/*
Make caves (this code is relatively horrible)
*/
- double cave_amount = noise2d_perlin(
+ double cave_amount = 6.0 + 6.0 * noise2d_perlin(
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
data->seed+34329, 3, 0.50);
- cave_amount = MYMAX(0.0, 4.0*cave_amount+2.0);
- u32 caves_count = cave_amount * volume_nodes / 100000;
- u32 bruises_count = cave_amount * volume_nodes / 400000;
- bruises_count *= MYMAX(1, -node_max.Y/100);
- if(stone_surface_max_y < WATER_LEVEL - 20)
- bruises_count = 0;
+ cave_amount = MYMAX(0.0, cave_amount);
+ u32 caves_count = cave_amount * volume_nodes / 50000;
+ u32 bruises_count = 1;
+ PseudoRandom ps(blockseed+21343);
+ if(ps.range(1, 4) == 1)
+ bruises_count = ps.range(0, ps.range(0, 2));
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
+ bool large_cave = (jj >= caves_count);
s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = myrand_range(3,5);
- u16 tunnel_routepoints = myrand_range(5,25);
- int dswitchint = myrand_range(1,14);
- int part_max_length_rs = myrand_range(2,11);
-
- v3f main_direction(0,0,0);
-
- bool bruise_surface = (jj > caves_count);
-
- if(bruise_surface)
- {
+ s16 max_tunnel_diameter = ps.range(2,5);
+ int dswitchint = ps.range(1,14);
+ u16 tunnel_routepoints = 0;
+ int part_max_length_rs = 0;
+ if(large_cave){
+ part_max_length_rs = ps.range(2,4);
+ tunnel_routepoints = ps.range(5, ps.range(15,30));
min_tunnel_diameter = 5;
- max_tunnel_diameter = myrand_range(10, myrand_range(20,40));
- /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
- max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
- data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
-
- tunnel_routepoints = 5;
- }
- else
- {
+ max_tunnel_diameter = ps.range(7, ps.range(8,24));
+ } else {
+ part_max_length_rs = ps.range(2,9);
+ tunnel_routepoints = ps.range(10, ps.range(15,30));
}
+ bool large_cave_is_flat = (ps.range(0,1) == 0);
+
+ v3f main_direction(0,0,0);
// Allowed route area size in nodes
v3s16 ar = central_area_size;
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
/*// If caves, don't go through surface too often
- if(bruise_surface == false)
- route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+ if(large_cave == false)
+ route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
- if(bruise_surface)
+ if(large_cave)
{
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
//s16 min = -of.Y + max_tunnel_diameter/4;
//s16 min = -of.Y + 0;
s16 min = 0;
- route_y_min = myrand_range(min, min + max_tunnel_diameter);
+ if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
+ {
+ min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
+ route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
+ }
+ route_y_min = ps.range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
// Start every 4th cave from surface when applicable
/*bool coming_from_surface = false;
if(node_min.Y <= 0 && node_max.Y >= 0){
- coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+ coming_from_surface = (jj % 4 == 0 && large_cave == false);
if(coming_from_surface)
route_start_y_min = -of.Y + stone_surface_max_y + 10;
}*/
// Randomize starting position
v3f orp(
- (float)(myrand()%ar.X)+0.5,
- (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
- (float)(myrand()%ar.Z)+0.5
+ (float)(ps.next()%ar.X)+0.5,
+ (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+ (float)(ps.next()%ar.Z)+0.5
);
v3s16 startp(orp.X, orp.Y, orp.Z);
for(u16 j=0; j<tunnel_routepoints; j++)
{
- if(j%dswitchint==0 && bruise_surface == false)
+ if(j%dswitchint==0 && large_cave == false)
{
main_direction = v3f(
- ((float)(myrand()%20)-(float)10)/10,
- ((float)(myrand()%20)-(float)10)/30,
- ((float)(myrand()%20)-(float)10)/10
+ ((float)(ps.next()%20)-(float)10)/10,
+ ((float)(ps.next()%20)-(float)10)/30,
+ ((float)(ps.next()%20)-(float)10)/10
);
- main_direction *= (float)myrand_range(0, 10)/10;
+ main_direction *= (float)ps.range(0, 10)/10;
}
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
- s16 rs = myrand_range(min_d, max_d);
+ s16 rs = ps.range(min_d, max_d);
v3s16 maxlen;
- if(bruise_surface)
+ if(large_cave)
{
- maxlen = v3s16(rs*part_max_length_rs,rs*part_max_length_rs/3,rs*part_max_length_rs);
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ rs*part_max_length_rs/2,
+ rs*part_max_length_rs
+ );
}
else
{
- maxlen = v3s16(rs*part_max_length_rs, myrand_range(1, rs*part_max_length_rs), rs*part_max_length_rs);
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ ps.range(1, rs*part_max_length_rs),
+ rs*part_max_length_rs
+ );
}
v3f vec;
vec = v3f(
- (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y/2,
- (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
// Jump downward sometimes
- if(!bruise_surface && myrand_range(0,12) == 0)
+ if(!large_cave && ps.range(0,12) == 0)
{
vec = v3f(
- (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
- (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
}
- /*if(bruise_surface){
+ /*if(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip,
v2s16(p.X, p.Z), ndef);
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);
+ fp.X += 0.1*ps.range(-10,10);
+ fp.Z += 0.1*ps.range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
+ s16 d0 = -rs/2 + ps.range(-1,1);
+ s16 d1 = d0 + rs + ps.range(-1,1);
for(s16 z0=d0; z0<=d1; z0++)
{
- s16 si = rs - MYMAX(0, abs(z0)-rs/7);
- //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
- for(s16 x0=-si; x0<=si-1; x0++)
+ s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+ for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
- s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
- //s16 si2 = rs - abs(x0);
- for(s16 y0=-si2; y0<=si2-1; y0++)
+ s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+ for(s16 y0=-si2; y0<=si2; y0++)
{
- // Make better floors in small caves
- if(y0 < -rs + 1 && si<=7)
- continue;
- bool is_bottomish = (y0 <= -si2 + 1);
+ /*// Make better floors in small caves
+ if(y0 <= -rs/2 && rs<=7)
+ continue;*/
+ if(large_cave_is_flat){
+ // Make large caves not so tall
+ if(rs > 7 && abs(y0) >= rs/3)
+ continue;
+ }
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
- /*if(isInArea(p, ar) == false)
- continue;*/
- // Check only height
- if(y < 0 || y >= ar.Y)
- continue;
p += of;
if(vmanip.m_area.contains(p) == false)
continue;
- // Just set it to air, it will be changed to
- // water afterwards
u32 i = vmanip.m_area.index(p);
- if(bruise_surface)
+ if(large_cave)
{
if(full_node_min.Y < WATER_LEVEL &&
full_node_max.Y > WATER_LEVEL){
else
vmanip.m_data[i] = airnode;
} else if(full_node_max.Y < WATER_LEVEL){
- if(is_bottomish)
- vmanip.m_data[i] = MapNode(c_stone);
- else if(p.Y < startp.Y - 2)
+ if(p.Y < startp.Y - 2)
vmanip.m_data[i] = lavanode;
else
vmanip.m_data[i] = airnode;
vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source)
continue;
+
vmanip.m_data[i] = airnode;
- }
- if(bruise_surface == false)
- {
// Set tunnel flag
vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
}
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
s16 y=node_max.Y;
+ while(y >= node_min.Y)
+ {
+
for(;; y--)
{
MapNode *n = NULL;
break;
}
}
+ }
}
}