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Diffstat (limited to 'src/mapgen_v7.cpp')
-rw-r--r-- | src/mapgen_v7.cpp | 718 |
1 files changed, 0 insertions, 718 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp deleted file mode 100644 index 1579c313c..000000000 --- a/src/mapgen_v7.cpp +++ /dev/null @@ -1,718 +0,0 @@ -/* -Minetest -Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net> - -This program is free software; you can redistribute it and/or modify -it under the terms of the GNU Lesser General Public License as published by -the Free Software Foundation; either version 2.1 of the License, or -(at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU Lesser General Public License for more details. - -You should have received a copy of the GNU Lesser General Public License along -with this program; if not, write to the Free Software Foundation, Inc., -51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -*/ - - -#include "mapgen.h" -#include "voxel.h" -#include "noise.h" -#include "mapblock.h" -#include "mapnode.h" -#include "map.h" -#include "content_sao.h" -#include "nodedef.h" -#include "voxelalgorithms.h" -#include "profiler.h" -#include "settings.h" // For g_settings -#include "main.h" // For g_profiler -#include "emerge.h" -#include "dungeongen.h" -#include "cavegen.h" -#include "treegen.h" -#include "biome.h" -#include "mapgen_v7.h" - - -/////////////////// Mapgen V7 perlin noise default values -NoiseParams nparams_v7_def_terrain_base = - {4, 70, v3f(300, 300, 300), 82341, 6, 0.7}; -NoiseParams nparams_v7_def_terrain_alt = - {4, 25, v3f(600, 600, 600), 5934, 5, 0.6}; -NoiseParams nparams_v7_def_terrain_persist = - {0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6}; -NoiseParams nparams_v7_def_height_select = - {-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69}; - -NoiseParams nparams_v7_def_filler_depth = - {0, 1.2, v3f(150, 150, 150), 261, 4, 0.7}; - -NoiseParams nparams_v7_def_mount_height = - {100, 30, v3f(500, 500, 500), 72449, 4, 0.6}; -NoiseParams nparams_v7_def_ridge_uwater = - {0, 1, v3f(500, 500, 500), 85039, 4, 0.6}; -NoiseParams nparams_v7_def_mountain = - {0, 1, v3f(250, 350, 250), 5333, 5, 0.68}; -NoiseParams nparams_v7_def_ridge = - {0, 1, v3f(100, 100, 100), 6467, 4, 0.75}; - - -/////////////////////////////////////////////////////////////////////////////// - - -MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) { - this->generating = false; - this->id = mapgenid; - this->emerge = emerge; - this->bmgr = emerge->biomedef; - - this->seed = (int)params->seed; - this->water_level = params->water_level; - this->flags = params->flags | MGV7_MOUNTAINS | MGV7_RIDGES; - - this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; - - // amount of elements to skip for the next index - // for noise/height/biome maps (not vmanip) - this->ystride = csize.X; - this->zstride = csize.X * csize.Y; - - this->biomemap = new u8[csize.X * csize.Z]; - this->heightmap = new s16[csize.X * csize.Z]; - this->ridge_heightmap = new s16[csize.X * csize.Z]; - - // Terrain noise - noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); - noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); - noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); - noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); - noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); - noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); - noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); - - // 3d terrain noise - noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y, csize.Z); - noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y, csize.Z); - - // Biome noise - noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z); - noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z); -} - - -MapgenV7::~MapgenV7() { - delete noise_terrain_base; - delete noise_terrain_persist; - delete noise_height_select; - delete noise_terrain_alt; - delete noise_filler_depth; - delete noise_mount_height; - delete noise_ridge_uwater; - delete noise_mountain; - delete noise_ridge; - - delete noise_heat; - delete noise_humidity; - - delete[] ridge_heightmap; - delete[] heightmap; - delete[] biomemap; -} - - -int MapgenV7::getGroundLevelAtPoint(v2s16 p) { - // Base terrain calculation - s16 y = baseTerrainLevelAtPoint(p.X, p.Y); - - // Ridge/river terrain calculation - float width = 0.3; - float uwatern = NoisePerlin2DNoTxfm(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) - return water_level - 10; - - // Mountain terrain calculation - int iters = 128; // don't even bother iterating more than 128 times.. - while (iters--) { - //current point would have been air - if (!getMountainTerrainAtPoint(p.X, y, p.Y)) - return y; - - y++; - } - - return y; -} - - -void MapgenV7::makeChunk(BlockMakeData *data) { - assert(data->vmanip); - assert(data->nodedef); - assert(data->blockpos_requested.X >= data->blockpos_min.X && - data->blockpos_requested.Y >= data->blockpos_min.Y && - data->blockpos_requested.Z >= data->blockpos_min.Z); - assert(data->blockpos_requested.X <= data->blockpos_max.X && - data->blockpos_requested.Y <= data->blockpos_max.Y && - data->blockpos_requested.Z <= data->blockpos_max.Z); - - this->generating = true; - this->vm = data->vmanip; - this->ndef = data->nodedef; - //TimeTaker t("makeChunk"); - - v3s16 blockpos_min = data->blockpos_min; - v3s16 blockpos_max = data->blockpos_max; - node_min = blockpos_min * MAP_BLOCKSIZE; - node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); - full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; - full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); - - blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()! - - c_stone = ndef->getId("mapgen_stone"); - c_dirt = ndef->getId("mapgen_dirt"); - c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); - c_sand = ndef->getId("mapgen_sand"); - c_water_source = ndef->getId("mapgen_water_source"); - c_lava_source = ndef->getId("mapgen_lava_source"); - c_ice = ndef->getId("default:ice"); - if (c_ice == CONTENT_IGNORE) - c_ice = CONTENT_AIR; - - // Make some noise - calculateNoise(); - - // Generate base terrain, mountains, and ridges with initial heightmaps - s16 stone_surface_max_y = generateTerrain(); - - updateHeightmap(node_min, node_max); - - // Calculate biomes - BiomeNoiseInput binput; - binput.mapsize = v2s16(csize.X, csize.Z); - binput.heat_map = noise_heat->result; - binput.humidity_map = noise_humidity->result; - binput.height_map = heightmap; - bmgr->calcBiomes(&binput, biomemap); - - // Actually place the biome-specific nodes and what not - generateBiomes(); - - if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); - - if (flags & MG_DUNGEONS) { - DungeonGen dgen(ndef, data->seed, water_level); - dgen.generate(vm, blockseed, full_node_min, full_node_max); - } - - for (size_t i = 0; i != emerge->decorations.size(); i++) { - Decoration *deco = emerge->decorations[i]; - deco->placeDeco(this, blockseed + i, node_min, node_max); - } - - for (size_t i = 0; i != emerge->ores.size(); i++) { - Ore *ore = emerge->ores[i]; - ore->placeOre(this, blockseed + i, node_min, node_max); - } - - // Sprinkle some dust on top after everything else was generated - dustTopNodes(); - - //printf("makeChunk: %dms\n", t.stop()); - - updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); - - if (!(flags & MG_NOLIGHT)) - calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, - node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); - //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, - // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); - - this->generating = false; -} - - -void MapgenV7::calculateNoise() { - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y; - int z = node_min.Z; - - noise_height_select->perlinMap2D(x, z); - noise_height_select->transformNoiseMap(); - - noise_terrain_persist->perlinMap2D(x, z); - noise_terrain_persist->transformNoiseMap(); - float *persistmap = noise_terrain_persist->result; - for (int i = 0; i != csize.X * csize.Z; i++) - persistmap[i] = rangelim(persistmap[i], 0.4, 0.9); - - noise_terrain_base->perlinMap2DModulated(x, z, persistmap); - noise_terrain_base->transformNoiseMap(); - - noise_terrain_alt->perlinMap2DModulated(x, z, persistmap); - noise_terrain_alt->transformNoiseMap(); - - noise_filler_depth->perlinMap2D(x, z); - - if (flags & MGV7_MOUNTAINS) { - noise_mountain->perlinMap3D(x, y, z); - noise_mount_height->perlinMap2D(x, z); - noise_mount_height->transformNoiseMap(); - } - - if (flags & MGV7_RIDGES) { - noise_ridge->perlinMap3D(x, y, z); - noise_ridge_uwater->perlinMap2D(x, z); - } - - noise_heat->perlinMap2D(x, z); - noise_humidity->perlinMap2D(x, z); - - //printf("calculateNoise: %dus\n", t.stop()); -} - - -Biome *MapgenV7::getBiomeAtPoint(v3s16 p) { - float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed); - float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed); - s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z); - - return bmgr->getBiome(heat, humidity, groundlevel); -} - -//needs to be updated -float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { - float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed); - 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); - - noise_terrain_alt->np->persist = persist; - float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed); - - if (height_alt > height_base) - return height_alt; - - return (height_base * hselect) + (height_alt * (1.0 - hselect)); -} - - -float MapgenV7::baseTerrainLevelFromMap(int index) { - float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); - float height_base = noise_terrain_base->result[index]; - float height_alt = noise_terrain_alt->result[index]; - - if (height_alt > height_base) - return height_alt; - - return (height_base * hselect) + (height_alt * (1.0 - hselect)); -} - - -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 / rangelim(mnt_h_n, 80.0, 150.0)); - float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed); - - return mnt_n + height_modifier >= 0.6; -} - - -bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) { - float mounthn = noise_mount_height->result[idx_xz]; - float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0)); - return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6); -} - - -#if 0 -void MapgenV7::carveRivers() { - MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); - MapNode n_stone(c_stone); - u32 index = 0; - - int river_depth = 4; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - float terrain_mod = noise_terrain_mod->result[index]; - NoiseParams *np = noise_terrain_river->np; - np->persist = noise_terrain_persist->result[index]; - float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); - float height = terrain_river * (1 - abs(terrain_mod)) * - noise_terrain_river->np->scale; - height = log(height * height); //log(h^3) is pretty interesting for terrain - - s16 y = heightmap[index]; - if (height < 1.0 && y > river_depth && - y - river_depth >= node_min.Y && y <= node_max.Y) { - - for (s16 ry = y; ry != y - river_depth; ry--) { - u32 vi = vm->m_area.index(x, ry, z); - vm->m_data[vi] = n_air; - } - - u32 vi = vm->m_area.index(x, y - river_depth, z); - vm->m_data[vi] = n_water_source; - } - } -} -#endif - - -int MapgenV7::generateTerrain() { - int ymax = generateBaseTerrain(); - - if (flags & MGV7_MOUNTAINS) - generateMountainTerrain(); - - if (flags & MGV7_RIDGES) - generateRidgeTerrain(); - - return ymax; -} - - -int MapgenV7::generateBaseTerrain() { - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); - - int stone_surface_max_y = -MAP_GENERATION_LIMIT; - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - float surface_height = baseTerrainLevelFromMap(index); - s16 surface_y = (s16)surface_height; - - heightmap[index] = surface_y; - ridge_heightmap[index] = surface_y; - - if (surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - - u32 i = vm->m_area.index(x, node_min.Y, z); - for (s16 y = node_min.Y; y <= node_max.Y; y++) { - if (vm->m_data[i].getContent() == CONTENT_IGNORE) { - if (y <= surface_y) - vm->m_data[i] = n_stone; - else if (y <= water_level) - vm->m_data[i] = n_water; - else - vm->m_data[i] = n_air; - } - vm->m_area.add_y(em, i, 1); - } - } - - return stone_surface_max_y; -} - - -void MapgenV7::generateMountainTerrain() { - if (node_max.Y <= water_level) - return; - - MapNode n_stone(c_stone); - u32 j = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 y = node_min.Y; y <= node_max.Y; y++) { - u32 vi = vm->m_area.index(node_min.X, y, z); - for (s16 x = node_min.X; x <= node_max.X; x++) { - int index = (z - node_min.Z) * csize.X + (x - node_min.X); - - if (getMountainTerrainFromMap(j, index, y)) - vm->m_data[vi] = n_stone; - - vi++; - j++; - } - } -} - - -void MapgenV7::generateRidgeTerrain() { - MapNode n_water(c_water_source); - MapNode n_air(CONTENT_AIR); - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 y = node_min.Y; y <= node_max.Y; y++) { - u32 vi = vm->m_area.index(node_min.X, y, z); - for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { - int j = (z - node_min.Z) * csize.X + (x - node_min.X); - - if (heightmap[j] < water_level - 4) - continue; - - float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1; - //widthn = rangelim(widthn, -0.05, 0.5); - - float width = 0.3; // TODO: figure out acceptable perlin noise values - float uwatern = noise_ridge_uwater->result[j] * 2; - if (uwatern < -width || uwatern > width) - continue; - - float height_mod = (float)(y + 17) / 2.5; - float width_mod = (width - fabs(uwatern)); - float nridge = noise_ridge->result[index] * (float)y / 7.0; - - if (y < water_level) - nridge = -fabs(nridge) * 3.0 * widthn * 0.3; - - if (nridge + width_mod * height_mod < 0.6) - continue; - - if (y < ridge_heightmap[j]) - ridge_heightmap[j] = y - 1; - - vm->m_data[vi] = (y > water_level) ? n_air : n_water; - } - } -} - - -void MapgenV7::generateBiomes() { - if (node_max.Y < water_level) - return; - - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); - - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = bmgr->biomes[biomemap[index]]; - s16 dfiller = biome->depth_filler + noise_filler_depth->result[index]; - s16 y0_top = biome->depth_top; - s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller; - - s16 nplaced = 0; - u32 i = vm->m_area.index(x, node_max.Y, z); - - content_t c_above = vm->m_data[i + em.X].getContent(); - bool have_air = c_above == CONTENT_AIR; - - for (s16 y = node_max.Y; y >= node_min.Y; y--) { - content_t c = vm->m_data[i].getContent(); - - // It could be the case that the elevation is equal to the chunk - // boundary, but the chunk above has not been generated yet - if (y == node_max.Y && c_above == CONTENT_IGNORE && - y == heightmap[index] && c == c_stone) { - int j = (z - node_min.Z) * zstride + - (y - node_min.Y) * ystride + - (x - node_min.X); - have_air = !getMountainTerrainFromMap(j, index, y); - } - - if (c == c_stone && have_air) { - content_t c_below = vm->m_data[i - em.X].getContent(); - - if (c_below != CONTENT_AIR) { - if (nplaced < y0_top) { - // A hack to prevent dirt_with_grass from being - // placed below water. TODO: fix later - content_t c_place = ((y < water_level) && - (biome->c_top == c_dirt_with_grass)) ? - c_dirt : biome->c_top; - - vm->m_data[i] = MapNode(c_place); - nplaced++; - } else if (nplaced < y0_filler && nplaced >= y0_top) { - vm->m_data[i] = MapNode(biome->c_filler); - nplaced++; - } else { - have_air = false; - nplaced = 0; - } - } - } else if (c == c_water_source) { - have_air = true; - nplaced = 0; - vm->m_data[i] = MapNode(biome->c_water); - } else if (c == CONTENT_AIR) { - have_air = true; - nplaced = 0; - } - - vm->m_area.add_y(em, i, -1); - } - } -} - - -void MapgenV7::dustTopNodes() { - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - - if (water_level > node_max.Y) - return; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = bmgr->biomes[biomemap[index]]; - - if (biome->c_dust == CONTENT_IGNORE) - continue; - - s16 y = node_max.Y; - u32 vi = vm->m_area.index(x, y, z); - for (; y >= node_min.Y; y--) { - if (vm->m_data[vi].getContent() != CONTENT_AIR) - break; - - vm->m_area.add_y(em, vi, -1); - } - - content_t c = vm->m_data[vi].getContent(); - if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) { - if (y < node_min.Y) - continue; - - vm->m_data[vi] = MapNode(biome->c_dust_water); - } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) { - if (y == node_max.Y) - continue; - - vm->m_area.add_y(em, vi, 1); - vm->m_data[vi] = MapNode(biome->c_dust); - } - } -} - - -#if 0 -void MapgenV7::addTopNodes() { - v3s16 em = vm->m_area.getExtent(); - s16 ntopnodes; - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = bmgr->biomes[biomemap[index]]; - - //////////////////// First, add top nodes below the ridge - s16 y = ridge_heightmap[index]; - - // This cutoff is good enough, but not perfect. - // It will cut off potentially placed top nodes at chunk boundaries - if (y < node_min.Y) - continue; - if (y > node_max.Y) { - y = node_max.Y; // Let's see if we can still go downward anyway - u32 vi = vm->m_area.index(x, y, z); - content_t c = vm->m_data[vi].getContent(); - if (ndef->get(c).walkable) - continue; - } - - // N.B. It is necessary to search downward since ridge_heightmap[i] - // might not be the actual height, just the lowest part in the chunk - // where a ridge had been carved - u32 i = vm->m_area.index(x, y, z); - for (; y >= node_min.Y; y--) { - content_t c = vm->m_data[i].getContent(); - if (ndef->get(c).walkable) - break; - vm->m_area.add_y(em, i, -1); - } - - if (y != node_min.Y - 1 && y >= water_level) { - ridge_heightmap[index] = y; //update ridgeheight - ntopnodes = biome->top_depth; - for (; y <= node_max.Y && ntopnodes; y++) { - ntopnodes--; - vm->m_data[i] = MapNode(biome->c_top); - vm->m_area.add_y(em, i, 1); - } - // If dirt, grow grass on it. - if (y > water_level - 10 && - vm->m_data[i].getContent() == CONTENT_AIR) { - vm->m_area.add_y(em, i, -1); - if (vm->m_data[i].getContent() == c_dirt) - vm->m_data[i] = MapNode(c_dirt_with_grass); - } - } - - //////////////////// Now, add top nodes on top of the ridge - y = heightmap[index]; - if (y > node_max.Y) { - y = node_max.Y; // Let's see if we can still go downward anyway - u32 vi = vm->m_area.index(x, y, z); - content_t c = vm->m_data[vi].getContent(); - if (ndef->get(c).walkable) - continue; - } - - i = vm->m_area.index(x, y, z); - for (; y >= node_min.Y; y--) { - content_t c = vm->m_data[i].getContent(); - if (ndef->get(c).walkable) - break; - vm->m_area.add_y(em, i, -1); - } - - if (y != node_min.Y - 1) { - ntopnodes = biome->top_depth; - // Let's see if we've already added it... - if (y == ridge_heightmap[index] + ntopnodes - 1) - continue; - - for (; y <= node_max.Y && ntopnodes; y++) { - ntopnodes--; - vm->m_data[i] = MapNode(biome->c_top); - vm->m_area.add_y(em, i, 1); - } - // If dirt, grow grass on it. - if (y > water_level - 10 && - vm->m_data[i].getContent() == CONTENT_AIR) { - vm->m_area.add_y(em, i, -1); - if (vm->m_data[i].getContent() == c_dirt) - vm->m_data[i] = MapNode(c_dirt_with_grass); - } - } - } -} -#endif - - -#include "mapgen_v6.h" -void MapgenV7::generateCaves(int max_stone_y) { - PseudoRandom ps(blockseed + 21343); - - int volume_nodes = (node_max.X - node_min.X + 1) * - (node_max.Y - node_min.Y + 1) * - (node_max.Z - node_min.Z + 1); - float cave_amount = NoisePerlin2D(&nparams_v6_def_cave, - node_min.X, node_min.Y, seed); - - u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000; - for (u32 i = 0; i < caves_count; i++) { - CaveV7 cave(this, &ps, false); - cave.makeCave(node_min, node_max, max_stone_y); - } - - u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1; - for (u32 i = 0; i < bruises_count; i++) { - CaveV7 cave(this, &ps, true); - cave.makeCave(node_min, node_max, max_stone_y); - } -} |