth : height of the bottom of the river
|
||||
// water_level - 3 : don't make rivers below 3 nodes under the surface
|
||||
// water_level - 3 : don't make rivers below 3 nodes under the surface.
|
||||
// We use three because that's as low as the swamp biomes go.
|
||||
// There is no logical equivalent to this using rangelim.
|
||||
mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
|
||||
mount =
|
||||
std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount);
|
||||
|
||||
// Slope has no influence on rivers.
|
||||
*tn->slope = 0.f;
|
||||
// Slope has no influence on rivers
|
||||
*tn->slope = 0.0f;
|
||||
}
|
||||
|
||||
return mount;
|
||||
}
|
||||
|
||||
|
||||
// This avoids duplicating the code in terrainLevelFromNoise, adding
|
||||
// only the final step of terrain generation without a noise map.
|
||||
// This avoids duplicating the code in terrainLevelFromNoise, adding only the
|
||||
// final step of terrain generation without a noise map.
|
||||
|
||||
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
|
||||
{
|
||||
float mount = terrainLevelFromNoise(tn);
|
||||
s16 y_start = myround(mount);
|
||||
|
||||
for (s16 y = y_start; y <= y_start + 1000; y++) {
|
||||
float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
|
||||
|
||||
float fill =
|
||||
NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
|
||||
if (fill * *tn->slope < y - mount) {
|
||||
mount = MYMAX(y - 1, mount);
|
||||
mount = std::fmax((float)(y - 1), mount);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -435,14 +403,14 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
|
|||
|
||||
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
|
||||
{
|
||||
// Check to make sure this isn't a request for a location in a river.
|
||||
// Check if in a river
|
||||
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
|
||||
if (std::fabs(rivers) < river_size_factor)
|
||||
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
||||
|
||||
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
|
||||
if (level_at_point <= water_level ||
|
||||
level_at_point > water_level + 32)
|
||||
level_at_point > water_level + 16)
|
||||
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
||||
|
||||
return level_at_point;
|
||||
|
@ -455,7 +423,8 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
|
|||
|
||||
float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
|
||||
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
|
||||
float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
|
||||
float inter_valley_slope =
|
||||
NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
|
||||
|
||||
tn.x = x;
|
||||
tn.z = z;
|
||||
|
@ -464,7 +433,7 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
|
|||
tn.valley = &valley;
|
||||
tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
|
||||
tn.slope = &inter_valley_slope;
|
||||
tn.inter_valley_fill = 0.f;
|
||||
tn.inter_valley_fill = 0.0f;
|
||||
|
||||
return adjustedTerrainLevelFromNoise(&tn);
|
||||
}
|
||||
|
@ -472,14 +441,13 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
|
|||
|
||||
int MapgenValleys::generateTerrain()
|
||||
{
|
||||
// Raising this reduces the rate of evaporation.
|
||||
static const float evaporation = 300.f;
|
||||
// from the lua
|
||||
static const float humidity_dropoff = 4.f;
|
||||
// constant to convert altitude chill (compatible with lua) to heat
|
||||
static const float alt_to_heat = 20.f;
|
||||
// humidity reduction by altitude
|
||||
static const float alt_to_humid = 10.f;
|
||||
// Raising this reduces the rate of evaporation
|
||||
static const float evaporation = 300.0f;
|
||||
static const float humidity_dropoff = 4.0f;
|
||||
// Constant to convert altitude chill to heat
|
||||
static const float alt_to_heat = 20.0f;
|
||||
// Humidity reduction by altitude
|
||||
static const float alt_to_humid = 10.0f;
|
||||
|
||||
MapNode n_air(CONTENT_AIR);
|
||||
MapNode n_river_water(c_river_water_source);
|
||||
|
@ -505,42 +473,39 @@ int MapgenValleys::generateTerrain()
|
|||
if (humid_rivers) {
|
||||
// Derive heat from (base) altitude. This will be most correct
|
||||
// at rivers, since other surface heights may vary below.
|
||||
if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
|
||||
t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
|
||||
if (use_altitude_chill && (surface_y > 0.0f || river_y > 0.0f))
|
||||
t_heat -= alt_to_heat *
|
||||
std::fmax(surface_y, river_y) / altitude_chill;
|
||||
|
||||
// If humidity is low or heat is high, lower the water table.
|
||||
float delta = m_bgen->humidmap[index_2d] - 50.f;
|
||||
if (delta < 0.f) {
|
||||
float t_evap = (t_heat - 32.f) / evaporation;
|
||||
river_y += delta * MYMAX(t_evap, 0.08f);
|
||||
// If humidity is low or heat is high, lower the water table
|
||||
float delta = m_bgen->humidmap[index_2d] - 50.0f;
|
||||
if (delta < 0.0f) {
|
||||
float t_evap = (t_heat - 32.0f) / evaporation;
|
||||
river_y += delta * std::fmax(t_evap, 0.08f);
|
||||
}
|
||||
}
|
||||
|
||||
u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
||||
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
|
||||
|
||||
// Mapgens concern themselves with stone and water.
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
|
||||
float fill = noise_inter_valley_fill->result[index_3d];
|
||||
float surface_delta = (float)y - surface_y;
|
||||
bool river = y + 1 < river_y;
|
||||
bool river = y < river_y - 1;
|
||||
|
||||
if (slope * fill > surface_delta) {
|
||||
// ground
|
||||
vm->m_data[index_data] = n_stone;
|
||||
vm->m_data[index_data] = n_stone; // Stone
|
||||
if (y > heightmap[index_2d])
|
||||
heightmap[index_2d] = y;
|
||||
if (y > surface_max_y)
|
||||
surface_max_y = y;
|
||||
} else if (y <= water_level) {
|
||||
// sea
|
||||
vm->m_data[index_data] = n_water;
|
||||
vm->m_data[index_data] = n_water; // Water
|
||||
} else if (river) {
|
||||
// river
|
||||
vm->m_data[index_data] = n_river_water;
|
||||
} else { // air
|
||||
vm->m_data[index_data] = n_air;
|
||||
vm->m_data[index_data] = n_river_water; // River water
|
||||
} else {
|
||||
vm->m_data[index_data] = n_air; // Air
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -550,29 +515,29 @@ int MapgenValleys::generateTerrain()
|
|||
|
||||
if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
|
||||
s16 surface_y_int = myround(surface_y);
|
||||
if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
|
||||
// If surface_y is outside the chunk, it's good enough.
|
||||
|
||||
if (surface_y_int > node_max.Y + 1 ||
|
||||
surface_y_int < node_min.Y - 1) {
|
||||
// If surface_y is outside the chunk, it's good enough
|
||||
heightmap[index_2d] = surface_y_int;
|
||||
} else {
|
||||
// If the ground is outside of this chunk, but surface_y
|
||||
// is within the chunk, give a value outside.
|
||||
// If the ground is outside of this chunk, but surface_y is
|
||||
// within the chunk, give a value outside.
|
||||
heightmap[index_2d] = node_min.Y - 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (humid_rivers) {
|
||||
// Use base ground (water table) in a riverbed, to
|
||||
// avoid an unnatural rise in humidity.
|
||||
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
||||
// Use base ground (water table) in a riverbed, to avoid an
|
||||
// unnatural rise in humidity.
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
float humid = m_bgen->humidmap[index_2d];
|
||||
float water_depth = (t_alt - river_y) / humidity_dropoff;
|
||||
humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
|
||||
humid *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
|
||||
|
||||
// Reduce humidity with altitude (ignoring riverbeds).
|
||||
// This is similar to the lua version's seawater adjustment,
|
||||
// but doesn't increase the base humidity, which causes
|
||||
// problems with the default biomes.
|
||||
if (t_alt > 0.f)
|
||||
// Reduce humidity with altitude (ignoring riverbeds)
|
||||
if (t_alt > 0.0f)
|
||||
humid -= alt_to_humid * t_alt / altitude_chill;
|
||||
|
||||
m_bgen->humidmap[index_2d] = humid;
|
||||
|
@ -581,13 +546,16 @@ int MapgenValleys::generateTerrain()
|
|||
// Assign the heat adjusted by any changed altitudes.
|
||||
// The altitude will change about half the time.
|
||||
if (use_altitude_chill) {
|
||||
// ground height ignoring riverbeds
|
||||
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
||||
// Ground height ignoring riverbeds
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
|
||||
if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
|
||||
// The altitude hasn't changed. Use the first result.
|
||||
// The altitude hasn't changed. Use the first result
|
||||
m_bgen->heatmap[index_2d] = t_heat;
|
||||
else if (t_alt > 0.f)
|
||||
m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
|
||||
else if (t_alt > 0.0f)
|
||||
m_bgen->heatmap[index_2d] -=
|
||||
alt_to_heat * t_alt / altitude_chill;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -32,23 +32,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#define MGVALLEYS_ALT_CHILL 0x01
|
||||
#define MGVALLEYS_HUMID_RIVERS 0x02
|
||||
|
||||
// Feed only one variable into these.
|
||||
// Feed only one variable into these
|
||||
#define MYSQUARE(x) (x) * (x)
|
||||
#define MYCUBE(x) (x) * (x) * (x)
|
||||
|
||||
class BiomeManager;
|
||||
class BiomeGenOriginal;
|
||||
|
||||
// Global profiler
|
||||
//class Profiler;
|
||||
//extern Profiler *mapgen_profiler;
|
||||
|
||||
|
||||
struct MapgenValleysParams : public MapgenParams {
|
||||
u32 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
|
||||
u16 altitude_chill = 90; // The altitude at which temperature drops by 20C.
|
||||
u16 river_depth = 4; // How deep to carve river channels.
|
||||
u16 river_size = 5; // How wide to make rivers.
|
||||
u16 altitude_chill = 90; // The altitude at which temperature drops by 20C
|
||||
u16 river_depth = 4; // How deep to carve river channels
|
||||
u16 river_size = 5; // How wide to make rivers
|
||||
|
||||
float cave_width = 0.09f;
|
||||
s16 large_cave_depth = -33;
|
||||
|
@ -122,9 +118,7 @@ private:
|
|||
Noise *noise_valley_profile;
|
||||
|
||||
float terrainLevelAtPoint(s16 x, s16 z);
|
||||
|
||||
void calculateNoise();
|
||||
|
||||
virtual int generateTerrain();
|
||||
float terrainLevelFromNoise(TerrainNoise *tn);
|
||||
float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
|
||||
|
|
Loading…
Reference in New Issue