Lakes: added a limiter, better height distribution
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1287 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -335,11 +335,13 @@ void cComposableGenerator::InitStructureGens(cIniFile & a_IniFile)
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}
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else if (NoCaseCompare(*itr, "waterlakes") == 0)
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{
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m_StructureGens.push_back(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, *m_HeightGen));
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int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25);
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m_StructureGens.push_back(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, *m_HeightGen, Probability));
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}
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else if (NoCaseCompare(*itr, "lavalakes") == 0)
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{
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m_StructureGens.push_back(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, *m_HeightGen));
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int Probability = a_IniFile.GetValueSetI("Generator", "LavaLakesProbability", 10);
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m_StructureGens.push_back(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, *m_HeightGen, Probability));
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}
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else
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{
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@ -400,6 +400,11 @@ void cStructGenLakes::GenStructures(cChunkDesc & a_ChunkDesc)
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for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
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{
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if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
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{
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continue;
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}
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cBlockArea Lake;
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CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
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@ -420,19 +425,20 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
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a_Lake.Create(16, 8, 16);
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a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
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// Find the maximum height in this chunk:
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// Find the minimum height in this chunk:
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cChunkDef::HeightMap HeightMap;
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m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
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HEIGHTTYPE MaxHeight = HeightMap[0];
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HEIGHTTYPE MinHeight = HeightMap[0];
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for (int i = 1; i < ARRAYCOUNT(HeightMap); i++)
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{
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if (HeightMap[i] > MaxHeight)
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if (HeightMap[i] < MinHeight)
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{
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MaxHeight = HeightMap[i];
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MinHeight = HeightMap[i];
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}
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}
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// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height
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// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
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MinHeight = std::max(MinHeight - 6, 2);
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int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
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// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
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int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
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@ -440,8 +446,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
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// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
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int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
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Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
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// Random height [0 .. MaxHeight] with preference to center heights
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int HeightY = (((Rnd & 0x1ff) % (MaxHeight + 1)) + (((Rnd >> 9) & 0x1ff) % (MaxHeight + 1))) / 2;
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// Random height [1 .. MinHeight] with preference to center heights
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int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
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a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
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// Hollow out a few bubbles inside the blockarea:
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@ -96,11 +96,12 @@ class cStructGenLakes :
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public cStructureGen
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{
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public:
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen) :
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen, int a_Probability) :
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m_Noise(a_Seed),
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m_Seed(a_Seed),
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m_Fluid(a_Fluid),
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m_HeiGen(a_HeiGen)
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m_HeiGen(a_HeiGen),
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m_Probability(a_Probability)
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{
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}
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@ -109,6 +110,7 @@ protected:
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cTerrainHeightGen & m_HeiGen;
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int m_Probability; ///< Chance, 0 .. 100, of a chunk having the lake
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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