NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
-///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////// Caves V5
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
+CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
- this->large_cave = is_large_cave;
- this->ps = ps;
- this->ps2 = ps2;
+ this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
+ this->c_ice = mg->c_ice;
+ this->np_caveliquids = &nparams_caveliquids;
- min_tunnel_diameter = 2;
- max_tunnel_diameter = ps->range(2, 6);
dswitchint = ps->range(1, 14);
- flooded = true;
+ flooded = ps->range(1, 2) == 2;
- if (large_cave) {
- part_max_length_rs = ps->range(2,4);
- tunnel_routepoints = ps->range(5, ps->range(15,30));
- min_tunnel_diameter = 5;
- max_tunnel_diameter = ps->range(7, ps->range(8,24));
- } else {
- part_max_length_rs = ps->range(2,9);
- tunnel_routepoints = ps->range(10, ps->range(15,30));
- }
+ part_max_length_rs = ps->range(2, 4);
+ tunnel_routepoints = ps->range(5, ps->range(15, 30));
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = ps->range(7, ps->range(8, 24));
- large_cave_is_flat = (ps->range(0,1) == 0);
+ large_cave_is_flat = (ps->range(0, 1) == 0);
}
-void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
node_min = nmin;
node_max = nmax;
- max_stone_y = max_stone_height;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
- const s16 max_spread_amount = MAP_BLOCKSIZE;
s16 insure = 10;
- s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
+ s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
- if (large_cave) {
- s16 min = 0;
+ s16 min = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
min = water_level - max_tunnel_diameter/3 - of.Y;
route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
}
- route_y_min = ps->range(min, min + max_tunnel_diameter);
- route_y_min = rangelim(route_y_min, 0, route_y_max);
- }
+ route_y_min = ps->range(min, min + max_tunnel_diameter);
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
- 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);
+ 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);
// Randomize starting position
orp = v3f(
// Add generation notify begin event
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
- GenNotifyType notifytype = large_cave ?
- GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+ GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
mg->gennotify.addEvent(notifytype, abs_pos);
// Generate some tunnel starting from orp
// Add generation notify end event
abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
- notifytype = large_cave ?
- GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+ notifytype = GENNOTIFY_LARGECAVE_END;
mg->gennotify.addEvent(notifytype, abs_pos);
}
-void CaveV6::makeTunnel(bool dirswitch) {
- if (dirswitch && !large_cave) {
- main_direction = v3f(
- ((float)(ps->next() % 20) - (float)10) / 10,
- ((float)(ps->next() % 20) - (float)10) / 30,
- ((float)(ps->next() % 20) - (float)10) / 10
- );
- main_direction *= (float)ps->range(0, 10) / 10;
- }
+void CaveV5::makeTunnel(bool dirswitch) {
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
+ s16 rs_part_max_length_rs = rs * part_max_length_rs;
v3s16 maxlen;
- if (large_cave) {
- maxlen = v3s16(
- rs * part_max_length_rs,
- rs * part_max_length_rs / 2,
- rs * part_max_length_rs
- );
- } else {
- maxlen = v3s16(
- rs * part_max_length_rs,
- ps->range(1, rs * part_max_length_rs),
- rs * part_max_length_rs
- );
- }
-
- v3f vec(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+ maxlen = v3s16(
+ rs_part_max_length_rs,
+ rs_part_max_length_rs / 2,
+ rs_part_max_length_rs
);
+ v3f vec;
// Jump downward sometimes
- if (!large_cave && ps->range(0, 12) == 0) {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
- }
+ vec = v3f(
+ (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+ (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+ (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
+ );
- // Do not make large caves that are entirely above ground.
+ // Do not make large caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
- if (large_cave) {
- v3s16 orpi(orp.X, orp.Y, orp.Z);
- v3s16 veci(vec.X, vec.Y, vec.Z);
- s16 h1;
- s16 h2;
-
- v3s16 p1 = orpi + veci + of + rs / 2;
- if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
- p1.X >= node_min.X && p1.X <= node_max.X) {
- u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
- h1 = mg->heightmap[index1];
- } else {
- h1 = water_level; // If not in heightmap
- }
+ v3s16 orpi(orp.X, orp.Y, orp.Z);
+ v3s16 veci(vec.X, vec.Y, vec.Z);
+ v3s16 p;
- v3s16 p2 = orpi + of + rs / 2;
- if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
- p2.X >= node_min.X && p2.X <= node_max.X) {
- u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
- h2 = mg->heightmap[index2];
- } else {
- h2 = water_level;
- }
+ p = orpi + veci + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return; // If it's not in our heightmap, use a simple heuristic
+ }
- if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
+ p = orpi + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->heightmap[index];
+ if (h < p.Y)
return;
+ } else if (p.Y > water_level) {
+ return;
}
vec += main_direction;
vec = rp - orp;
float veclen = vec.getLength();
- // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
- bool randomize_xz = (ps2->range(1, 2) == 1);
+ bool randomize_xz = (ps->range(1, 2) == 1);
+
+ // Make a ravine every once in a while if it's long enough
+ //float xylen = vec.X * vec.X + vec.Z * vec.Z;
+ //disable ravines for now
+ bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
- carveRoute(vec, f, randomize_xz);
+ carveRoute(vec, f, randomize_xz, is_ravine);
orp = rp;
}
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
+void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
+ float nval = NoisePerlin3D(np_caveliquids, startp.X,
+ startp.Y, startp.Z, mg->seed);
+ MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
fp.Z += 0.1 * ps->range(-10, 10);
d1 += ps->range(-1, 1);
}
+ bool should_make_cave_hole = ps->range(1, 10) == 1;
+
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
+ s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
+ rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
// Make large caves not so tall
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
+ if (!is_ravine && mg->heightmap && should_make_cave_hole &&
+ p.X <= node_max.X && p.Z <= node_max.Z) {
+ int maplen = node_max.X - node_min.X + 1;
+ int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
+ if (p.Y >= mg->heightmap[idx] - 2)
+ continue;
+ }
+
if (vm->m_area.contains(p) == false)
continue;
u32 i = vm->m_area.index(p);
+
+ // Don't replace air, water, lava, or ice
content_t c = vm->m_data[i].getContent();
- if (!ndef->get(c).is_ground_content)
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
+ c == c_water_source || c == c_lava_source || c == c_ice)
continue;
- if (large_cave) {
- int full_ymin = node_min.Y - MAP_BLOCKSIZE;
- int full_ymax = node_max.Y + MAP_BLOCKSIZE;
-
- if (flooded && full_ymin < water_level && full_ymax > water_level) {
- vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
- } else if (flooded && full_ymax < water_level) {
- vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
- } else {
- vm->m_data[i] = airnode;
- }
- } else {
- // Don't replace air or water or lava or ignore
- if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
- c == c_water_source || c == c_lava_source)
- continue;
+ int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+ int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+ if (flooded && full_ymin < water_level && full_ymax > water_level)
+ vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+ else if (flooded && full_ymax < water_level)
+ vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+ else
vm->m_data[i] = airnode;
- vm->m_flags[i] |= VMANIP_FLAG_CAVE;
- }
}
}
}
}
-///////////////////////////////////////// Caves V7
+///////////////////////////////////////// Caves V6
-CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
+CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
- this->large_cave = is_large_cave;
- this->ps = ps;
+ this->large_cave = is_large_cave;
+ this->ps = ps;
+ this->ps2 = ps2;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
- this->c_ice = mg->c_ice;
- this->np_caveliquids = &nparams_caveliquids;
+ min_tunnel_diameter = 2;
+ max_tunnel_diameter = ps->range(2, 6);
dswitchint = ps->range(1, 14);
- flooded = ps->range(1, 2) == 2;
+ flooded = true;
if (large_cave) {
- part_max_length_rs = ps->range(2, 4);
- tunnel_routepoints = ps->range(5, ps->range(15, 30));
+ part_max_length_rs = ps->range(2,4);
+ tunnel_routepoints = ps->range(5, ps->range(15,30));
min_tunnel_diameter = 5;
- max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+ max_tunnel_diameter = ps->range(7, ps->range(8,24));
} else {
- part_max_length_rs = ps->range(2, 9);
- tunnel_routepoints = ps->range(10, ps->range(15, 30));
- min_tunnel_diameter = 2;
- max_tunnel_diameter = ps->range(2, 6);
+ part_max_length_rs = ps->range(2,9);
+ tunnel_routepoints = ps->range(10, ps->range(15,30));
}
- large_cave_is_flat = (ps->range(0, 1) == 0);
+ large_cave_is_flat = (ps->range(0,1) == 0);
}
-void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
node_min = nmin;
node_max = nmax;
max_stone_y = max_stone_height;
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
+ const s16 max_spread_amount = MAP_BLOCKSIZE;
s16 insure = 10;
- s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+ s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
- 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);
+ 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);
// Randomize starting position
orp = v3f(
}
-void CaveV7::makeTunnel(bool dirswitch) {
+void CaveV6::makeTunnel(bool dirswitch) {
if (dirswitch && !large_cave) {
main_direction = v3f(
((float)(ps->next() % 20) - (float)10) / 10,
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
+ s16 rs_part_max_length_rs = rs * part_max_length_rs;
v3s16 maxlen;
if (large_cave) {
maxlen = v3s16(
- rs * part_max_length_rs,
- rs * part_max_length_rs / 2,
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ rs_part_max_length_rs / 2,
+ rs_part_max_length_rs
);
} else {
maxlen = v3s16(
- rs * part_max_length_rs,
- ps->range(1, rs * part_max_length_rs),
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ ps->range(1, rs_part_max_length_rs),
+ rs_part_max_length_rs
);
}
- v3f vec;
+ v3f vec(
+ (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+ (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+ (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
+ );
+
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
+ (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
- } else {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+ (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
}
- // Do not make large caves that are above ground.
+ // Do not make large caves that are entirely above ground.
// It is only necessary to check the startpoint and endpoint.
if (large_cave) {
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
- v3s16 p;
-
- p = orpi + veci + of + rs / 2;
- if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
- u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
- s16 h = mg->ridge_heightmap[index];
- if (h < p.Y)
- return;
- } else if (p.Y > water_level) {
- return; // If it's not in our heightmap, use a simple heuristic
+ s16 h1;
+ s16 h2;
+
+ v3s16 p1 = orpi + veci + of + rs / 2;
+ if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
+ p1.X >= node_min.X && p1.X <= node_max.X) {
+ u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
+ h1 = mg->heightmap[index1];
+ } else {
+ h1 = water_level; // If not in heightmap
}
- p = orpi + of + rs / 2;
- if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
- u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
- s16 h = mg->ridge_heightmap[index];
- if (h < p.Y)
- return;
- } else if (p.Y > water_level) {
- return;
+ v3s16 p2 = orpi + of + rs / 2;
+ if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
+ p2.X >= node_min.X && p2.X <= node_max.X) {
+ u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
+ h2 = mg->heightmap[index2];
+ } else {
+ h2 = water_level;
}
+
+ if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
+ return;
}
vec += main_direction;
vec = rp - orp;
float veclen = vec.getLength();
+ // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
- bool randomize_xz = (ps->range(1, 2) == 1);
-
- // Make a ravine every once in a while if it's long enough
- //float xylen = vec.X * vec.X + vec.Z * vec.Z;
- //disable ravines for now
- bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+ bool randomize_xz = (ps2->range(1, 2) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
- carveRoute(vec, f, randomize_xz, is_ravine);
+ carveRoute(vec, f, randomize_xz);
orp = rp;
}
-void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
- float nval = NoisePerlin3D(np_caveliquids, startp.X,
- startp.Y, startp.Z, mg->seed);
- MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
-
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
fp.Z += 0.1 * ps->range(-10, 10);
d1 += ps->range(-1, 1);
}
- bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
- bool should_make_cave_hole = ps->range(1, 10) == 1;
-
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-
- s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
- rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
-
+ s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
- // Make better floors in small caves
- if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
- continue;
-
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
- if (!is_ravine && mg->heightmap && should_make_cave_hole &&
- p.X <= node_max.X && p.Z <= node_max.Z) {
- int maplen = node_max.X - node_min.X + 1;
- int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
- if (p.Y >= mg->heightmap[idx] - 2)
- continue;
- }
-
if (vm->m_area.contains(p) == false)
continue;
u32 i = vm->m_area.index(p);
-
- // Don't replace air, water, lava, or ice
content_t c = vm->m_data[i].getContent();
- if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
- c == c_water_source || c == c_lava_source || c == c_ice)
+ if (!ndef->get(c).is_ground_content)
continue;
if (large_cave) {
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
- if (flooded && full_ymin < water_level && full_ymax > water_level)
+ if (flooded && full_ymin < water_level && full_ymax > water_level) {
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
- else if (flooded && full_ymax < water_level)
- vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
- else
+ } else if (flooded && full_ymax < water_level) {
+ vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
+ } else {
vm->m_data[i] = airnode;
+ }
} else {
- if (c == CONTENT_IGNORE)
+ // Don't replace air or water or lava or ignore
+ if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
+ c == c_water_source || c == c_lava_source)
continue;
vm->m_data[i] = airnode;
}
-///////////////////////////////////////// Caves V5
+///////////////////////////////////////// Caves V7
-CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
+CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
}
-void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
node_min = nmin;
node_max = nmax;
+ max_stone_y = max_stone_height;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
s16 min = 0;
- if (node_min.Y < water_level && node_max.Y > water_level) {
- min = water_level - max_tunnel_diameter/3 - of.Y;
- route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
- }
+ if (node_min.Y < water_level && node_max.Y > water_level) {
+ min = water_level - max_tunnel_diameter/3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ }
route_y_min = ps->range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
-void CaveV5::makeTunnel(bool dirswitch) {
+void CaveV7::makeTunnel(bool dirswitch) {
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
+ s16 rs_part_max_length_rs = rs * part_max_length_rs;
v3s16 maxlen;
maxlen = v3s16(
- rs * part_max_length_rs,
- rs * part_max_length_rs / 2,
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ rs_part_max_length_rs / 2,
+ rs_part_max_length_rs
);
v3f vec;
// Jump downward sometimes
vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+ (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+ (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+ (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
// Do not make large caves that are above ground.
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
- s16 h = mg->heightmap[index];
+ s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
+ p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
- s16 h = mg->heightmap[index];
+ s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
}
-void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, mg->seed);
- MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+ MapNode liquidnode = (nval < 0.40 && node_max.Y < -256) ? lavanode : waternode;
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);