Map generator tweaking. Still doesn't resume from save properly.

master
Perttu Ahola 2011-02-01 23:59:46 +02:00
parent 3d6e71a7d0
commit a5f109dafb
1 changed files with 31 additions and 21 deletions

View File

@ -1913,7 +1913,7 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
#endif
// Add only one entry
list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
list_baseheight->addPoint(v3s16(0,0,0), Attribute(-4));
list_randmax->addPoint(v3s16(0,0,0), Attribute(22));
//list_randmax->addPoint(v3s16(0,0,0), Attribute(0));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
@ -2312,7 +2312,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// 0-100
// Usually little, sometimes huge
//u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
u32 stone_obstacle_amount = myrand_range(0, 100);
u32 stone_obstacle_amount = myrand_range(0, myrand_range(20, 100));
/*
Loop this part, it will make stuff look older and newer nicely
@ -2374,16 +2374,24 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Go to ground level
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
MapNode *n = &vmanip.m_data[i];
/*if(content_walkable(n.d)
&& n.d != CONTENT_MUD
&& n.d != CONTENT_GRASS)
break;*/
if(n.d == CONTENT_STONE)
if(n->d == CONTENT_STONE)
break;
if(n.d == CONTENT_MUD || n.d == CONTENT_GRASS)
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
{
mud_amount++;
/*
Change to mud because otherwise we might
be throwing mud on grass at the next
step
*/
n->d = CONTENT_MUD;
}
vmanip.m_area.add_y(em, i, -1);
}
@ -2443,24 +2451,21 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*
Make dungeons
*/
u32 dungeons_count = relative_volume/200000;
for(u32 jj=0; jj<dungeons_count; jj++)
u32 dungeons_count = relative_volume / 200000;
u32 bruises_count = relative_volume * stone_surface_max_y / 15000000;
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
{
s16 min_tunnel_diameter = 1;
s16 max_tunnel_diameter = 5;
u16 tunnel_routepoints = 15;
u16 tunnel_routepoints = 10;
u32 bruise_surface_maxindex =
dungeons_count / 10 * stone_surface_max_y / 10;
bruise_surface_maxindex =
rangelim(bruise_surface_maxindex, 0, dungeons_count/2);
bool bruise_surface = (jj < bruise_surface_maxindex);
bool bruise_surface = (jj < bruises_count);
if(bruise_surface)
{
min_tunnel_diameter = 5;
max_tunnel_diameter = 10;
tunnel_routepoints = 10;
max_tunnel_diameter = myrand_range(8, 20);
tunnel_routepoints = 7;
}
// Allowed route area size in nodes
@ -2479,7 +2484,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 5;
//s16 insure = 5; // Didn't work with max_d = 20
s16 insure = 10;
s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
@ -2490,8 +2496,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
if(bruise_surface)
{
// Minimum is at y=0
route_y_min = -of.Y - 0;
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
// Minimum is at y=max_tunnel_diameter/4
route_y_min = -of.Y + max_tunnel_diameter/4;
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
@ -2557,7 +2565,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 si = rs - abs(z0);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 si2 = rs - abs(x0);
s16 maxabsxz = abs(x0)>abs(z0)?abs(x0):abs(z0);
s16 si2 = rs - maxabsxz;
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
s16 z = cp.Z + z0;
@ -2973,7 +2983,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Plant some trees
*/
{
u32 tree_max = relative_area / 100;
u32 tree_max = relative_area / 60;
u32 count = myrand_range(0, tree_max);
for(u32 i=0; i<count; i++)