FlagDesc flagdesc_mapgen_v5[] = {
- {"blobs", MGV5_BLOBS},
{NULL, 0}
};
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
- noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
- noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
- delete noise_crumble;
- delete noise_wetness;
delete noise_heat;
delete noise_humidity;
MapgenV5Params::MapgenV5Params()
{
- spflags = MGV5_BLOBS;
+ spflags = 0;
np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
- np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
- np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
+ np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
- np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
- np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
}
-// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
-
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
-
-//#define CAVE_NOISE_SCALE 12.0 < original default
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
+//#define CAVE_NOISE_SCALE 12.0
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
void MapgenV5Params::readParams(Settings *settings)
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_ground", np_ground);
- settings->getNoiseParams("mgv5_np_crumble", np_crumble);
- settings->getNoiseParams("mgv5_np_wetness", np_wetness);
}
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_ground", np_ground);
- settings->setNoiseParams("mgv5_np_crumble", np_crumble);
- settings->setNoiseParams("mgv5_np_wetness", np_wetness);
}
s16 search_top = water_level + 15;
s16 search_base = water_level;
- // Use these 2 lines instead for a slower search returning highest ground level
- //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
- //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
// Generate base terrain
s16 stone_surface_max_y = generateBaseTerrain();
-
updateHeightmap(node_min, node_max);
- // Generate underground dirt, sand, gravel and lava blobs
- if (spflags & MGV5_BLOBS) {
- generateBlobs();
- }
-
// Calculate biomes
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
- generateCaves();
+ generateCaves(stone_surface_max_y);
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
int y = node_min.Y - 1;
int z = node_min.Z;
- noise_filler_depth->perlinMap2D(x, z);
noise_factor->perlinMap2D(x, z);
noise_height->perlinMap2D(x, z);
+ noise_ground->perlinMap3D(x, y, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
- noise_ground->perlinMap3D(x, y, z);
-
- if (spflags & MGV5_BLOBS) {
- noise_crumble->perlinMap3D(x, y, z);
- noise_wetness->perlinMap3D(x, y, z);
+ if (node_max.Y >= water_level) {
+ noise_filler_depth->perlinMap2D(x, z);
+ noise_heat->perlinMap2D(x, z);
+ noise_humidity->perlinMap2D(x, z);
}
- noise_heat->perlinMap2D(x, z);
- noise_humidity->perlinMap2D(x, z);
-
//printf("calculateNoise: %dus\n", t.stop());
}
// return d1*d2 > CAVE_NOISE_THRESHOLD;
//}
-
//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
// double f = 0.55 + noise_factor->result[index2d];
// if(f < 0.01)
//}
-// Make base ground level
int MapgenV5::generateBaseTerrain()
{
u32 index = 0;
f = 0.01;
else if(f >= 1.0)
f *= 1.6;
- float h = water_level + noise_height->result[index2d];
+ float h = noise_height->result[index2d];
if(noise_ground->result[index] * f < y - h) {
if(y <= water_level)
}
-// Add mud and sand and others underground (in place of stone)
-void MapgenV5::generateBlobs()
-{
- u32 index = 0;
-
- for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
- u32 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
- content_t c = vm->m_data[i].getContent();
- if(c != c_stone)
- continue;
-
- if(noise_crumble->result[index] > 1.3) {
- if(noise_wetness->result[index] > 0.0)
- vm->m_data[i] = MapNode(c_dirt);
- else
- vm->m_data[i] = MapNode(c_sand);
- } else if(noise_crumble->result[index] > 0.7) {
- if(noise_wetness->result[index] < -0.6)
- vm->m_data[i] = MapNode(c_gravel);
- } else if(noise_crumble->result[index] < -3.5 +
- MYMIN(0.1 *
- sqrt((float)MYMAX(0, -y)), 1.5)) {
- vm->m_data[i] = MapNode(c_lava_source);
- }
- }
- }
- }
-}
-
-
void MapgenV5::generateBiomes()
{
if (node_max.Y < water_level)
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
- bool is_replaceable_content =
- c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
- c == c_sand || c == c_lava_source || c == c_gravel;
- if (is_replaceable_content && have_air) {
+ if (c == c_stone && have_air) {
content_t c_below = vm->m_data[i - em.X].getContent();
if (c_below != CONTENT_AIR) {
}
-void MapgenV5::generateCaves()
+void MapgenV5::generateCaves(int max_stone_y)
{
u32 index = 0;
+ u32 index2d = 0;
for(s16 z=node_min.Z; z<=node_max.Z; z++) {
for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
+ for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+ Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
content_t c = vm->m_data[i].getContent();
- if(c == CONTENT_AIR || c == c_water_source)
+ if(c == CONTENT_AIR
+ || (y <= water_level
+ && c != biome->c_stone
+ && c != c_stone))
continue;
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
- if(d1*d2 > 0.2)
+ if(d1*d2 > 0.125)
vm->m_data[i] = MapNode(CONTENT_AIR);
}
+ index2d = index2d - ystride;
}
+ index2d = index2d + ystride;
+ }
+
+ if (node_max.Y > -256)
+ return;
+
+ PseudoRandom ps(blockseed + 21343);
+ u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveV5 cave(this, &ps);
+ cave.makeCave(node_min, node_max, max_stone_y);
}
}
void MapgenV5::dustTopNodes()
{
+ if (node_max.Y < water_level)
+ return;
+
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
- if (water_level > node_max.Y)
- return;
-
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index]);