forked from Mirrorlandia_minetest/minetest
Mgvalleys: Don't let cavegen place biome nodes everywhere
Fix use of 'air_above' bool so that biome nodes are only placed in tunnel floors Minor code improvements 'Continue' when massive cave air is placed
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@ -921,14 +921,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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}
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}
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u32 index_2d = 0;
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u32 index_2d = 0;
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u32 index_3d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
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bool air_above = false;
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bool tunnel_air_above = false;
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bool underground = false;
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bool underground = false;
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u32 index_data = vm->m_area.index(x, node_max.Y, z);
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u32 index_data = vm->m_area.index(x, node_max.Y, z);
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index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
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u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
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// Dig caves on down loop to check for air above.
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// Dig caves on down loop to check for air above.
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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@ -942,12 +941,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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float terrain = noise_terrain_height->result[index_2d];
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float terrain = noise_terrain_height->result[index_2d];
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// Saves some time.
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// Saves some time.
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if (y > terrain + 10) {
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if (y > terrain + 10)
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air_above = true;
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continue;
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continue;
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} else if (y < terrain - 40) {
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else if (y < terrain - 40)
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underground = true;
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underground = true;
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}
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// Dig massive caves.
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// Dig massive caves.
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if (node_max.Y <= massive_cave_depth
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if (node_max.Y <= massive_cave_depth
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@ -955,6 +952,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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> tcave_cache[y - node_min.Y + 1]) {
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> tcave_cache[y - node_min.Y + 1]) {
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vm->m_data[index_data] = n_air;
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vm->m_data[index_data] = n_air;
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made_a_big_one = true;
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made_a_big_one = true;
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continue;
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}
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}
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content_t c = vm->m_data[index_data].getContent();
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content_t c = vm->m_data[index_data].getContent();
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@ -963,23 +961,22 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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// River water is not set as ground content
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// River water is not set as ground content
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// in the default game. This can produce strange results
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// in the default game. This can produce strange results
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// when a cave undercuts a river. However, that's not for
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// when a tunnel undercuts a river. However, that's not for
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// the mapgen to correct. Fix it in lua.
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// the mapgen to correct. Fix it in lua.
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if (c == CONTENT_AIR) {
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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air_above = true;
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// in a tunnel
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} else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// in a cave
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vm->m_data[index_data] = n_air;
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vm->m_data[index_data] = n_air;
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air_above = true;
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tunnel_air_above = true;
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} else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
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} else if (c == biome->c_filler || c == biome->c_stone) {
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// at the cave floor
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if (tunnel_air_above) {
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s16 sr = ps.range(0,39);
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// at the tunnel floor
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s16 sr = ps.range(0, 39);
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u32 j = index_data;
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u32 j = index_data;
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vm->m_area.add_y(em, j, 1);
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vm->m_area.add_y(em, j, 1);
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if (sr > terrain - y) {
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if (sr > terrain - y) {
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// Put dirt in caves near the surface.
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// Put dirt in tunnels near the surface.
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if (underground)
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if (underground)
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vm->m_data[index_data] = MapNode(biome->c_filler);
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vm->m_data[index_data] = MapNode(biome->c_filler);
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else
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else
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@ -998,19 +995,17 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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&& sr >= 0 && sr < water_chance)
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&& sr >= 0 && sr < water_chance)
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vm->m_data[j] = n_water;
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vm->m_data[j] = n_water;
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}
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}
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}
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air_above = false;
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tunnel_air_above = false;
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underground = true;
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} else if (c == biome->c_filler || c == biome->c_stone) {
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air_above = false;
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underground = true;
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underground = true;
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} else {
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} else {
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air_above = false;
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tunnel_air_above = false;
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}
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}
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}
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}
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}
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}
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if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
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if (node_max.Y <= large_cave_depth && !made_a_big_one) {
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u32 bruises_count = ps.range(0, 2);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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CaveV5 cave(this, &ps);
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