Cavegen, mgv5: Cleanup code

Conf.example: Update mgv5 mapgen params
Mgv7: Lava caves only below -256
This commit is contained in:
paramat 2015-03-04 10:14:07 +00:00
parent cd684497c2
commit eb7482fd73
5 changed files with 568 additions and 647 deletions

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@ -486,33 +486,14 @@
# flags = "defaults"
#}
# Only the group format supports noise flags which are needed for eased noise.
# Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in
# group format, other noise parameters are shown in positional format to save space.
# Mgv5 uses eased noise for np_ground so this is shown in group format,
# other noise parameters are shown in positional format to save space.
#mgv5_spflags = blobs
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = {
# offset = 0
# scale = 6
# spread = (50, 50, 50)
# seed = 52534
# octaves = 4
# persistence = 0.5
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_cave2 = {
# offset = 0
# scale = 6
# spread = (50, 50, 50)
# seed = 10325
# octaves = 4
# persistence = 0.5
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#mgv5_np_ground = {
# offset = 0
# scale = 40
@ -523,17 +504,6 @@
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_crumble = {
# offset = 0
# scale = 1
# spread = (20, 20, 20)
# seed = 34413
# octaves = 3
# persistence = 1.3
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0
#mgv6_spflags = biomeblend, jungles, mudflow
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0

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@ -129,7 +129,6 @@ public:
int dswitchint;
int part_max_length_rs;
bool large_cave;
bool large_cave_is_flat;
bool flooded;
@ -155,7 +154,7 @@ public:
int water_level;
CaveV7() {}
CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave);
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, bool is_ravine);

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@ -171,9 +171,9 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
if(f < 0.01)
if (f < 0.01)
f = 0.01;
else if(f >= 1.0)
else if (f >= 1.0)
f *= 1.6;
float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
@ -183,8 +183,8 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
if(n_ground * f > y - h) {
if(y >= search_top - 7)
if (n_ground * f > y - h) {
if (y >= search_top - 7)
break;
else
level = y;
@ -322,22 +322,22 @@ int MapgenV5::generateBaseTerrain()
u32 index2d = 0;
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
for(s16 z=node_min.Z; z<=node_max.Z; z++) {
for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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++, index2d++) {
if(vm->m_data[i].getContent() != CONTENT_IGNORE)
for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
if (vm->m_data[i].getContent() != CONTENT_IGNORE)
continue;
float f = 0.55 + noise_factor->result[index2d];
if(f < 0.01)
if (f < 0.01)
f = 0.01;
else if(f >= 1.0)
else if (f >= 1.0)
f *= 1.6;
float h = noise_height->result[index2d];
if(noise_ground->result[index] * f < y - h) {
if(y <= water_level)
if (noise_ground->result[index] * f < y - h) {
if (y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
else
vm->m_data[i] = MapNode(CONTENT_AIR);
@ -443,13 +443,13 @@ 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++) {
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++, index2d++) {
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
if (c == CONTENT_AIR
|| (y <= water_level
&& c != biome->c_stone
&& c != c_stone))
@ -457,7 +457,7 @@ void MapgenV5::generateCaves(int max_stone_y)
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if(d1*d2 > 0.125)
if (d1*d2 > 0.125)
vm->m_data[i] = MapNode(CONTENT_AIR);
}
index2d = index2d - ystride;

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@ -790,7 +790,7 @@ void MapgenV7::generateCaves(int max_stone_y)
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++) {
CaveV7 cave(this, &ps, true);
CaveV7 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}