Mgv5/mgv7: Trigger biome recalculation at underwater surfaces

This commit is contained in:
paramat 2015-06-02 08:38:14 +01:00
parent ba3ff5ef39
commit 74d8b341bc
2 changed files with 38 additions and 24 deletions

@ -415,21 +415,24 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
// generated mapchunk or if not, a node of overgenerated base terrain.
content_t c_above = vm->m_data[vi + em.X].getContent();
bool air_above = c_above == CONTENT_AIR;
bool water_above = c_above == c_water_source;
// If there is air above enable top/filler placement, otherwise force nplaced to
// stone level by setting a number that will exceed any possible filler depth.
u16 nplaced = (air_above) ? 0 : (u16)-1;
// If there is air or water above enable top/filler placement, otherwise force
// nplaced to stone level by setting a number exceeding any possible filler depth.
u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[vi].getContent();
// Biome is only (re)calculated for each stone/water upper surface found
// below air while working downwards. The chosen biome then remains in
// effect for all nodes below until the next biome recalculation.
// Biome is (re)calculated when a stone/water node is either: detected
// below an air node, or, is at column top and might be underground
// or underwater and therefore might not be below air.
if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
// Biome is recalculated each time an upper surface is detected while
// working down a column. The selected biome then remains in effect for
// all nodes below until the next surface and biome recalculation.
// Biome is recalculated:
// 1. At the surface of stone below air or water.
// 2. At the surface of water below air.
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
@ -466,17 +469,21 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
}
air_above = false;
water_above = false;
} else if (c == c_water_source) {
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
biome->c_water_top : biome->c_water);
nplaced = 0; // Enable top/filler placement for next surface
air_above = false; // Biome is not recalculated underwater
air_above = false;
water_above = true;
} else if (c == CONTENT_AIR) {
nplaced = 0; // Enable top/filler placement for next surface
air_above = true; // Biome will be recalculated at next surface
air_above = true;
water_above = false;
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = (u16)-1; // Disable top/filler placement
air_above = false;
water_above = false;
}
vm->m_area.add_y(em, vi, -1);

@ -610,21 +610,24 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
// generated mapchunk or if not, a node of overgenerated base terrain.
content_t c_above = vm->m_data[vi + em.X].getContent();
bool air_above = c_above == CONTENT_AIR;
bool water_above = c_above == c_water_source;
// If there is air above enable top/filler placement, otherwise force nplaced to
// stone level by setting a number that will exceed any possible filler depth.
u16 nplaced = (air_above) ? 0 : (u16)-1;
// If there is air or water above enable top/filler placement, otherwise force
// nplaced to stone level by setting a number exceeding any possible filler depth.
u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[vi].getContent();
// Biome is only (re)calculated for each stone/water upper surface found
// below air while working downwards. The chosen biome then remains in
// effect for all nodes below until the next biome recalculation.
// Biome is (re)calculated when a stone/water node is either: detected
// below an air node, or, is at column top and might be underground
// or underwater and therefore might not be below air.
if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
// Biome is recalculated each time an upper surface is detected while
// working down a column. The selected biome then remains in effect for
// all nodes below until the next surface and biome recalculation.
// Biome is recalculated:
// 1. At the surface of stone below air or water.
// 2. At the surface of water below air.
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
@ -661,17 +664,21 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
}
air_above = false;
water_above = false;
} else if (c == c_water_source) {
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
biome->c_water_top : biome->c_water);
nplaced = 0; // Enable top/filler placement for next surface
air_above = false; // Biome is not recalculated underwater
air_above = false;
water_above = true;
} else if (c == CONTENT_AIR) {
nplaced = 0; // Enable top/filler placement for next surface
air_above = true; // Biome will be recalculated at next surface
air_above = true;
water_above = false;
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = (u16)-1; // Disable top/filler placement
air_above = false;
water_above = false;
}
vm->m_area.add_y(em, vi, -1);