Some completely crapshit coding to make caves more varied
authorPerttu Ahola <celeron55@gmail.com>
Sun, 1 Apr 2012 17:54:36 +0000 (20:54 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 1 Apr 2012 17:54:36 +0000 (20:54 +0300)
src/mapgen.cpp

index 3212b693289921012b1be52d3b7c7d920ecdf404..f3452689156f9f9f1a245a19efac4a0e338fd038 100644 (file)
@@ -61,10 +61,13 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
                return y_nodes_min - 1;
 }
 
+#if 0
 // Returns Y one under area minimum if not found
 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
                INodeDefManager *ndef)
 {
+       if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
+               return vmanip.m_area.MinEdge.Y-1;
        v3s16 em = vmanip.m_area.getExtent();
        s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
        s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
@@ -87,6 +90,7 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
        else
                return y_nodes_min - 1;
 }
+#endif
 
 // Returns Y one under area minimum if not found
 static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
@@ -1444,42 +1448,6 @@ void make_block(BlockMakeData *data)
        
        }//timer1
        
-       /*
-               Add blobs of dirt and gravel underground
-       */
-       {
-       PseudoRandom pr(blockseed+983);
-       for(int i=0; i<volume_nodes/12/12/12; i++){
-               v3s16 size(
-                       pr.range(1, 6),
-                       pr.range(1, 6),
-                       pr.range(1, 6)
-               );
-               v3s16 p0(
-                       pr.range(node_min.X, node_max.X)-size.X/2,
-                       pr.range(node_min.Y, node_max.Y)-size.Y/2,
-                       pr.range(node_min.Z, node_max.Z)-size.Z/2
-               );
-               MapNode n1;
-               if(p0.Y > -32 && pr.range(0,1) == 0)
-                       n1 = MapNode(c_dirt);
-               else
-                       n1 = MapNode(c_gravel);
-               for(int x1=0; x1<size.X; x1++)
-               for(int y1=0; y1<size.Y; y1++)
-               for(int z1=0; z1<size.Z; z1++)
-               {
-                       v3s16 p = p0 + v3s16(x1,y1,z1);
-                       u32 i = vmanip.m_area.index(p);
-                       if(!vmanip.m_area.contains(i))
-                               continue;
-                       if(vmanip.m_data[i].getContent() != c_stone)
-                               continue;
-                       vmanip.m_data[i] = n1;
-               }
-       }
-       }
-
        // Limit dirt flow area by 1 because mud is flown into neighbors.
        assert(central_area_size.X == central_area_size.Z);
        s16 mudflow_minpos = 0-max_spread_amount+1;
@@ -1504,15 +1472,22 @@ void make_block(BlockMakeData *data)
        /*
                Make caves (this code is relatively horrible)
        */
-       u32 caves_count = volume_nodes / 100000 + 1;
-       u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000;
+       double cave_amount = noise2d_perlin(
+                       0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
+                       data->seed+34329, 3, 0.50);
+       cave_amount = MYMAX(0.0, 4.0*cave_amount+2.0);
+       u32 caves_count = cave_amount * volume_nodes / 100000;
+       u32 bruises_count = cave_amount * volume_nodes / 400000;
+       bruises_count *= MYMAX(1, -node_max.Y/100);
        if(stone_surface_max_y < WATER_LEVEL - 20)
                bruises_count = 0;
        for(u32 jj=0; jj<caves_count+bruises_count; jj++)
        {
                s16 min_tunnel_diameter = 2;
-               s16 max_tunnel_diameter = myrand_range(4,5);
-               u16 tunnel_routepoints = 20;
+               s16 max_tunnel_diameter = myrand_range(3,5);
+               u16 tunnel_routepoints = myrand_range(5,25);
+               int dswitchint = myrand_range(1,14);
+               int part_max_length_rs = myrand_range(2,11);
                
                v3f main_direction(0,0,0);
 
@@ -1521,7 +1496,7 @@ void make_block(BlockMakeData *data)
                if(bruise_surface)
                {
                        min_tunnel_diameter = 5;
-                       max_tunnel_diameter = myrand_range(10, myrand_range(30,50));
+                       max_tunnel_diameter = myrand_range(10, myrand_range(20,40));
                        /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
                        max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
                        
@@ -1566,7 +1541,8 @@ void make_block(BlockMakeData *data)
                        // Minimum is at y=max_tunnel_diameter/4
                        //route_y_min = -of.Y + max_tunnel_diameter/4;
                        //s16 min = -of.Y + max_tunnel_diameter/4;
-                       s16 min = -of.Y + 0;
+                       //s16 min = -of.Y + 0;
+                       s16 min = 0;
                        route_y_min = myrand_range(min, min + max_tunnel_diameter);
                        route_y_min = rangelim(route_y_min, 0, route_y_max);
                }
@@ -1578,12 +1554,12 @@ void make_block(BlockMakeData *data)
                s16 route_start_y_max = route_y_max;
 
                // Start every 4th cave from surface when applicable
-               bool coming_from_surface = false;
+               /*bool coming_from_surface = false;
                if(node_min.Y <= 0 && node_max.Y >= 0){
                        coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
                        if(coming_from_surface)
                                route_start_y_min = -of.Y + stone_surface_max_y + 10;
-               }
+               }*/
                
                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);
@@ -1595,8 +1571,12 @@ void make_block(BlockMakeData *data)
                        (float)(myrand()%ar.Z)+0.5
                );
 
+               v3s16 startp(orp.X, orp.Y, orp.Z);
+               startp += of;
+
                MapNode airnode(CONTENT_AIR);
                MapNode waternode(c_water_source);
+               MapNode lavanode(c_lava_source);
                
                /*
                        Generate some tunnel starting from orp
@@ -1604,14 +1584,14 @@ void make_block(BlockMakeData *data)
                
                for(u16 j=0; j<tunnel_routepoints; j++)
                {
-                       if(j%7==0 && bruise_surface == false)
+                       if(j%dswitchint==0 && bruise_surface == false)
                        {
                                main_direction = v3f(
                                        ((float)(myrand()%20)-(float)10)/10,
                                        ((float)(myrand()%20)-(float)10)/30,
                                        ((float)(myrand()%20)-(float)10)/10
                                );
-                               main_direction *= (float)myrand_range(1, 3);
+                               main_direction *= (float)myrand_range(0, 10)/10;
                        }
 
                        // Randomize size
@@ -1622,39 +1602,38 @@ void make_block(BlockMakeData *data)
                        v3s16 maxlen;
                        if(bruise_surface)
                        {
-                               maxlen = v3s16(rs*7,rs*2,rs*7);
+                               maxlen = v3s16(rs*part_max_length_rs,rs*part_max_length_rs/3,rs*part_max_length_rs);
                        }
                        else
                        {
-                               maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+                               maxlen = v3s16(rs*part_max_length_rs, myrand_range(1, rs*part_max_length_rs), rs*part_max_length_rs);
                        }
 
                        v3f vec;
                        
-                       if(coming_from_surface && j < 3)
-                       {
-                               vec = v3f(
-                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                                       (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
-                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
-                               );
-                       }
-                       else
+                       vec = v3f(
+                               (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
+                               (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y/2,
+                               (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+                       );
+               
+                       // Jump downward sometimes
+                       if(!bruise_surface && myrand_range(0,12) == 0)
                        {
                                vec = v3f(
-                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
-                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                                       (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
+                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+                                       (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
                                );
                        }
                        
-                       if(bruise_surface){
+                       /*if(bruise_surface){
                                v3f p = orp + vec;
                                s16 h = find_ground_level_clever(vmanip,
                                                v2s16(p.X, p.Z), ndef);
                                route_y_min = h - rs/3;
                                route_y_max = h + rs;
-                       }
+                       }*/
 
                        vec += main_direction;
 
@@ -1684,7 +1663,7 @@ void make_block(BlockMakeData *data)
                                s16 d1 = d0 + rs - 1;
                                for(s16 z0=d0; z0<=d1; z0++)
                                {
-                                       s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+                                       s16 si = rs - MYMAX(0, abs(z0)-rs/7);
                                        //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
                                        for(s16 x0=-si; x0<=si-1; x0++)
                                        {
@@ -1694,9 +1673,10 @@ void make_block(BlockMakeData *data)
                                                //s16 si2 = rs - abs(x0);
                                                for(s16 y0=-si2; y0<=si2-1; y0++)
                                                {
-                                                       // Make better floors
-                                                       if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1)
+                                                       // Make better floors in small caves
+                                                       if(y0 < -rs + 1 && si<=7)
                                                                continue;
+                                                       bool is_bottomish = (y0 <= -si2 + 1);
 
                                                        s16 z = cp.Z + z0;
                                                        s16 y = cp.Y + y0;
@@ -1709,25 +1689,37 @@ void make_block(BlockMakeData *data)
                                                                continue;
                                                        p += of;
                                                        
-                                                       //assert(vmanip.m_area.contains(p));
                                                        if(vmanip.m_area.contains(p) == false)
-                                                       {
-                                                               dstream<<"WARNING: "<<__FUNCTION_NAME
-                                                                               <<":"<<__LINE__<<": "
-                                                                               <<"point not in area"
-                                                                               <<std::endl;
                                                                continue;
-                                                       }
                                                        
                                                        // Just set it to air, it will be changed to
                                                        // water afterwards
                                                        u32 i = vmanip.m_area.index(p);
-                                                       if(bruise_surface){
-                                                               if(p.Y <= WATER_LEVEL)
-                                                                       vmanip.m_data[i] = waternode;
-                                                               else
+                                                       
+                                                       if(bruise_surface)
+                                                       {
+                                                               if(full_node_min.Y < WATER_LEVEL &&
+                                                                       full_node_max.Y > WATER_LEVEL){
+                                                                       if(p.Y <= WATER_LEVEL)
+                                                                               vmanip.m_data[i] = waternode;
+                                                                       else
+                                                                               vmanip.m_data[i] = airnode;
+                                                               } else if(full_node_max.Y < WATER_LEVEL){
+                                                                       if(is_bottomish)
+                                                                               vmanip.m_data[i] = MapNode(c_stone);
+                                                                       else if(p.Y < startp.Y - 2)
+                                                                               vmanip.m_data[i] = lavanode;
+                                                                       else
+                                                                               vmanip.m_data[i] = airnode;
+                                                               } else {
                                                                        vmanip.m_data[i] = airnode;
+                                                               }
                                                        } else {
+                                                               // Don't replace air or water or lava
+                                                               if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
+                                                               vmanip.m_data[i].getContent() == c_water_source ||
+                                                               vmanip.m_data[i].getContent() == c_lava_source)
+                                                                       continue;
                                                                vmanip.m_data[i] = airnode;
                                                        }
 
@@ -1821,6 +1813,48 @@ void make_block(BlockMakeData *data)
        }//timer1
 #endif
 
+       /*
+               Add blobs of dirt and gravel underground
+       */
+       {
+       PseudoRandom pr(blockseed+983);
+       for(int i=0; i<volume_nodes/10/10/10; i++)
+       {
+               bool only_fill_cave = (myrand_range(0,1) != 0);
+               v3s16 size(
+                       pr.range(1, 8),
+                       pr.range(1, 8),
+                       pr.range(1, 8)
+               );
+               v3s16 p0(
+                       pr.range(node_min.X, node_max.X)-size.X/2,
+                       pr.range(node_min.Y, node_max.Y)-size.Y/2,
+                       pr.range(node_min.Z, node_max.Z)-size.Z/2
+               );
+               MapNode n1;
+               if(p0.Y > -32 && pr.range(0,1) == 0)
+                       n1 = MapNode(c_dirt);
+               else
+                       n1 = MapNode(c_gravel);
+               for(int x1=0; x1<size.X; x1++)
+               for(int y1=0; y1<size.Y; y1++)
+               for(int z1=0; z1<size.Z; z1++)
+               {
+                       v3s16 p = p0 + v3s16(x1,y1,z1);
+                       u32 i = vmanip.m_area.index(p);
+                       if(!vmanip.m_area.contains(i))
+                               continue;
+                       // Cancel if not stone and not cave air
+                       if(vmanip.m_data[i].getContent() != c_stone &&
+                                       !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+                               continue;
+                       if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+                               continue;
+                       vmanip.m_data[i] = n1;
+               }
+       }
+       }
+
 #if 1
        {
        // 340ms @cs=8
@@ -1861,7 +1895,8 @@ void make_block(BlockMakeData *data)
                                //if(content_walkable(n->d))
                                //      break;
                                if(n->getContent() == c_dirt ||
-                                               n->getContent() == c_dirt_with_grass)
+                                               n->getContent() == c_dirt_with_grass ||
+                                               n->getContent() == c_gravel)
                                        break;
                                        
                                vmanip.m_area.add_y(em, i, -1);
@@ -1877,24 +1912,28 @@ void make_block(BlockMakeData *data)
                        if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
                                continue;*/
 
-                       /*
-                               Don't flow it if the stuff under it is not mud
-                       */
+                       if(n->getContent() == c_dirt ||
+                                       n->getContent() == c_dirt_with_grass)
                        {
-                               u32 i2 = i;
-                               vmanip.m_area.add_y(em, i2, -1);
-                               // Cancel if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(n2->getContent() != c_dirt &&
-                                               n2->getContent() != c_dirt_with_grass)
-                                       continue;
+                               // Make it exactly mud
+                               n->setContent(c_dirt);
+                               
+                               /*
+                                       Don't flow it if the stuff under it is not mud
+                               */
+                               {
+                                       u32 i2 = i;
+                                       vmanip.m_area.add_y(em, i2, -1);
+                                       // Cancel if out of area
+                                       if(vmanip.m_area.contains(i2) == false)
+                                               continue;
+                                       MapNode *n2 = &vmanip.m_data[i2];
+                                       if(n2->getContent() != c_dirt &&
+                                                       n2->getContent() != c_dirt_with_grass)
+                                               continue;
+                               }
                        }
 
-                       // Make it exactly mud
-                       n->setContent(c_dirt);
-                       
                        /*s16 recurse_count = 0;
        mudflow_recurse:*/
 
@@ -2002,9 +2041,15 @@ void make_block(BlockMakeData *data)
                        u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
                        for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
                        {
-                               if(water_found == false)
+                               if(y == full_node_max.Y){
+                                       water_found = 
+                                               (vmanip.m_data[i].getContent() == c_water_source ||
+                                               vmanip.m_data[i].getContent() == c_lava_source);
+                               }
+                               else if(water_found == false)
                                {
-                                       if(vmanip.m_data[i].getContent() == c_water_source)
+                                       if(vmanip.m_data[i].getContent() == c_water_source ||
+                                                       vmanip.m_data[i].getContent() == c_lava_source)
                                        {
                                                v3s16 p = v3s16(p2d.X, y, p2d.Y);
                                                data->transforming_liquid.push_back(p);
@@ -2016,7 +2061,8 @@ void make_block(BlockMakeData *data)
                                        // This can be done because water_found can only
                                        // turn to true and end up here after going through
                                        // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source)
+                                       if(vmanip.m_data[i+1].getContent() != c_water_source ||
+                                                       vmanip.m_data[i+1].getContent() != c_lava_source)
                                        {
                                                v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
                                                data->transforming_liquid.push_back(p);
@@ -2067,8 +2113,12 @@ void make_block(BlockMakeData *data)
                
                u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
                MapNode *n = &vmanip.m_data[i];
-               if(n->getContent() == c_dirt)
+               if(n->getContent() == c_dirt){
+                       // Well yeah, this can't be overground...
+                       if(surface_y < WATER_LEVEL - 20)
+                               continue;
                        n->setContent(c_dirt_with_grass);
+               }
        }
 
        /*