Re-tweaked WormNestCaves for more reasonable cave sizes
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1298 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -42,6 +42,13 @@ reduced in complexity in order for this generator to be useful, so the caves' sh
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const int MIN_RADIUS = 3;
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const int MAX_RADIUS = 8;
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struct cCaveDefPoint
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{
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int m_BlockX;
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@ -207,7 +214,7 @@ void cCaveTunnel::Randomize(cNoise & a_Noise)
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len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY);
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len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ);
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len = 3 * (int)sqrt((double)len) / 4;
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int Rad = (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1;
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int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1));
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Random /= 4;
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int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2);
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Random /= 256;
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@ -479,19 +486,19 @@ void cCaveTunnel::ProcessChunk(
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continue;
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}
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// Carve out a sphere around the xyz point, m_Radius in diameter; skip 20 % off the top and bottom:
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// Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom:
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int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc
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int DifY = itr->m_BlockY;
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int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc
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int Bottom = std::max(itr->m_BlockY - 4 * itr->m_Radius / 5, 1);
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int Top = std::min(itr->m_BlockY + 4 * itr->m_Radius / 5, (int)(cChunkDef::Height));
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int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1);
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int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height));
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int SqRad = itr->m_Radius * itr->m_Radius;
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for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (int y = Bottom; y <= Top; y++)
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{
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int SqDist = (DifX - x) * (DifX - x) + (DifY - y) * (DifY - y) + (DifZ - z) * (DifZ - z);
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if (SqDist <= SqRad)
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if (4 * SqDist <= SqRad)
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{
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switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z))
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{
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@ -721,8 +728,8 @@ int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_Orig
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int res = 3 + abs((sum / 24) - 16);
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*/
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// The algorithm of choice: Divide a constant by the random number returned, thus producing a hyperbole-shaped noise distribution
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int res = 2 + (32 / ((rnd & 0xff) + 2));
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// Algorithm of choice: random value in the range of zero to random value - heavily towards zero
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int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1);
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return res;
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}
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