tweaked mapgen

This commit is contained in:
Perttu Ahola 2011-02-28 14:51:57 +02:00
parent ad9e084e94
commit 231386d501
5 changed files with 130 additions and 74 deletions

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@ -253,7 +253,8 @@ Doing now (most important at the top):
* not done
=== Next
* Somehow generate trees
* Generate trees better
- Add a "trees_added" flag to sector, or something
=== Fixmes
* Check the fixmes in the list above
@ -275,7 +276,6 @@ Doing now (most important at the top):
* Switch to using a safe way for the self and env pointers
* Make some global environment hooks, like node placed and general
on_step()
* Map should make the appropriate MapEditEvents
* Add a global Lua spawn handler and such
* Get rid of MapBlockObjects
* Other players could be sent to clients as LuaCAOs
@ -1306,7 +1306,9 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
c.set(255, 160, 160, 160);
else if(h < WATER_LEVEL - 0.5) // Water
c.set(255, 50, 50, 255);
else if(h < WATER_LEVEL + 2) // Sand
else if(h < WATER_LEVEL + 2
&& get_have_sand(client->getMapSeed(), pf))
// Sand
c.set(255, 237, 201, 175);
#if 1
else if(h < WATER_LEVEL + 10) // Green

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@ -1875,9 +1875,9 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
MapNode treenode(CONTENT_TREE);
MapNode leavesnode(CONTENT_LEAVES);
vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,6,2)));
vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
s16 trunk_h = myrand_range(3, 6);
s16 trunk_h = myrand_range(4, 7);
v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++)
{
@ -1960,15 +1960,23 @@ double tree_amount_2d(u64 seed, v2s16 p)
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
#define AVERAGE_MUD_AMOUNT 4
#define AVERAGE_MUD_AMOUNT 4.0
double get_mud_amount(u64 seed, v2f p)
{
return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin(
return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
0.5+p.X/200, 0.5+p.Y/200,
seed+1, 5, 0.65));
}
bool get_have_sand(u64 seed, v2f p)
{
double sandnoise = noise2d_perlin(
0.5+(float)p.X/500, 0.5+(float)p.Y/500,
seed+59420, 3, 0.50);
return (sandnoise > -0.15);
}
// -1->0, 0->1, 1->0
double contour(double v)
{
@ -2014,46 +2022,52 @@ double base_rock_level_2d(u64 seed, v2f p)
//h += 30 * m2;
}*/
// Huge mountains
double m3 = 150.0 - 800.0 * noise2d_perlin_abs(
0.5+(float)p.X/2000., 0.5+(float)p.Y/2000.,
(seed>>32)+985251, 9, 0.5);
if(m3 > h)
h = m3;
/*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
(seed>>32)+78593, 5, 0.55), 0.15);
h += 30 * tm2;*/
#if 1
// Huge mountains
double m3 = 150.0 - 500.0 * noise2d_perlin_abs(
0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
(seed>>32)+985251, 9, 0.55);
if(m3 > h)
h = m3;
#endif
#if 1
// Some kind of hill chains or something
{
double a1 = 30 - 100. * noise2d_perlin_abs(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+850342, 5, 0.63);
double a1 = 30 - 130. * noise2d_perlin_abs(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+850342, 6, 0.63);
double d = 15;
if(a1 > d)
a1 = d + sqrt(a1-d);
if(a1 > h)
h = a1;
/*if(a1 > h)
h = a1;*/
if(a1 > 0)
h += a1;
}
#endif
#if 1
double base = 35. * noise2d_perlin(
double base = -5. + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
(seed>>32)+653876, 7, 0.55);
(seed>>32)+653876, 7, 0.6);
#else
double base = 0;
#endif
#if 1
double higher = 50. * noise2d_perlin(
double higher = 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+39292, 6, 0.63);
seed+39292, 7, 0.55);
/*double higher = 50. * noise2d_perlin_abs(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+85039, 5, 0.63);*/
//higher = 25;
if(higher > base)
{
@ -2062,24 +2076,43 @@ double base_rock_level_2d(u64 seed, v2f p)
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-932, 7, 0.7);
b = rangelim(b, 0.0, 1000.0);
#if 1
b = pow(b, 5);
b *= 7;
b *= 16;
b = rangelim(b, 3.0, 1000.0);
//dstream<<"b="<<b<<std::endl;
//double b = 20;
// Offset to more low
//double a_off = -0.30;
double a_off = -0.00;
// High/low selector
double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-359, 5, 0.6));
seed-359, 6, 0.70));
#endif
#if 0
/*b = pow(b, 5);
b *= 2;
b = rangelim(b, 3.0, 20.0);*/
//b = 10.0;
double a = -1.5 + 5.0 * (noise2d_perlin_abs(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed-359, 6, 0.6));
a *= 3.0;
/*double a = 5.0 * (noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-359, 5, 0.6));*/
//a = contour_flat_top(a, 0.2);
#endif
// Limit
a = rangelim(a, 0.0, 1.0);
//a = easeCurve(a);
a = easeCurve(a);
//dstream<<"a="<<a<<std::endl;
/*double h2 = higher * a;
if(h2 > h)
h = h2;*/
h += base*(1.0-a) + higher*a;
}
@ -2101,21 +2134,34 @@ double base_rock_level_2d(u64 seed, v2s16 p)
v2f base_ground_turbulence(u64 seed, v3f p)
{
double f = 12;
#if 1
double f = 20;
double vv = 1.0 - 1.0 * noise3d_perlin_abs(
0.5+p.X/500,
0.5+p.Y/500,
0.5+p.Z/500,
seed+1324031, 4, 0.5);
//double vve = 1.0 - exp(-MYMAX(0, vv*2.0));
double vve = MYMAX(0, vv);
//dstream<<"vve="<<vve<<std::endl;
double v1 = f * noise3d_perlin(
0.5+p.X/200,
0.5+p.Y/200,
0.5+p.Z/200,
seed+4045, 5, 0.7);
seed+4045, 6, 0.7);
double v2 = f * noise3d_perlin(
0.5+p.X/200,
0.5+p.Y/200,
0.5+p.Z/200,
seed+9495, 5, 0.7);
seed+9495, 6, 0.7);
return v2f(v1, v2);
return v2f(v1*vve, v2*vve);
#else
return v2f(0,0);
#endif
}
bool is_carved(u64 seed, v3f p)
@ -2127,30 +2173,10 @@ bool is_carved(u64 seed, v3f p)
0.5+p.Z/200,
seed+657890854, 5, 0.7);
if(v1 > 1.5)
if(v1 > 1.45)
return true;
#endif
#if 0
double v2 = noise3d_perlin_abs(
0.5+p.X/200,
0.5+p.Y/200,
0.5+p.Z/200,
seed+657890854, 5, 0.7);
#if 0
double v3 = noise3d_perlin_abs(
0.5+p.X/200,
0.5+p.Y/200,
0.5+p.Z/200,
seed+657890854, 5, 0.7);
#else
double v3 = 1.0;
#endif
double v23 = v2*v3;
if(v23 > 0.7)
return true;
#endif
double f = 10.0;
double y_div = 1.5;
@ -2173,6 +2199,16 @@ bool is_carved(u64 seed, v3f p)
return false;
}
bool is_underground_mud(u64 seed, v3f p)
{
double v1 = noise3d_perlin_abs(
0.5+p.X/50,
0.5+p.Y/50,
0.5+p.Z/50,
seed+83401, 5, 0.75);
return (v1 > 1.3);
}
/*
if depth_guess!=NULL, it is set to a guessed value of how deep
underground the position is.
@ -2189,6 +2225,16 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
return is_carved(seed, p);
}
#endif
#if 0
// This is used for testing the output of the underground mud function
{
if(depth_guess)
*depth_guess = 10;
if(p.Y > 50)
return false;
return is_underground_mud(seed, p);
}
#endif
v2f t = base_ground_turbulence(seed, p);
@ -2201,16 +2247,19 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
{
// Find highest surface near current
v3f dirs[4] = {
v3f(1,-1,0),
v3f(-1,-1,0),
v3f(0,-1,1),
v3f(0,-1,-1)
v3f(1,0,0),
v3f(-1,0,0),
v3f(0,0,1),
v3f(0,0,-1)
};
double s2 = surface_y_f;
for(u32 i=0; i<4; i++)
{
v3f dir = dirs[i];
v2f l = v2f(p.X+t.X+dir.X, p.Z+t.Y+dir.Z);
// Get turbulence at around there
v2f t2 = base_ground_turbulence(seed, p+dir);
// Get ground height
v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z);
double s = base_rock_level_2d(seed, l);
if(s > s2)
s2 = s;
@ -2239,9 +2288,11 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
}*/
bool is_ground = (p.Y <= surface_y_f);
#if 1
if(is_carved(seed, p))
is_ground = false;
#endif
return is_ground;
}
@ -3357,11 +3408,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
m_seed+59420, 3, 0.50);
bool have_sand = (sandnoise > -0.15);
bool have_sand = get_have_sand(p2d);
if(have_sand == false)
continue;
@ -4134,9 +4181,7 @@ MapBlock * ServerMap::generateBlock(
{
//dstream<<"BT_GROUND"<<std::endl;
// A ground block
//block_type = BT_GROUND;
// Handled as surface because of caves
block_type = BT_SURFACE;
block_type = BT_GROUND;
}
else if(block_low_y_f >= surface_y_max + d_up
&& block_low_y_f > WATER_LEVEL + d_up)
@ -4152,14 +4197,14 @@ MapBlock * ServerMap::generateBlock(
block_type = BT_SURFACE;
}
if(block_type == BT_GROUND || block_type == BT_SKY)
if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
{
lowest_ground_y = surface_y_min;
highest_ground_y = surface_y_max;
}
}
if(block_type == BT_SURFACE)
if(block_type == BT_SURFACE || block_type == BT_GROUND)
{
/*
Generate ground precisely
@ -4204,9 +4249,11 @@ MapBlock * ServerMap::generateBlock(
Calculate material
*/
v3f real_pos_f = intToFloat(real_pos, 1);
v2f real_pos_f_2d(real_pos_f.X, real_pos_f.Z);
double depth_guess;
bool is_ground = is_base_ground(m_seed,
intToFloat(real_pos, 1), &depth_guess);
real_pos_f, &depth_guess);
// Estimate the surface height
float surface_y_f = (float)real_y + depth_guess;
@ -4243,9 +4290,13 @@ MapBlock * ServerMap::generateBlock(
// If it's surface_depth under ground, it's stone
if((float)real_y <= surface_y_f - surface_depth - 0.75)
{
n.d = CONTENT_STONE;
if(is_underground_mud(m_seed, real_pos_f))
n.d = CONTENT_MUD;
else
n.d = CONTENT_STONE;
}
else if(surface_y_f <= WATER_LEVEL + 2.0)
else if(surface_y_f <= WATER_LEVEL + 2.1
&& get_have_sand(m_seed, real_pos_f_2d))
{
n.d = CONTENT_SAND;
}
@ -4357,7 +4408,7 @@ MapBlock * ServerMap::generateBlock(
MapNode n_fill;
if(block_type == BT_GROUND)
{
n_fill.d = CONTENT_STONE;
//n_fill.d = CONTENT_STONE;
}
else if(block_type == BT_SKY)
{
@ -4838,13 +4889,14 @@ continue_generating:
/*
Add trees
*/
#if 1
if(some_part_underground && !completely_underground)
{
MapVoxelManipulator vm(this);
double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
for(u16 i=0; i<tree_count; i++)
for(u16 i=0; i<tree_count/2; i++)
{
v3s16 tree_p = p_nodes + v3s16(
myrand_range(0,MAP_BLOCKSIZE-1),
@ -4854,7 +4906,7 @@ continue_generating:
double depth_guess;
/*bool is_ground =*/ is_base_ground(m_seed,
intToFloat(tree_p, 1), &depth_guess);
tree_p.Y += depth_guess;
tree_p.Y += (depth_guess - 0.5);
if(tree_p.Y <= WATER_LEVEL)
continue;
make_tree(vm, tree_p);
@ -4862,6 +4914,7 @@ continue_generating:
vm.blitBack(changed_blocks);
}
#endif
#if 0
/*

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@ -45,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
double base_rock_level_2d(u64 seed, v2f p);
bool get_have_sand(u64 seed, v2f p);
/*
*/