#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
+#include "mapgen_v6.h"
+#include "mapgen_v7.h"
#include "cavegen.h"
-CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
- bool is_large_cave, content_t c_water, content_t c_lava) {
- this->vm = mg->vm;
+CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
+ this->mg = mg;
+ this->vm = mg->vm;
+ this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->ps2 = ps2;
- this->c_water_source = c_water;
- this->c_lava_source = c_lava;
+ this->c_water_source = mg->c_water_source;
+ this->c_lava_source = mg->c_lava_source;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2, 6);
);
}
- /*if(large_cave){
- 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;
float veclen = vec.getLength();
// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
- if (veclen == 0.0)
+ if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
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 / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
- for (s16 y0 = -si2; y0 <= si2; y0++) {
- // Make better floors in small caves
- //if(y0 <= -rs/2 && rs<=7)
- // continue;
-
+ for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
if (large_cave) {
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
-
+
if (flooded && full_ymin < water_level && full_ymax > water_level) {
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
} else if (flooded && full_ymax < water_level) {
}
}
}
+
+
+///////////////////////////////////////// Caves V7
+
+CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
+ this->mg = mg;
+ this->vm = mg->vm;
+ this->ndef = mg->ndef;
+ this->water_level = mg->water_level;
+ this->large_cave = is_large_cave;
+ this->ps = ps;
+ this->c_water_source = mg->c_water_source;
+ this->c_lava_source = mg->c_lava_source;
+
+ dswitchint = ps->range(1, 14);
+ flooded = ps->range(1, 2) == 2;
+
+ 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 = 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));
+ min_tunnel_diameter = 2;
+ max_tunnel_diameter = ps->range(2, 6);
+ }
+
+ large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+ node_min = nmin;
+ node_max = nmax;
+ max_stone_y = max_stone_height;
+ main_direction = v3f(0, 0, 0);
+
+ // Allowed route area size in nodes
+ ar = node_max - node_min + v3s16(1, 1, 1);
+ // Area starting point in nodes
+ of = node_min;
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 insure = 10;
+ s16 more = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure;
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ route_y_min = 0;
+ // Allow half a diameter + 7 over stone surface
+ route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+ if (large_cave) {
+ s16 min = 0;
+ 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);
+ }
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
+
+ // Randomize starting position
+ orp = v3f(
+ (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
+ );
+
+ // Generate some tunnel starting from orp
+ for (u16 j = 0; j < tunnel_routepoints; j++)
+ makeTunnel(j % dswitchint == 0);
+}
+
+
+void CaveV7::makeTunnel(bool dirswitch) {
+ if (dirswitch && !large_cave) {
+ main_direction = v3f(
+ ((float)(ps->next() % 20) - (float)10) / 10,
+ ((float)(ps->next() % 20) - (float)10) / 30,
+ ((float)(ps->next() % 20) - (float)10) / 10
+ );
+ main_direction *= (float)ps->range(0, 10) / 10;
+ }
+
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ rs = ps->range(min_d, max_d);
+
+ v3s16 maxlen;
+ if (large_cave) {
+ 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,
+ ps->range(1, rs * part_max_length_rs),
+ rs * part_max_length_rs
+ );
+ }
+
+ v3f vec;
+ // Jump downward sometimes
+ if (!large_cave && ps->range(0, 12) == 0) {
+ vec = v3f(
+ (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
+ (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
+ (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+ );
+ } else {
+ vec = v3f(
+ (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
+ );
+ }
+
+ // Do not make large caves that are above ground.
+ // It is only necessary to check the startpoint and endpoint.
+ if (large_cave) {
+ v3s16 orpi(orp.X, orp.Y, orp.Z);
+ v3s16 veci(vec.X, vec.Y, vec.Z);
+ v3s16 p;
+
+ p = orpi + veci + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->ridge_heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return; // If it's not in our heightmap, use a simple heuristic
+ }
+
+ p = orpi + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->ridge_heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return;
+ }
+ }
+
+ vec += main_direction;
+
+ v3f rp = orp + vec;
+ if (rp.X < 0)
+ rp.X = 0;
+ else if (rp.X >= ar.X)
+ rp.X = ar.X - 1;
+
+ if (rp.Y < route_y_min)
+ rp.Y = route_y_min;
+ else if (rp.Y >= route_y_max)
+ rp.Y = route_y_max - 1;
+
+ if (rp.Z < 0)
+ rp.Z = 0;
+ else if (rp.Z >= ar.Z)
+ rp.Z = ar.Z - 1;
+
+ vec = rp - orp;
+
+ float veclen = vec.getLength();
+ if (veclen < 0.05)
+ veclen = 1.0;
+
+ // Every second section is rough
+ bool randomize_xz = (ps->range(1, 2) == 1);
+
+ // Make a ravine every once in a while if it's long enough
+ float xylen = vec.X * vec.X + vec.Z * vec.Z;
+ bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+
+ // Carve routes
+ for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ carveRoute(vec, f, randomize_xz, is_ravine);
+
+ orp = rp;
+}
+
+
+void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+ MapNode airnode(CONTENT_AIR);
+ MapNode waternode(c_water_source);
+ MapNode lavanode(c_lava_source);
+ MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode;
+
+ v3s16 startp(orp.X, orp.Y, orp.Z);
+ startp += of;
+
+ v3f fp = orp + vec * f;
+ 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;
+ if (randomize_xz) {
+ d0 += ps->range(-1, 1);
+ d1 += ps->range(-1, 1);
+ }
+
+ bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
+
+ for (s16 z0 = d0; z0 <= d1; z0++) {
+ 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 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
+ rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
+ for (s16 y0 = -si2; y0 <= si2; y0++) {
+ // Make better floors in small caves
+ if(flat_cave_floor && 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;
+ }
+
+ v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+ p += of;
+
+ if (vm->m_area.contains(p) == false)
+ continue;
+
+ u32 i = vm->m_area.index(p);
+
+ // Don't replace air or water or lava
+ content_t c = vm->m_data[i].getContent();
+ if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
+ continue;
+
+ if (large_cave) {
+ int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+ int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+ if (flooded && full_ymin < water_level && full_ymax > water_level)
+ vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+ else if (flooded && full_ymax < water_level)
+ vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+ else
+ vm->m_data[i] = airnode;
+ } else {
+ vm->m_data[i] = airnode;
+ vm->m_flags[i] |= VMANIP_FLAG_CAVE;
+ }
+ }
+ }
+ }
+}
this->water_level = params->water_level;
this->flags = params->flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-// this->ystride = csize.X; //////fix this
+ this->ystride = csize.X; //////fix this
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
generateCaves(stone_surface_max_y);
addTopNodes();
- //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
DungeonGen dgen(ndef, data->seed, water_level);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
- if (vm->m_data[i].getContent() == CONTENT_AIR) {
+ if (y > water_level - 10 &&
+ vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
- if (vm->m_data[i].getContent() == CONTENT_AIR) {
+ if (y > water_level - 10 &&
+ vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
#include "mapgen_v6.h"
void MapgenV7::generateCaves(int max_stone_y) {
PseudoRandom ps(blockseed + 21343);
- PseudoRandom ps2(blockseed + 1032);
int volume_nodes = (node_max.X - node_min.X + 1) *
- (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+ (node_max.Y - node_min.Y + 1) *
+ (node_max.Z - node_min.Z + 1);
float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
node_min.X, node_min.Y, seed);
-
- u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
+
+ u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
for (u32 i = 0; i < caves_count; i++) {
- CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
+ CaveV7 cave(this, &ps, false);
cave.makeCave(node_min, node_max, max_stone_y);
}
-
- u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
+
+ u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
for (u32 i = 0; i < bruises_count; i++) {
- CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
+ CaveV7 cave(this, &ps, true);
cave.makeCave(node_min, node_max, max_stone_y);
}
}