# 3D noise defining terrain.
mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
+# 3D noise that determines number of dungeons per mapchunk.
+mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
+
[*Mapgen V6]
# Map generation attributes specific to Mapgen v6.
# Second of two 3D noises that together define tunnels.
mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
+# 3D noise that determines number of dungeons per mapchunk.
+mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
+
[*Mapgen Carpathian]
# Map generation attributes specific to Mapgen Carpathian.
# 3D noise defining giant caverns.
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
+# 3D noise that determines number of dungeons per mapchunk.
+mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
+
[*Mapgen Flat]
# Map generation attributes specific to Mapgen flat.
# Second of two 3D noises that together define tunnels.
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
+# 3D noise that determines number of dungeons per mapchunk.
+mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
+
[*Mapgen Fractal]
# Controls width of tunnels, a smaller value creates wider tunnels.
# Second of two 3D noises that together define tunnels.
mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
+# 3D noise that determines number of dungeons per mapchunk.
+mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
+
[*Mapgen Valleys]
# Map generation attributes specific to Mapgen Valleys.
# Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
+# 3D noise that determines number of dungeons per mapchunk.
+mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
+
[*Advanced]
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
//#define DGEN_USE_TORCHES
-NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
-NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
-
///////////////////////////////////////////////////////////////////////////////
dp.rooms_max = 16;
dp.notifytype = GENNOTIFY_DUNGEON;
- dp.np_density = nparams_dungeon_density;
- dp.np_alt_wall = nparams_dungeon_alt_wall;
+ dp.np_alt_wall =
+ NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
}
}
-void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
+void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
+ u16 num_dungeons)
{
+ if (num_dungeons == 0)
+ return;
+
assert(vm);
//TimeTaker t("gen dungeons");
- float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
- if (nval_density < 1.0f)
- return;
-
static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
this->vm = vm;
}
// Add them
- for (u32 i = 0; i < std::floor(nval_density); i++)
+ for (u32 i = 0; i < num_dungeons; i++)
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Optionally convert some structure to alternative structure
u16 rooms_max;
GenNotifyType notifytype;
- NoiseParams np_density;
NoiseParams np_alt_wall;
};
GenerateNotifier *gennotify, DungeonParams *dparams);
void generate(MMVManip *vm, u32 bseed,
- v3s16 full_node_min, v3s16 full_node_max);
+ v3s16 full_node_min, v3s16 full_node_max, u16 num_dungeons);
void makeDungeon(v3s16 start_padding);
void makeRoom(v3s16 roomsize, v3s16 roomplace);
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
if (max_stone_y < node_min.Y)
return;
+ u16 num_dungeons = std::fmax(std::floor(
+ NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
+ if (num_dungeons == 0)
+ return;
+
// Get biome at mapchunk midpoint
v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
Biome *biome = (Biome *)biomegen->getBiomeAtPoint(chunk_mid);
dp.rooms_min = 2;
dp.rooms_max = 16;
- dp.np_density = nparams_dungeon_density;
- dp.np_alt_wall = nparams_dungeon_alt_wall;
+ dp.np_alt_wall =
+ NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
// Biome-defined dungeon nodes
if (biome->c_dungeon != CONTENT_IGNORE) {
}
DungeonGen dgen(ndef, &gennotify, &dp);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
}
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_cavern;
+ NoiseParams np_dungeons;
float cave_width;
float cavern_limit;
float cavern_taper;
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenCarpathianParams::MapgenCarpathianParams():
- np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
- np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
- np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
- np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
- np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
- np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
- np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
- np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
- np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
- np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
- np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
- np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
+ np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
+ np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
+ np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
+ np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
+ np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
+ np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
+ np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
+ np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
+ np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
+ np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
+ np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
+ np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
+ settings->getNoiseParams("mgcarpathian_np_dungeons", np_dungeons);
}
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
+ settings->setNoiseParams("mgcarpathian_np_dungeons", np_dungeons);
}
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_cavern;
+ NoiseParams np_dungeons;
MapgenCarpathianParams();
~MapgenCarpathianParams() = default;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
// 3D noise
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenFlatParams::MapgenFlatParams():
- np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
- np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+ np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
+ np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgflat_np_cave1", np_cave1);
settings->getNoiseParams("mgflat_np_cave2", np_cave2);
+ settings->getNoiseParams("mgflat_np_dungeons", np_dungeons);
}
settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgflat_np_cave1", np_cave1);
settings->setNoiseParams("mgflat_np_cave2", np_cave2);
+ settings->setNoiseParams("mgflat_np_dungeons", np_dungeons);
}
NoiseParams np_filler_depth;
NoiseParams np_cave1;
NoiseParams np_cave2;
+ NoiseParams np_dungeons;
MapgenFlatParams();
~MapgenFlatParams() = default;
noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_dungeons = params->np_dungeons;
formula = fractal / 2 + fractal % 2;
julia = fractal % 2 == 0;
np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
+ settings->getNoiseParams("mgfractal_np_dungeons", np_dungeons);
}
settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
+ settings->setNoiseParams("mgfractal_np_dungeons", np_dungeons);
}
NoiseParams np_filler_depth;
NoiseParams np_cave1;
NoiseParams np_cave2;
+ NoiseParams np_dungeons;
MapgenFractalParams();
~MapgenFractalParams() = default;
// 1-up 1-down overgeneration
noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// 1 down overgeneration
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenV5Params::MapgenV5Params():
- np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
- np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
- np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
- np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
+ np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
+ np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
+ np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
+ np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_cavern", np_cavern);
+ settings->getNoiseParams("mgv5_np_dungeons", np_dungeons);
}
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_cavern", np_cavern);
+ settings->setNoiseParams("mgv5_np_dungeons", np_dungeons);
}
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_cavern;
+ NoiseParams np_dungeons;
MapgenV5Params();
~MapgenV5Params() = default;
*/
+#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
: Mapgen(MAPGEN_V6, params, emerge)
{
m_emerge = emerge;
- ystride = csize.X; //////fix this
+ ystride = csize.X;
heightmap = new s16[csize.X * csize.Z];
np_trees = ¶ms->np_trees;
np_apple_trees = ¶ms->np_apple_trees;
+ np_dungeons = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+
//// Create noise objects
noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
// Add dungeons
if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
- DungeonParams dp;
-
- dp.seed = seed;
- dp.only_in_ground = true;
- dp.corridor_len_min = 1;
- dp.corridor_len_max = 13;
- dp.rooms_min = 2;
- dp.rooms_max = 16;
-
- dp.np_density
- = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
- dp.np_alt_wall
- = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
-
- if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
- dp.c_wall = c_desert_stone;
- dp.c_alt_wall = CONTENT_IGNORE;
- dp.c_stair = c_stair_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.holesize = v3s16(2, 3, 2);
- dp.room_size_min = v3s16(6, 9, 6);
- dp.room_size_max = v3s16(10, 11, 10);
- dp.room_size_large_min = v3s16(10, 13, 10);
- dp.room_size_large_max = v3s16(18, 21, 18);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else {
- dp.c_wall = c_cobble;
- dp.c_alt_wall = c_mossycobble;
- dp.c_stair = c_stair_cobble;
-
- dp.diagonal_dirs = false;
- dp.holesize = v3s16(1, 2, 1);
- dp.room_size_min = v3s16(4, 4, 4);
- dp.room_size_max = v3s16(8, 6, 8);
- dp.room_size_large_min = v3s16(8, 8, 8);
- dp.room_size_large_max = v3s16(16, 16, 16);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
+ u16 num_dungeons = std::fmax(std::floor(
+ NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
+
+ if (num_dungeons >= 1) {
+ DungeonParams dp;
+
+ dp.seed = seed;
+ dp.only_in_ground = true;
+ dp.corridor_len_min = 1;
+ dp.corridor_len_max = 13;
+ dp.rooms_min = 2;
+ dp.rooms_max = 16;
+
+ dp.np_alt_wall
+ = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
+ if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+ dp.c_wall = c_desert_stone;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = c_stair_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.room_size_min = v3s16(6, 9, 6);
+ dp.room_size_max = v3s16(10, 11, 10);
+ dp.room_size_large_min = v3s16(10, 13, 10);
+ dp.room_size_large_max = v3s16(18, 21, 18);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else {
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.room_size_min = v3s16(4, 4, 4);
+ dp.room_size_max = v3s16(8, 6, 8);
+ dp.room_size_large_min = v3s16(8, 8, 8);
+ dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
- DungeonGen dgen(ndef, &gennotify, &dp);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ DungeonGen dgen(ndef, &gennotify, &dp);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
+ }
}
// Add top and bottom side of water to transforming_liquid queue
NoiseParams *np_trees;
NoiseParams *np_apple_trees;
+ NoiseParams np_dungeons;
+
float freq_desert;
float freq_beach;
s16 dungeon_ymin;
new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
// 3D noise, 1 down overgeneration
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+ np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
}
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
}
NoiseParams np_cavern;
NoiseParams np_cave1;
NoiseParams np_cave2;
+ NoiseParams np_dungeons;
MapgenV7Params();
~MapgenV7Params() = default;
noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill,
seed, csize.X, csize.Y + 2, csize.Z);
// 1-down overgeneraion
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
+ np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
+ settings->getNoiseParams("mgvalleys_np_dungeons", np_dungeons);
}
settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
+ settings->setNoiseParams("mgvalleys_np_dungeons", np_dungeons);
}
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_cavern;
+ NoiseParams np_dungeons;
MapgenValleysParams();
~MapgenValleysParams() = default;