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Rename perlin noise to value noise (#15858)
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@@ -329,34 +329,34 @@ int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
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{
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// If rivers are enabled, first check if in a river channel
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if (spflags & MGCARPATHIAN_RIVERS) {
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float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
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float river = std::fabs(NoiseFractal2D(&noise_rivers->np, p.X, p.Y, seed)) -
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river_width;
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if (river < 0.0f)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
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float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
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float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
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float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);
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float height1 = NoiseFractal2D(&noise_height1->np, p.X, p.Y, seed);
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float height2 = NoiseFractal2D(&noise_height2->np, p.X, p.Y, seed);
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float height3 = NoiseFractal2D(&noise_height3->np, p.X, p.Y, seed);
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float height4 = NoiseFractal2D(&noise_height4->np, p.X, p.Y, seed);
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float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
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float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
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float hterabs = std::fabs(NoiseFractal2D(&noise_hills_terrain->np, p.X, p.Y, seed));
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float n_hills = NoiseFractal2D(&noise_hills->np, p.X, p.Y, seed);
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float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
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float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
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float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
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float rterabs = std::fabs(NoiseFractal2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
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float n_ridge_mnt = NoiseFractal2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
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float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));
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float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
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float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
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float sterabs = std::fabs(NoiseFractal2D(&noise_step_terrain->np, p.X, p.Y, seed));
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float n_step_mnt = NoiseFractal2D(&noise_step_mnt->np, p.X, p.Y, seed);
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float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
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float valley = 1.0f;
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float river = 0.0f;
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if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
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river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
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river = std::fabs(NoiseFractal2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
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if (river <= valley_width) {
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// Within river valley
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if (river < 0.0f) {
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@@ -376,7 +376,7 @@ int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
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u8 cons_non_solid = 0; // consecutive non-solid nodes
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for (s16 y = water_level; y <= water_level + 32; y++) {
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float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
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float mnt_var = NoiseFractal3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
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float hill1 = getLerp(height1, height2, mnt_var);
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float hill2 = getLerp(height3, height4, mnt_var);
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float hill3 = getLerp(height3, height2, mnt_var);
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@@ -429,20 +429,20 @@ int MapgenCarpathian::generateTerrain()
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MapNode mn_water(c_water_source);
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// Calculate noise for terrain generation
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noise_height1->perlinMap2D(node_min.X, node_min.Z);
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noise_height2->perlinMap2D(node_min.X, node_min.Z);
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noise_height3->perlinMap2D(node_min.X, node_min.Z);
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noise_height4->perlinMap2D(node_min.X, node_min.Z);
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noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
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noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
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noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
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noise_hills->perlinMap2D(node_min.X, node_min.Z);
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noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
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noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
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noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_height1->noiseMap2D(node_min.X, node_min.Z);
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noise_height2->noiseMap2D(node_min.X, node_min.Z);
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noise_height3->noiseMap2D(node_min.X, node_min.Z);
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noise_height4->noiseMap2D(node_min.X, node_min.Z);
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noise_hills_terrain->noiseMap2D(node_min.X, node_min.Z);
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noise_ridge_terrain->noiseMap2D(node_min.X, node_min.Z);
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noise_step_terrain->noiseMap2D(node_min.X, node_min.Z);
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noise_hills->noiseMap2D(node_min.X, node_min.Z);
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noise_ridge_mnt->noiseMap2D(node_min.X, node_min.Z);
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noise_step_mnt->noiseMap2D(node_min.X, node_min.Z);
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noise_mnt_var->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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if (spflags & MGCARPATHIAN_RIVERS)
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noise_rivers->perlinMap2D(node_min.X, node_min.Z);
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noise_rivers->noiseMap2D(node_min.X, node_min.Z);
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//// Place nodes
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const v3s32 &em = vm->m_area.getExtent();
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