s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
+ content_t c_tree = LEGN(ndef, "CONTENT_TREE");
+ content_t c_leaves = LEGN(ndef, "CONTENT_LEAVES");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
if(ndef->get(n).walkable
- // TODO: Cache LEGN values
- && n.getContent() != LEGN(ndef, "CONTENT_TREE")
- && n.getContent() != LEGN(ndef, "CONTENT_LEAVES"))
+ && n.getContent() != c_tree
+ && n.getContent() != c_leaves)
break;
vmanip.m_area.add_y(em, i, -1);
base = base2;*/
#if 1
// Higher ground level
- double higher = (double)WATER_LEVEL + 20. + 10. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 4, 0.6);
+ double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+85039, 5, 0.6);
//higher = 30; // For debugging
// Limit higher to at least base
0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
seed-932, 5, 0.7);
b = rangelim(b, 0.0, 1000.0);
- b = pow(b, 8);
+ b = pow(b, 7);
b *= 5;
- b = rangelim(b, 3.0, 1000.0);
+ b = rangelim(b, 0.5, 1000.0);
+ // Values 1.5...100 give quite horrible looking slopes
+ if(b > 1.5 && b < 100.0){
+ if(b < 10.0)
+ b = 1.5;
+ else
+ b = 100.0;
+ }
//dstream<<"b="<<b<<std::endl;
//double b = 20;
+ //b = 0.25;
// Offset to more low
double a_off = -0.20;
);
MapNode airnode(CONTENT_AIR);
+ MapNode waternode(c_water_source);
/*
Generate some tunnel starting from orp
v3s16 maxlen;
if(bruise_surface)
{
- maxlen = v3s16(rs*7,rs*7,rs*7);
+ maxlen = v3s16(rs*7,rs*2,rs*7);
}
else
{
);
}
+ if(bruise_surface){
+ v3f p = orp + vec;
+ s16 h = find_ground_level_clever(vmanip,
+ v2s16(p.X, p.Z), ndef);
+ route_y_min = h - rs/3;
+ route_y_max = h + rs;
+ }
+
vec += main_direction;
v3f rp = orp + vec;
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
+ fp.X += 0.1*myrand_range(-10,10);
+ fp.Z += 0.1*myrand_range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
- //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
- s16 si = rs - MYMAX(0, abs(z0)-rs/7);
+ s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+ //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
// Just set it to air, it will be changed to
// water afterwards
u32 i = vmanip.m_area.index(p);
- vmanip.m_data[i] = airnode;
+ if(bruise_surface){
+ if(p.Y <= WATER_LEVEL)
+ vmanip.m_data[i] = waternode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else {
+ vmanip.m_data[i] = airnode;
+ }
if(bruise_surface == false)
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
+ MapNode addnode(c_dirt);
+
// Randomize mud amount
s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
+ if(mud_add_amount <= 0){
+ mud_add_amount = 1 - mud_add_amount;
+ addnode = MapNode(c_gravel);
+ }
+
// Find ground level
s16 surface_y = find_stone_level(vmanip, p2d, ndef);
// Handle area not found
break;
MapNode &n = vmanip.m_data[i];
- n = MapNode(c_dirt);
+ n = addnode;
mudcount++;
vmanip.m_area.add_y(em, i, 1);