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Lakes: added a limiter, better height distribution

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1287 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-03-19 10:14:57 +00:00
parent b4697ab9db
commit d43026ddc2
3 changed files with 22 additions and 11 deletions

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@ -335,11 +335,13 @@ void cComposableGenerator::InitStructureGens(cIniFile & a_IniFile)
} }
else if (NoCaseCompare(*itr, "waterlakes") == 0) else if (NoCaseCompare(*itr, "waterlakes") == 0)
{ {
m_StructureGens.push_back(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, *m_HeightGen)); int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25);
m_StructureGens.push_back(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, *m_HeightGen, Probability));
} }
else if (NoCaseCompare(*itr, "lavalakes") == 0) else if (NoCaseCompare(*itr, "lavalakes") == 0)
{ {
m_StructureGens.push_back(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, *m_HeightGen)); int Probability = a_IniFile.GetValueSetI("Generator", "LavaLakesProbability", 10);
m_StructureGens.push_back(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, *m_HeightGen, Probability));
} }
else else
{ {

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@ -400,6 +400,11 @@ void cStructGenLakes::GenStructures(cChunkDesc & a_ChunkDesc)
for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++) for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
{ {
if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
{
continue;
}
cBlockArea Lake; cBlockArea Lake;
CreateLakeImage(ChunkX + x, ChunkZ + z, Lake); CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
@ -420,19 +425,20 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
a_Lake.Create(16, 8, 16); a_Lake.Create(16, 8, 16);
a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
// Find the maximum height in this chunk: // Find the minimum height in this chunk:
cChunkDef::HeightMap HeightMap; cChunkDef::HeightMap HeightMap;
m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap); m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
HEIGHTTYPE MaxHeight = HeightMap[0]; HEIGHTTYPE MinHeight = HeightMap[0];
for (int i = 1; i < ARRAYCOUNT(HeightMap); i++) for (int i = 1; i < ARRAYCOUNT(HeightMap); i++)
{ {
if (HeightMap[i] > MaxHeight) if (HeightMap[i] < MinHeight)
{ {
MaxHeight = HeightMap[i]; MinHeight = HeightMap[i];
} }
} }
// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height // 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
MinHeight = std::max(MinHeight - 6, 2);
int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11; int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8; int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
@ -440,8 +446,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8; int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13; Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
// Random height [0 .. MaxHeight] with preference to center heights // Random height [1 .. MinHeight] with preference to center heights
int HeightY = (((Rnd & 0x1ff) % (MaxHeight + 1)) + (((Rnd >> 9) & 0x1ff) % (MaxHeight + 1))) / 2; int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ); a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
// Hollow out a few bubbles inside the blockarea: // Hollow out a few bubbles inside the blockarea:

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@ -96,11 +96,12 @@ class cStructGenLakes :
public cStructureGen public cStructureGen
{ {
public: public:
cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen) : cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen, int a_Probability) :
m_Noise(a_Seed), m_Noise(a_Seed),
m_Seed(a_Seed), m_Seed(a_Seed),
m_Fluid(a_Fluid), m_Fluid(a_Fluid),
m_HeiGen(a_HeiGen) m_HeiGen(a_HeiGen),
m_Probability(a_Probability)
{ {
} }
@ -109,6 +110,7 @@ protected:
int m_Seed; int m_Seed;
BLOCKTYPE m_Fluid; BLOCKTYPE m_Fluid;
cTerrainHeightGen & m_HeiGen; cTerrainHeightGen & m_HeiGen;
int m_Probability; ///< Chance, 0 .. 100, of a chunk having the lake
// cStructureGen override: // cStructureGen override:
virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;