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authorparamat <mat.gregory@virginmedia.com>2015-10-07 02:05:03 +0100
committerparamat <mat.gregory@virginmedia.com>2015-10-07 06:43:46 +0100
commit706e7cebeada1f3f1f060de8a4c6f1127f4209ad (patch)
treee535f1bcdc0a8a06a7822d7f7943fe0558ba2419 /src/cavegen.cpp
parentd152b55971a57f76211f3db07e864cac015edff2 (diff)
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Fractal mapgen: Add seabed and large pseudorandom caves
Diffstat (limited to 'src/cavegen.cpp')
-rw-r--r--src/cavegen.cpp245
1 files changed, 245 insertions, 0 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 8372f70b5..e0303900e 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
+#include "mapgen_fractal.h"
#include "cavegen.h"
NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
@@ -807,3 +808,247 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
}
}
}
+
+
+///////////////////////////////////////// Caves Fractal
+
+
+CaveFractal::CaveFractal(MapgenFractal *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 CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+{
+ node_min = nmin;
+ node_max = nmax;
+ 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 CaveFractal::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 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->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->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);
+
+ // Carve routes
+ for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ carveRoute(vec, f, randomize_xz);
+
+ orp = rp;
+}
+
+
+void CaveFractal::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;
+
+ float nval = NoisePerlin3D(np_caveliquids, startp.X,
+ startp.Y, startp.Z, mg->seed);
+ MapNode liquidnode = (nval < 0.40 && node_max.Y < MGFRACTAL_LAVA_DEPTH) ?
+ 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);
+ }
+
+ 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;
+
+ 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;
+ }
+ }
+ }
+}