forked from Mirrorlandia_minetest/minetest
Cavegen: Rename CaveV6 to CavesV6
- Add comment explaining why it exists - Remove unused 'flooded' variable - Rename shadowed variable - Fix some code style
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@ -277,10 +277,12 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
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}
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///////////////////////////////////////// Caves V6
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////
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//// CavesV6
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////
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CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave)
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CavesV6::CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2,
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bool is_large_cave)
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{
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this->mg = mg;
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this->vm = mg->vm;
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@ -295,7 +297,6 @@ CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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dswitchint = ps->range(1, 14);
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flooded = true;
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if (large_cave) {
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part_max_length_rs = ps->range(2, 4);
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@ -311,7 +312,7 @@ CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_
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}
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void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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void CavesV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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{
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node_min = nmin;
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node_max = nmax;
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@ -339,12 +340,12 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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if (large_cave) {
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s16 min = 0;
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s16 minpos = 0;
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if (node_min.Y < water_level && node_max.Y > water_level) {
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min = water_level - max_tunnel_diameter/3 - of.Y;
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minpos = water_level - max_tunnel_diameter / 3 - of.Y;
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route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
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}
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route_y_min = ps->range(min, min + max_tunnel_diameter);
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route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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@ -379,7 +380,7 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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}
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void CaveV6::makeTunnel(bool dirswitch)
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void CavesV6::makeTunnel(bool dirswitch)
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{
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if (dirswitch && !large_cave) {
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main_direction = v3f(
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@ -496,7 +497,8 @@ void CaveV6::makeTunnel(bool dirswitch)
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}
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void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground)
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void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
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bool tunnel_above_ground)
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{
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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@ -547,11 +549,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
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int full_ymin = node_min.Y - MAP_BLOCKSIZE;
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int full_ymax = node_max.Y + MAP_BLOCKSIZE;
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if (flooded && full_ymin < water_level &&
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full_ymax > water_level) {
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if (full_ymin < water_level && full_ymax > water_level) {
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vm->m_data[i] = (p.Y <= water_level) ?
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waternode : airnode;
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} else if (flooded && full_ymax < water_level) {
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} else if (full_ymax < water_level) {
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vm->m_data[i] = (p.Y < startp.Y - 2) ?
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lavanode : airnode;
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} else {
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@ -72,7 +72,20 @@ public:
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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class CaveV6 {
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/*
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CavesV6 is the original version of caves used with Mapgen V6.
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Though it uses the same fundamental algorithm as CavesRandomWalk, it is made
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separate to preserve the exact sequence of PseudoRandom calls - any change
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to this ordering results in the output being radically different.
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Because caves in Mapgen V6 are responsible for a large portion of the basic
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terrain shape, modifying this will break our contract of reverse
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compatibility for a 'stable' mapgen such as V6.
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tl;dr,
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*** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
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*/
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class CavesV6 {
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public:
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MapgenV6 *mg;
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MMVManip *vm;
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@ -86,7 +99,6 @@ public:
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bool large_cave;
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bool large_cave_is_flat;
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bool flooded;
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s16 max_stone_y;
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v3s16 node_min;
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@ -109,8 +121,7 @@ public:
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int water_level;
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CaveV6() {}
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CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
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CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
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@ -1067,7 +1067,7 @@ void MapgenV6::generateCaves(int max_stone_y)
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for (u32 i = 0; i < caves_count + bruises_count; i++) {
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bool large_cave = (i >= caves_count);
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CaveV6 cave(this, &ps, &ps2, large_cave);
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CavesV6 cave(this, &ps, &ps2, large_cave);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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