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;
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,
}//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;
/*
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);
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));*/
// 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);
}
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);
(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
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
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;
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++)
{
//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;
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;
}
}//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
//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);
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:*/
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);
// 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);
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);
+ }
}
/*