this->julia_w = sp->julia_w;
//// 2D terrain noise
- noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
+ noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
//// 3D terrain noise
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
MapgenFractal::~MapgenFractal()
{
delete noise_seabed;
-
+ delete noise_filler_depth;
delete noise_cave1;
delete noise_cave2;
julia_z = 0.33;
julia_w = 0.33;
- np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
- np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+ np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
}
settings->getFloatNoEx("mgfractal_julia_w", julia_w);
settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
+ settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
}
settings->setFloat("mgfractal_julia_w", julia_w);
settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
+ settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
}
int z = node_min.Z;
noise_seabed->perlinMap2D(x, z);
+ noise_filler_depth->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
depth_top = biome->depth_top;
- base_filler = depth_top + biome->depth_filler;
+ base_filler = MYMAX(depth_top + biome->depth_filler
+ + noise_filler_depth->result[index], 0);
depth_water_top = biome->depth_water_top;
// Detect stone type for dungeons during every biome calculation.