Mgv7 mountains: Remove divide by zero code that creates vast walls

Conf.example: Add mgv7 cave1, cave2 noiseparams
Mgv7: Make skipping of mountain code relative to y=0 not water level
Mountain noise offset now -0.6 to compensate
Tune chance of large caves
This commit is contained in:
paramat 2015-01-27 22:11:24 +00:00 committed by kwolekr
parent 9a0dd47057
commit bec5d3ab22
2 changed files with 22 additions and 24 deletions

View File

@ -547,8 +547,10 @@
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0
#mgv7_np_mountain = 0, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
# Noise parameters for biome API temperature and humidity
#mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0

View File

@ -135,7 +135,7 @@ MapgenV7Params::MapgenV7Params()
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
@ -187,11 +187,11 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// Ridge/river terrain calculation
float width = 0.3;
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
// actually computing the depth of the ridge is much more expensive;
// if inside a river, simply guess
if (uwatern >= -width && uwatern <= width)
if (fabs(uwatern) <= width)
return water_level - 10;
// Mountain terrain calculation
@ -297,22 +297,21 @@ void MapgenV7::calculateNoise()
noise_cave2->perlinMap3D(x, y, z);
}
if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
noise_ridge->perlinMap3D(x, y, z);
noise_ridge_uwater->perlinMap2D(x, z);
}
if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
noise_mountain->perlinMap3D(x, y, z);
noise_mount_height->perlinMap2D(x, z);
}
if (node_max.Y >= water_level) {
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
if (spflags & MGV7_MOUNTAINS) {
noise_mountain->perlinMap3D(x, y, z);
noise_mount_height->perlinMap2D(x, z);
}
if (spflags & MGV7_RIDGES) {
noise_ridge->perlinMap3D(x, y, z);
noise_ridge_uwater->perlinMap2D(x, z);
}
}
//printf("calculateNoise: %dus\n", t.stop());
}
@ -333,7 +332,6 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
hselect = rangelim(hselect, 0.0, 1.0);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
persist = rangelim(persist, 0.4, 0.9);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
@ -364,18 +362,16 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
float height_modifier = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + height_modifier >= 0.6;
return mnt_n * mnt_h_n >= (float)y;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
{
float mounthn = noise_mount_height->result[idx_xz];
float height_modifier = -((float)y / mounthn);
return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
float mountn = noise_mountain->result[idx_xyz];
return mountn * mounthn >= (float)y;
}
@ -469,7 +465,7 @@ int MapgenV7::generateBaseTerrain()
int MapgenV7::generateMountainTerrain(int ymax)
{
if (node_max.Y < water_level)
if (node_max.Y < 0)
return ymax;
MapNode n_stone(c_stone);
@ -506,6 +502,7 @@ void MapgenV7::generateRidgeTerrain()
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
float width = 0.2; // TODO: figure out acceptable perlin noise values
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
@ -516,7 +513,6 @@ void MapgenV7::generateRidgeTerrain()
if (heightmap[j] < water_level - 16)
continue;
float width = 0.2; // TODO: figure out acceptable perlin noise values
float uwatern = noise_ridge_uwater->result[j] * 2;
if (fabs(uwatern) > width)
continue;
@ -794,7 +790,7 @@ void MapgenV7::generateCaves(int max_stone_y)
}
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(1, 2) : 0;
u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
CaveV7 cave(this, &ps, true);
cave.makeCave(node_min, node_max, max_stone_y);