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author | paramat <mat.gregory@virginmedia.com> | 2016-11-29 04:08:55 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-12-01 05:08:51 +0000 |
commit | 6c9f10e132ac80a0caffef12d61de84a0a6b02b3 (patch) | |
tree | 39b22a47873290eb66faa574c363165038ac55d7 | |
parent | 5dc61988788e44bc87e8c57c0beded97d4efdf05 (diff) | |
download | minetest-6c9f10e132ac80a0caffef12d61de84a0a6b02b3.tar.gz minetest-6c9f10e132ac80a0caffef12d61de84a0a6b02b3.tar.bz2 minetest-6c9f10e132ac80a0caffef12d61de84a0a6b02b3.zip |
Mgv7 floatlands: Various improvements
Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
-rw-r--r-- | src/mapgen_v7.cpp | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index c4fa024a8..498a1333c 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -346,8 +346,11 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y) { - float density_gradient = - -pow(fabs((float)(y - floatland_level) / float_mount_height), 0.8f); + // Make rim 2 nodes thick to match floatland base terrain + float density_gradient = (y >= floatland_level) ? + -pow((float)(y - floatland_level) / float_mount_height, 0.75f) : + -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f); + float floatn = noise_mountain->result[idx_xyz] + float_mount_density; return floatn + density_gradient >= 0.0f; @@ -362,11 +365,10 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, float n_base = noise_floatland_base->result[idx_xz]; if (n_base > 0.0f) { - float n_base_height = - MYMAX(noise_float_base_height->result[idx_xz], 0.0f); + float n_base_height = noise_float_base_height->result[idx_xz]; float amp = n_base * n_base_height; float ridge = n_base_height / 3.0f; - base_min = floatland_level - amp / 2.0f; + base_min = floatland_level - amp / 1.5f; if (amp > ridge * 2.0f) { // Lake bed |