Mgv7/flat/fractal: Place biome top node on tunnel entrance floor

This commit is contained in:
paramat 2016-01-11 05:46:41 +00:00
parent 8fc8cb819b
commit b4cbcaea26
3 changed files with 88 additions and 31 deletions

@ -551,20 +551,39 @@ void MapgenFlat::dustTopNodes()
void MapgenFlat::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
u32 index = 0;
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.3f) {
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
}
}

@ -674,20 +674,39 @@ void MapgenFractal::dustTopNodes()
void MapgenFractal::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
u32 index = 0;
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.3f) {
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
}
}

@ -863,20 +863,39 @@ void MapgenV7::addTopNodes()
void MapgenV7::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
u32 index = 0;
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.3f) {
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
vm->m_data[i] = MapNode(CONTENT_AIR);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
}
}