Init
This commit is contained in:
252
content/world/worldgen/cave-generation.en.md
Normal file
252
content/world/worldgen/cave-generation.en.md
Normal file
@@ -0,0 +1,252 @@
|
||||
---
|
||||
title: Cave Generation
|
||||
type: docs
|
||||
weight: 2
|
||||
---
|
||||
|
||||
The cave generation system creates underground cave networks, caverns, and subterranean features.
|
||||
|
||||
**Package:** `com.hypixel.hytale.server.worldgen.cave`
|
||||
|
||||
## Cave Generator
|
||||
|
||||
The `CaveGenerator` carves out underground spaces:
|
||||
|
||||
```java
|
||||
public class CaveGenerator {
|
||||
// Generate caves for chunk
|
||||
public void generateCaves(GenerationContainer container, int chunkX, int chunkZ);
|
||||
|
||||
// Check if position is in cave
|
||||
public boolean isInCave(int x, int y, int z);
|
||||
|
||||
// Get cave density at position
|
||||
public float getCaveDensity(int x, int y, int z);
|
||||
}
|
||||
```
|
||||
|
||||
## Cave Types
|
||||
|
||||
### Tunnel Caves
|
||||
|
||||
Winding tunnels through terrain:
|
||||
|
||||
```yaml
|
||||
CaveType: Tunnel
|
||||
Width: 3.0
|
||||
Height: 4.0
|
||||
Length: 50-200
|
||||
Frequency: 0.02
|
||||
MinY: 10
|
||||
MaxY: 60
|
||||
```
|
||||
|
||||
### Cavern Caves
|
||||
|
||||
Large open underground spaces:
|
||||
|
||||
```yaml
|
||||
CaveType: Cavern
|
||||
MinRadius: 10
|
||||
MaxRadius: 30
|
||||
MinHeight: 8
|
||||
MaxHeight: 20
|
||||
Frequency: 0.005
|
||||
MinY: 5
|
||||
MaxY: 40
|
||||
```
|
||||
|
||||
### Ravine Caves
|
||||
|
||||
Vertical crack formations:
|
||||
|
||||
```yaml
|
||||
CaveType: Ravine
|
||||
Width: 5-15
|
||||
Depth: 30-60
|
||||
Length: 100-300
|
||||
Frequency: 0.001
|
||||
```
|
||||
|
||||
## Noise-Based Generation
|
||||
|
||||
Caves use 3D noise for natural shapes:
|
||||
|
||||
```java
|
||||
public class CaveNoiseGenerator {
|
||||
private SimplexNoise primaryNoise;
|
||||
private SimplexNoise secondaryNoise;
|
||||
private float threshold;
|
||||
|
||||
public boolean shouldCarve(int x, int y, int z) {
|
||||
float noise1 = primaryNoise.noise3D(x * 0.05f, y * 0.1f, z * 0.05f);
|
||||
float noise2 = secondaryNoise.noise3D(x * 0.02f, y * 0.05f, z * 0.02f);
|
||||
|
||||
float combined = (noise1 + noise2) / 2.0f;
|
||||
return combined > threshold;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Cave Carving
|
||||
|
||||
```java
|
||||
public class CaveCarver {
|
||||
// Carve sphere at position
|
||||
public void carveSphere(GenerationContainer container, Vector3d center, float radius);
|
||||
|
||||
// Carve tunnel between points
|
||||
public void carveTunnel(
|
||||
GenerationContainer container,
|
||||
Vector3d start,
|
||||
Vector3d end,
|
||||
float radius
|
||||
);
|
||||
|
||||
// Carve with noise
|
||||
public void carveWithNoise(
|
||||
GenerationContainer container,
|
||||
Vector3d position,
|
||||
NoiseGenerator noise,
|
||||
float threshold
|
||||
);
|
||||
}
|
||||
```
|
||||
|
||||
## Cave Decoration
|
||||
|
||||
After carving, caves are decorated:
|
||||
|
||||
```java
|
||||
public class CaveDecorator {
|
||||
// Add stalactites/stalagmites
|
||||
public void addStalactites(GenerationContainer container, int x, int y, int z);
|
||||
|
||||
// Add crystal formations
|
||||
public void addCrystals(GenerationContainer container, int x, int y, int z);
|
||||
|
||||
// Add water/lava pools
|
||||
public void addPool(GenerationContainer container, int x, int y, int z, FluidType type);
|
||||
|
||||
// Add cave vegetation
|
||||
public void addMushrooms(GenerationContainer container, int x, int y, int z);
|
||||
}
|
||||
```
|
||||
|
||||
## Cave Biomes
|
||||
|
||||
Different cave biomes with unique features:
|
||||
|
||||
```yaml
|
||||
# cave_biomes/crystal_cave.yaml
|
||||
Type: CaveBiome
|
||||
Id: crystal_cave
|
||||
Features:
|
||||
- Type: CrystalCluster
|
||||
Frequency: 0.1
|
||||
MinSize: 2
|
||||
MaxSize: 8
|
||||
- Type: GlowingMushroom
|
||||
Frequency: 0.05
|
||||
AmbientLight: 0.2
|
||||
Blocks:
|
||||
Floor: crystal_stone
|
||||
Ceiling: crystal_stone
|
||||
Walls: smooth_stone
|
||||
```
|
||||
|
||||
## Cave Configuration
|
||||
|
||||
```yaml
|
||||
# worldgen/cave_config.yaml
|
||||
CaveGeneration:
|
||||
Enabled: true
|
||||
Types:
|
||||
- Type: Tunnel
|
||||
Weight: 0.6
|
||||
MinY: 10
|
||||
MaxY: 60
|
||||
- Type: Cavern
|
||||
Weight: 0.3
|
||||
MinY: 5
|
||||
MaxY: 40
|
||||
- Type: Ravine
|
||||
Weight: 0.1
|
||||
MinY: 0
|
||||
MaxY: 64
|
||||
Decoration:
|
||||
Stalactites: true
|
||||
Pools: true
|
||||
Vegetation: true
|
||||
NoiseSettings:
|
||||
Octaves: 4
|
||||
Persistence: 0.5
|
||||
Scale: 0.05
|
||||
```
|
||||
|
||||
## Cave Systems
|
||||
|
||||
Connected cave networks:
|
||||
|
||||
```java
|
||||
public class CaveSystem {
|
||||
private List<CaveNode> nodes;
|
||||
private List<CaveConnection> connections;
|
||||
|
||||
// Generate connected system
|
||||
public void generate(GenerationContainer container) {
|
||||
// Create nodes
|
||||
for (int i = 0; i < nodeCount; i++) {
|
||||
nodes.add(createCaveNode());
|
||||
}
|
||||
|
||||
// Connect nodes
|
||||
for (CaveNode node : nodes) {
|
||||
CaveNode nearest = findNearest(node);
|
||||
connections.add(new CaveConnection(node, nearest));
|
||||
}
|
||||
|
||||
// Carve caves
|
||||
for (CaveNode node : nodes) {
|
||||
carver.carveCavern(container, node.position, node.radius);
|
||||
}
|
||||
|
||||
// Carve tunnels
|
||||
for (CaveConnection conn : connections) {
|
||||
carver.carveTunnel(container, conn.start, conn.end, conn.radius);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Integration with Terrain
|
||||
|
||||
```java
|
||||
public class TerrainCaveIntegration {
|
||||
// Prevent caves from breaking surface
|
||||
public boolean shouldCarve(int x, int y, int z, int surfaceY) {
|
||||
// Don't carve within 5 blocks of surface
|
||||
if (y > surfaceY - 5) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't carve below bedrock level
|
||||
if (y < 5) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return caveNoise.shouldCarve(x, y, z);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
{{< callout type="info" >}}
|
||||
**Cave Guidelines:**
|
||||
- Balance cave frequency with world density
|
||||
- Use noise for natural-looking shapes
|
||||
- Connect cave systems for exploration
|
||||
- Add decoration for visual interest
|
||||
- Consider performance with large caverns
|
||||
{{< /callout >}}
|
||||
Reference in New Issue
Block a user