double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);
- if(d > 0.2)
+ if(d > 0.35)
return BT_DESERT;
return BT_NORMAL;
};
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, cave_amount);
- u32 caves_count = cave_amount * volume_nodes / 20000;
+ u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed+21343);
- if(ps.range(1, 4) == 1)
+ PseudoRandom ps2(blockseed+1032);
+ if(ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
caves_count /= 3;
{
bool large_cave = (jj >= caves_count);
s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = ps.range(2,5);
+ s16 max_tunnel_diameter = ps.range(2,6);
int dswitchint = ps.range(1,14);
u16 tunnel_routepoints = 0;
int part_max_length_rs = 0;
);
main_direction *= (float)ps.range(0, 10)/10;
}
-
+
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = ps.range(min_d, max_d);
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
v3s16 maxlen;
if(large_cave)
{
fp.Z += 0.1*ps.range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2 + ps.range(-1,1);
- s16 d1 = d0 + rs + ps.range(-1,1);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs;
+ if(randomize_xz){
+ d0 += ps.range(-1,1);
+ d1 += ps.range(-1,1);
+ }
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);