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eb7482fd73
Conf.example: Update mgv5 mapgen params Mgv7: Lava caves only below -256
824 lines
22 KiB
C++
824 lines
22 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "util/numeric.h"
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#include "map.h"
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#include "mapgen.h"
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#include "mapgen_v5.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "cavegen.h"
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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(MapgenV5 *mg, PseudoRandom *ps) {
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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 CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
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node_min = nmin;
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node_max = nmax;
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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 CaveV5::makeTunnel(bool dirswitch) {
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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 large 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->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->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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// Make a ravine every once in a while if it's long enough
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//float xylen = vec.X * vec.X + vec.Z * vec.Z;
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//disable ravines for now
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bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 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, is_ravine);
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orp = rp;
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}
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void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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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 ? 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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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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}
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bool should_make_cave_hole = ps->range(1, 10) == 1;
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for (s16 z0 = d0; z0 <= d1; z0++) {
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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++) {
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
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rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
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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;
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}
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v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
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p += of;
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if (!is_ravine && mg->heightmap && should_make_cave_hole &&
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p.X <= node_max.X && p.Z <= node_max.Z) {
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int maplen = node_max.X - node_min.X + 1;
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int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
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if (p.Y >= mg->heightmap[idx] - 2)
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continue;
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}
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if (vm->m_area.contains(p) == false)
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continue;
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u32 i = vm->m_area.index(p);
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// Don't replace air, water, lava, or ice
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
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c == c_water_source || c == c_lava_source || c == c_ice)
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continue;
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int full_ymin = node_min.Y - MAP_BLOCKSIZE;
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int full_ymax = node_max.Y + MAP_BLOCKSIZE;
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if (flooded && full_ymin < water_level && full_ymax > water_level)
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vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
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else if (flooded && full_ymax < water_level)
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vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
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else
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vm->m_data[i] = airnode;
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}
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}
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}
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}
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///////////////////////////////////////// Caves V6
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CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
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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->large_cave = is_large_cave;
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this->ps = ps;
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this->ps2 = ps2;
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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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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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dswitchint = ps->range(1, 14);
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flooded = true;
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if (large_cave) {
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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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} else {
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part_max_length_rs = ps->range(2,9);
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tunnel_routepoints = ps->range(10, ps->range(15,30));
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}
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large_cave_is_flat = (ps->range(0,1) == 0);
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}
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void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
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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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const s16 max_spread_amount = MAP_BLOCKSIZE;
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s16 insure = 10;
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s16 more = MYMAX(max_spread_amount - 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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if (large_cave) {
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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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}
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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 = large_cave ?
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GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_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 = large_cave ?
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GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
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mg->gennotify.addEvent(notifytype, abs_pos);
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}
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void CaveV6::makeTunnel(bool dirswitch) {
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if (dirswitch && !large_cave) {
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main_direction = v3f(
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((float)(ps->next() % 20) - (float)10) / 10,
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((float)(ps->next() % 20) - (float)10) / 30,
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((float)(ps->next() % 20) - (float)10) / 10
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);
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main_direction *= (float)ps->range(0, 10) / 10;
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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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if (large_cave) {
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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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} else {
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maxlen = v3s16(
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rs_part_max_length_rs,
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ps->range(1, rs_part_max_length_rs),
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rs_part_max_length_rs
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);
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}
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v3f vec(
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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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// Jump downward sometimes
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if (!large_cave && ps->range(0, 12) == 0) {
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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 * 2)) - (float)maxlen.Y,
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(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
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);
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}
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// Do not make large caves that are entirely above ground.
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// It is only necessary to check the startpoint and endpoint.
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if (large_cave) {
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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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s16 h1;
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s16 h2;
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v3s16 p1 = orpi + veci + of + rs / 2;
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if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
|
|
p1.X >= node_min.X && p1.X <= node_max.X) {
|
|
u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
|
|
h1 = mg->heightmap[index1];
|
|
} else {
|
|
h1 = water_level; // If not in heightmap
|
|
}
|
|
|
|
v3s16 p2 = orpi + of + rs / 2;
|
|
if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
|
|
p2.X >= node_min.X && p2.X <= node_max.X) {
|
|
u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
|
|
h2 = mg->heightmap[index2];
|
|
} else {
|
|
h2 = water_level;
|
|
}
|
|
|
|
if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
|
|
return;
|
|
}
|
|
|
|
vec += main_direction;
|
|
|
|
v3f rp = orp + vec;
|
|
if (rp.X < 0)
|
|
rp.X = 0;
|
|
else if (rp.X >= ar.X)
|
|
rp.X = ar.X - 1;
|
|
|
|
if (rp.Y < route_y_min)
|
|
rp.Y = route_y_min;
|
|
else if (rp.Y >= route_y_max)
|
|
rp.Y = route_y_max - 1;
|
|
|
|
if (rp.Z < 0)
|
|
rp.Z = 0;
|
|
else if (rp.Z >= ar.Z)
|
|
rp.Z = ar.Z - 1;
|
|
|
|
vec = rp - orp;
|
|
|
|
float veclen = vec.getLength();
|
|
// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
|
|
if (veclen < 0.05)
|
|
veclen = 1.0;
|
|
|
|
// Every second section is rough
|
|
bool randomize_xz = (ps2->range(1, 2) == 1);
|
|
|
|
// Carve routes
|
|
for (float f = 0; f < 1.0; f += 1.0 / veclen)
|
|
carveRoute(vec, f, randomize_xz);
|
|
|
|
orp = rp;
|
|
}
|
|
|
|
|
|
void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
|
|
MapNode airnode(CONTENT_AIR);
|
|
MapNode waternode(c_water_source);
|
|
MapNode lavanode(c_lava_source);
|
|
|
|
v3s16 startp(orp.X, orp.Y, orp.Z);
|
|
startp += of;
|
|
|
|
v3f fp = orp + vec * f;
|
|
fp.X += 0.1 * ps->range(-10, 10);
|
|
fp.Z += 0.1 * ps->range(-10, 10);
|
|
v3s16 cp(fp.X, fp.Y, fp.Z);
|
|
|
|
s16 d0 = -rs/2;
|
|
s16 d1 = d0 + rs;
|
|
if (randomize_xz) {
|
|
d0 += ps->range(-1, 1);
|
|
d1 += ps->range(-1, 1);
|
|
}
|
|
|
|
for (s16 z0 = d0; z0 <= d1; z0++) {
|
|
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
|
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++) {
|
|
if (large_cave_is_flat) {
|
|
// Make large caves not so tall
|
|
if (rs > 7 && abs(y0) >= rs / 3)
|
|
continue;
|
|
}
|
|
|
|
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
|
p += of;
|
|
|
|
if (vm->m_area.contains(p) == false)
|
|
continue;
|
|
|
|
u32 i = vm->m_area.index(p);
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (!ndef->get(c).is_ground_content)
|
|
continue;
|
|
|
|
if (large_cave) {
|
|
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 - 2) ? lavanode : airnode;
|
|
} else {
|
|
vm->m_data[i] = airnode;
|
|
}
|
|
} else {
|
|
// Don't replace air or water or lava or ignore
|
|
if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
|
|
c == c_water_source || c == c_lava_source)
|
|
continue;
|
|
|
|
vm->m_data[i] = airnode;
|
|
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////// Caves V7
|
|
|
|
|
|
CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) {
|
|
this->mg = mg;
|
|
this->vm = mg->vm;
|
|
this->ndef = mg->ndef;
|
|
this->water_level = mg->water_level;
|
|
this->ps = ps;
|
|
this->c_water_source = mg->c_water_source;
|
|
this->c_lava_source = mg->c_lava_source;
|
|
this->c_ice = mg->c_ice;
|
|
this->np_caveliquids = &nparams_caveliquids;
|
|
|
|
dswitchint = ps->range(1, 14);
|
|
flooded = ps->range(1, 2) == 2;
|
|
|
|
part_max_length_rs = ps->range(2, 4);
|
|
tunnel_routepoints = ps->range(5, ps->range(15, 30));
|
|
min_tunnel_diameter = 5;
|
|
max_tunnel_diameter = ps->range(7, ps->range(8, 24));
|
|
|
|
large_cave_is_flat = (ps->range(0, 1) == 0);
|
|
}
|
|
|
|
|
|
void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
|
|
node_min = nmin;
|
|
node_max = nmax;
|
|
max_stone_y = max_stone_height;
|
|
main_direction = v3f(0, 0, 0);
|
|
|
|
// Allowed route area size in nodes
|
|
ar = node_max - node_min + v3s16(1, 1, 1);
|
|
// Area starting point in nodes
|
|
of = node_min;
|
|
|
|
// Allow a bit more
|
|
//(this should be more than the maximum radius of the tunnel)
|
|
s16 insure = 10;
|
|
s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
|
|
ar += v3s16(1,0,1) * more * 2;
|
|
of -= v3s16(1,0,1) * more;
|
|
|
|
route_y_min = 0;
|
|
// Allow half a diameter + 7 over stone surface
|
|
route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
|
|
|
|
// Limit maximum to area
|
|
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
|
|
|
|
s16 min = 0;
|
|
if (node_min.Y < water_level && node_max.Y > water_level) {
|
|
min = water_level - max_tunnel_diameter/3 - of.Y;
|
|
route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
|
|
}
|
|
route_y_min = ps->range(min, min + max_tunnel_diameter);
|
|
route_y_min = rangelim(route_y_min, 0, route_y_max);
|
|
|
|
s16 route_start_y_min = route_y_min;
|
|
s16 route_start_y_max = route_y_max;
|
|
|
|
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
|
|
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
|
|
|
|
// Randomize starting position
|
|
orp = v3f(
|
|
(float)(ps->next() % ar.X) + 0.5,
|
|
(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
|
|
(float)(ps->next() % ar.Z) + 0.5
|
|
);
|
|
|
|
// Add generation notify begin event
|
|
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
|
|
GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
|
|
mg->gennotify.addEvent(notifytype, abs_pos);
|
|
|
|
// Generate some tunnel starting from orp
|
|
for (u16 j = 0; j < tunnel_routepoints; j++)
|
|
makeTunnel(j % dswitchint == 0);
|
|
|
|
// Add generation notify end event
|
|
abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
|
|
notifytype = GENNOTIFY_LARGECAVE_END;
|
|
mg->gennotify.addEvent(notifytype, abs_pos);
|
|
}
|
|
|
|
|
|
void CaveV7::makeTunnel(bool dirswitch) {
|
|
|
|
// Randomize size
|
|
s16 min_d = min_tunnel_diameter;
|
|
s16 max_d = max_tunnel_diameter;
|
|
rs = ps->range(min_d, max_d);
|
|
s16 rs_part_max_length_rs = rs * part_max_length_rs;
|
|
|
|
v3s16 maxlen;
|
|
maxlen = v3s16(
|
|
rs_part_max_length_rs,
|
|
rs_part_max_length_rs / 2,
|
|
rs_part_max_length_rs
|
|
);
|
|
|
|
v3f vec;
|
|
// Jump downward sometimes
|
|
vec = v3f(
|
|
(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
|
|
(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
|
|
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
|
|
);
|
|
|
|
// Do not make large caves that are above ground.
|
|
// It is only necessary to check the startpoint and endpoint.
|
|
v3s16 orpi(orp.X, orp.Y, orp.Z);
|
|
v3s16 veci(vec.X, vec.Y, vec.Z);
|
|
v3s16 p;
|
|
|
|
p = orpi + veci + of + rs / 2;
|
|
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
|
|
p.X >= node_min.X && p.X <= node_max.X) {
|
|
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
|
|
s16 h = mg->ridge_heightmap[index];
|
|
if (h < p.Y)
|
|
return;
|
|
} else if (p.Y > water_level) {
|
|
return; // If it's not in our heightmap, use a simple heuristic
|
|
}
|
|
|
|
p = orpi + of + rs / 2;
|
|
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
|
|
p.X >= node_min.X && p.X <= node_max.X) {
|
|
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
|
|
s16 h = mg->ridge_heightmap[index];
|
|
if (h < p.Y)
|
|
return;
|
|
} else if (p.Y > water_level) {
|
|
return;
|
|
}
|
|
|
|
vec += main_direction;
|
|
|
|
v3f rp = orp + vec;
|
|
if (rp.X < 0)
|
|
rp.X = 0;
|
|
else if (rp.X >= ar.X)
|
|
rp.X = ar.X - 1;
|
|
|
|
if (rp.Y < route_y_min)
|
|
rp.Y = route_y_min;
|
|
else if (rp.Y >= route_y_max)
|
|
rp.Y = route_y_max - 1;
|
|
|
|
if (rp.Z < 0)
|
|
rp.Z = 0;
|
|
else if (rp.Z >= ar.Z)
|
|
rp.Z = ar.Z - 1;
|
|
|
|
vec = rp - orp;
|
|
|
|
float veclen = vec.getLength();
|
|
if (veclen < 0.05)
|
|
veclen = 1.0;
|
|
|
|
// Every second section is rough
|
|
bool randomize_xz = (ps->range(1, 2) == 1);
|
|
|
|
// Make a ravine every once in a while if it's long enough
|
|
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
|
|
//disable ravines for now
|
|
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
|
|
|
|
// Carve routes
|
|
for (float f = 0; f < 1.0; f += 1.0 / veclen)
|
|
carveRoute(vec, f, randomize_xz, is_ravine);
|
|
|
|
orp = rp;
|
|
}
|
|
|
|
|
|
void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
|
|
MapNode airnode(CONTENT_AIR);
|
|
MapNode waternode(c_water_source);
|
|
MapNode lavanode(c_lava_source);
|
|
|
|
v3s16 startp(orp.X, orp.Y, orp.Z);
|
|
startp += of;
|
|
|
|
float nval = NoisePerlin3D(np_caveliquids, startp.X,
|
|
startp.Y, startp.Z, mg->seed);
|
|
MapNode liquidnode = (nval < 0.40 && node_max.Y < -256) ? lavanode : waternode;
|
|
|
|
v3f fp = orp + vec * f;
|
|
fp.X += 0.1 * ps->range(-10, 10);
|
|
fp.Z += 0.1 * ps->range(-10, 10);
|
|
v3s16 cp(fp.X, fp.Y, fp.Z);
|
|
|
|
s16 d0 = -rs/2;
|
|
s16 d1 = d0 + rs;
|
|
if (randomize_xz) {
|
|
d0 += ps->range(-1, 1);
|
|
d1 += ps->range(-1, 1);
|
|
}
|
|
|
|
bool should_make_cave_hole = ps->range(1, 10) == 1;
|
|
|
|
for (s16 z0 = d0; z0 <= d1; z0++) {
|
|
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
|
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 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
|
|
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
|
|
|
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
|
if (large_cave_is_flat) {
|
|
// Make large caves not so tall
|
|
if (rs > 7 && abs(y0) >= rs / 3)
|
|
continue;
|
|
}
|
|
|
|
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
|
p += of;
|
|
|
|
if (!is_ravine && mg->heightmap && should_make_cave_hole &&
|
|
p.X <= node_max.X && p.Z <= node_max.Z) {
|
|
int maplen = node_max.X - node_min.X + 1;
|
|
int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
|
|
if (p.Y >= mg->heightmap[idx] - 2)
|
|
continue;
|
|
}
|
|
|
|
if (vm->m_area.contains(p) == false)
|
|
continue;
|
|
|
|
u32 i = vm->m_area.index(p);
|
|
|
|
// Don't replace air, water, lava, or ice
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
|
|
c == c_water_source || c == c_lava_source || c == c_ice)
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|