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	Cavegen: Merge CaveV5 and CaveV7 into CavesRandomWalk
This commit is contained in:
		
							
								
								
									
										270
									
								
								src/cavegen.cpp
									
									
									
									
									
								
							
							
						
						
									
										270
									
								
								src/cavegen.cpp
									
									
									
									
									
								
							@@ -31,7 +31,7 @@ NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0
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///////////////////////////////////////// Caves V5
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CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
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CavesRandomWalk::CavesRandomWalk(Mapgen *mg, PseudoRandom *ps)
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{
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	this->mg             = mg;
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	this->vm             = mg->vm;
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@@ -43,7 +43,8 @@ CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
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	c_ice                = ndef->getId("mapgen_ice");
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	this->np_caveliquids = &nparams_caveliquids;
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	this->ystride        = mg->csize.X;
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	this->lava_depth     = DEFAULT_LAVA_DEPTH;
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	if (c_ice == CONTENT_IGNORE)
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		c_ice = CONTENT_AIR;
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@@ -59,7 +60,7 @@ CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
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}
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void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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{
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	node_min = nmin;
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	node_max = nmax;
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@@ -84,12 +85,12 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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	// Limit maximum to area
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	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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	s16 min = 0;
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		if (node_min.Y < water_level && node_max.Y > water_level) {
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			min = water_level - max_tunnel_diameter/3 - of.Y;
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			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
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		}
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	route_y_min = ps->range(min, min + max_tunnel_diameter);
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	s16 minpos = 0;
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	if (node_min.Y < water_level && node_max.Y > water_level) {
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		minpos = water_level - max_tunnel_diameter / 3 - of.Y;
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		route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
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	}
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	route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
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	route_y_min = rangelim(route_y_min, 0, route_y_max);
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	s16 route_start_y_min = route_y_min;
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@@ -121,7 +122,7 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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}
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void CaveV5::makeTunnel(bool dirswitch)
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void CavesRandomWalk::makeTunnel(bool dirswitch)
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{
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	// Randomize size
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	s16 min_d = min_tunnel_diameter;
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@@ -207,7 +208,7 @@ void CaveV5::makeTunnel(bool dirswitch)
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}
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void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) 
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void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
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{
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	MapNode airnode(CONTENT_AIR);
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	MapNode waternode(c_water_source);
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@@ -218,7 +219,7 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
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	float nval = NoisePerlin3D(np_caveliquids, startp.X,
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		startp.Y, startp.Z, mg->seed);
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	MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV5_LAVA_DEPTH) ?
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	MapNode liquidnode = (nval < 0.40 && node_max.Y < lava_depth) ?
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		lavanode : waternode;
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	v3f fp = orp + vec * f;
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@@ -567,248 +568,3 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
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		}
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	}
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}
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///////////////////////////////////////// Caves V7
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CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps)
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{
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	this->mg             = mg;
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	this->vm             = mg->vm;
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	this->ndef           = mg->ndef;
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	this->water_level    = mg->water_level;
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	this->ps             = ps;
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	this->c_water_source = mg->c_water_source;
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	this->c_lava_source  = mg->c_lava_source;
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	this->c_ice          = mg->c_ice;
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	this->np_caveliquids = &nparams_caveliquids;
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	dswitchint = ps->range(1, 14);
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	flooded    = ps->range(1, 2) == 2;
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	part_max_length_rs  = ps->range(2, 4);
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	tunnel_routepoints  = ps->range(5, ps->range(15, 30));
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	min_tunnel_diameter = 5;
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	max_tunnel_diameter = ps->range(7, ps->range(8, 24));
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	large_cave_is_flat = (ps->range(0, 1) == 0);
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}
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void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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{
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	node_min = nmin;
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	node_max = nmax;
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	max_stone_y = max_stone_height;
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	main_direction = v3f(0, 0, 0);
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	// Allowed route area size in nodes
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	ar = node_max - node_min + v3s16(1, 1, 1);
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	// Area starting point in nodes
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	of = node_min;
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	// Allow a bit more
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	//(this should be more than the maximum radius of the tunnel)
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	s16 insure = 10;
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	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
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	ar += v3s16(1,0,1) * more * 2;
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	of -= v3s16(1,0,1) * more;
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	route_y_min = 0;
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	// Allow half a diameter + 7 over stone surface
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	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
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	// Limit maximum to area
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	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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	s16 min = 0;
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	if (node_min.Y < water_level && node_max.Y > water_level) {
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		min = water_level - max_tunnel_diameter/3 - of.Y;
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		route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
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	}
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	route_y_min = ps->range(min, min + max_tunnel_diameter);
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	route_y_min = rangelim(route_y_min, 0, route_y_max);
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	s16 route_start_y_min = route_y_min;
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	s16 route_start_y_max = route_y_max;
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	route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
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	route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
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	// Randomize starting position
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	orp = v3f(
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		(float)(ps->next() % ar.X) + 0.5,
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		(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
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		(float)(ps->next() % ar.Z) + 0.5
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	);
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	// Add generation notify begin event
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	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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	GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
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	mg->gennotify.addEvent(notifytype, abs_pos);
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	// Generate some tunnel starting from orp
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	for (u16 j = 0; j < tunnel_routepoints; j++)
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		makeTunnel(j % dswitchint == 0);
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	// Add generation notify end event
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	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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	notifytype = GENNOTIFY_LARGECAVE_END;
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	mg->gennotify.addEvent(notifytype, abs_pos);
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}
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void CaveV7::makeTunnel(bool dirswitch)
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{
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	// Randomize size
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	s16 min_d = min_tunnel_diameter;
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	s16 max_d = max_tunnel_diameter;
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	rs = ps->range(min_d, max_d);
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	s16 rs_part_max_length_rs = rs * part_max_length_rs;
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	v3s16 maxlen;
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	maxlen = v3s16(
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		rs_part_max_length_rs,
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		rs_part_max_length_rs / 2,
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		rs_part_max_length_rs
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	);
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	v3f vec;
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	// Jump downward sometimes
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	vec = v3f(
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		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
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		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
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		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
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	);
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	// Do not make caves that are above ground.
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	// It is only necessary to check the startpoint and endpoint.
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	v3s16 orpi(orp.X, orp.Y, orp.Z);
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	v3s16 veci(vec.X, vec.Y, vec.Z);
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	v3s16 p;
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	p = orpi + veci + of + rs / 2;
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	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
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			p.X >= node_min.X && p.X <= node_max.X) {
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		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
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		s16 h = mg->ridge_heightmap[index];
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		if (h < p.Y)
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			return;
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	} else if (p.Y > water_level) {
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		return; // If it's not in our heightmap, use a simple heuristic
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	}
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	p = orpi + of + rs / 2;
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	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
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			p.X >= node_min.X && p.X <= node_max.X) {
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		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
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		s16 h = mg->ridge_heightmap[index];
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		if (h < p.Y)
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			return;
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	} else if (p.Y > water_level) {
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		return;
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	}
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	vec += main_direction;
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	v3f rp = orp + vec;
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	if (rp.X < 0)
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		rp.X = 0;
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	else if (rp.X >= ar.X)
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		rp.X = ar.X - 1;
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	if (rp.Y < route_y_min)
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		rp.Y = route_y_min;
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	else if (rp.Y >= route_y_max)
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		rp.Y = route_y_max - 1;
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	if (rp.Z < 0)
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		rp.Z = 0;
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	else if (rp.Z >= ar.Z)
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		rp.Z = ar.Z - 1;
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	vec = rp - orp;
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	float veclen = vec.getLength();
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	if (veclen < 0.05)
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		veclen = 1.0;
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	// Every second section is rough
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	bool randomize_xz = (ps->range(1, 2) == 1);
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	// Carve routes
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	for (float f = 0; f < 1.0; f += 1.0 / veclen)
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		carveRoute(vec, f, randomize_xz);
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	orp = rp;
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}
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void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
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{
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	MapNode airnode(CONTENT_AIR);
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	MapNode waternode(c_water_source);
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	MapNode lavanode(c_lava_source);
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	v3s16 startp(orp.X, orp.Y, orp.Z);
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	startp += of;
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	float nval = NoisePerlin3D(np_caveliquids, startp.X,
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		startp.Y, startp.Z, mg->seed);
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	MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV7_LAVA_DEPTH) ?
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		lavanode : waternode;
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	v3f fp = orp + vec * f;
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	fp.X += 0.1 * ps->range(-10, 10);
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	fp.Z += 0.1 * ps->range(-10, 10);
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	v3s16 cp(fp.X, fp.Y, fp.Z);
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 | 
			
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	s16 d0 = -rs/2;
 | 
			
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	s16 d1 = d0 + rs;
 | 
			
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	if (randomize_xz) {
 | 
			
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		d0 += ps->range(-1, 1);
 | 
			
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		d1 += ps->range(-1, 1);
 | 
			
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	}
 | 
			
		||||
 | 
			
		||||
	for (s16 z0 = d0; z0 <= d1; z0++) {
 | 
			
		||||
		s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
 | 
			
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		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++) {
 | 
			
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				if (large_cave_is_flat) {
 | 
			
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					// Make large caves not so tall
 | 
			
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					if (rs > 7 && abs(y0) >= rs / 3)
 | 
			
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						continue;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
 | 
			
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				p += of;
 | 
			
		||||
 | 
			
		||||
				if (vm->m_area.contains(p) == false)
 | 
			
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					continue;
 | 
			
		||||
 | 
			
		||||
				u32 i = vm->m_area.index(p);
 | 
			
		||||
				content_t c = vm->m_data[i].getContent();
 | 
			
		||||
				if (!ndef->get(c).is_ground_content)
 | 
			
		||||
					continue;
 | 
			
		||||
 | 
			
		||||
				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;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -21,19 +21,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#define CAVEGEN_HEADER
 | 
			
		||||
 | 
			
		||||
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 | 
			
		||||
#define MGV5_LAVA_DEPTH -256
 | 
			
		||||
#define MGV7_LAVA_DEPTH -256
 | 
			
		||||
#define DEFAULT_LAVA_DEPTH (-256)
 | 
			
		||||
 | 
			
		||||
class MapgenV5;
 | 
			
		||||
class MapgenV6;
 | 
			
		||||
class MapgenV7;
 | 
			
		||||
 | 
			
		||||
class CaveV5 {
 | 
			
		||||
class CavesRandomWalk {
 | 
			
		||||
public:
 | 
			
		||||
	Mapgen *mg;
 | 
			
		||||
	MMVManip *vm;
 | 
			
		||||
	INodeDefManager *ndef;
 | 
			
		||||
 | 
			
		||||
	// variables
 | 
			
		||||
	int lava_depth;
 | 
			
		||||
	NoiseParams *np_caveliquids;
 | 
			
		||||
 | 
			
		||||
	s16 min_tunnel_diameter;
 | 
			
		||||
@@ -67,8 +66,7 @@ public:
 | 
			
		||||
	int water_level;
 | 
			
		||||
	int ystride;
 | 
			
		||||
 | 
			
		||||
	CaveV5() {}
 | 
			
		||||
	CaveV5(Mapgen *mg, PseudoRandom *ps);
 | 
			
		||||
	CavesRandomWalk(Mapgen *mg, PseudoRandom *ps);
 | 
			
		||||
	void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
 | 
			
		||||
	void makeTunnel(bool dirswitch);
 | 
			
		||||
	void carveRoute(v3f vec, float f, bool randomize_xz);
 | 
			
		||||
@@ -118,49 +116,4 @@ public:
 | 
			
		||||
	void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class CaveV7 {
 | 
			
		||||
public:
 | 
			
		||||
	MapgenV7 *mg;
 | 
			
		||||
	MMVManip *vm;
 | 
			
		||||
	INodeDefManager *ndef;
 | 
			
		||||
 | 
			
		||||
	NoiseParams *np_caveliquids;
 | 
			
		||||
 | 
			
		||||
	s16 min_tunnel_diameter;
 | 
			
		||||
	s16 max_tunnel_diameter;
 | 
			
		||||
	u16 tunnel_routepoints;
 | 
			
		||||
	int dswitchint;
 | 
			
		||||
	int part_max_length_rs;
 | 
			
		||||
 | 
			
		||||
	bool large_cave_is_flat;
 | 
			
		||||
	bool flooded;
 | 
			
		||||
 | 
			
		||||
	s16 max_stone_y;
 | 
			
		||||
	v3s16 node_min;
 | 
			
		||||
	v3s16 node_max;
 | 
			
		||||
 | 
			
		||||
	v3f orp;  // starting point, relative to caved space
 | 
			
		||||
	v3s16 of; // absolute coordinates of caved space
 | 
			
		||||
	v3s16 ar; // allowed route area
 | 
			
		||||
	s16 rs;   // tunnel radius size
 | 
			
		||||
	v3f main_direction;
 | 
			
		||||
 | 
			
		||||
	s16 route_y_min;
 | 
			
		||||
	s16 route_y_max;
 | 
			
		||||
 | 
			
		||||
	PseudoRandom *ps;
 | 
			
		||||
 | 
			
		||||
	content_t c_water_source;
 | 
			
		||||
	content_t c_lava_source;
 | 
			
		||||
	content_t c_ice;
 | 
			
		||||
 | 
			
		||||
	int water_level;
 | 
			
		||||
 | 
			
		||||
	CaveV7() {}
 | 
			
		||||
	CaveV7(MapgenV7 *mg, PseudoRandom *ps);
 | 
			
		||||
	void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
 | 
			
		||||
	void makeTunnel(bool dirswitch);
 | 
			
		||||
	void carveRoute(v3f vec, float f, bool randomize_xz);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -599,7 +599,7 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
 | 
			
		||||
	PseudoRandom ps(blockseed + 21343);
 | 
			
		||||
	u32 bruises_count = ps.range(0, 2);
 | 
			
		||||
	for (u32 i = 0; i < bruises_count; i++) {
 | 
			
		||||
		CaveV5 cave(this, &ps);       ////caves version varies  ---- todo- fix this!
 | 
			
		||||
		CavesRandomWalk cave(this, &ps);
 | 
			
		||||
		cave.makeCave(node_min, node_max, max_stone_y);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -841,7 +841,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
 | 
			
		||||
	if (node_max.Y <= large_cave_depth && !made_a_big_one) {
 | 
			
		||||
		u32 bruises_count = ps.range(0, 2);
 | 
			
		||||
		for (u32 i = 0; i < bruises_count; i++) {
 | 
			
		||||
			CaveV5 cave(this, &ps);
 | 
			
		||||
			CavesRandomWalk cave(this, &ps);
 | 
			
		||||
			cave.makeCave(node_min, node_max, max_stone_y);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user