forked from Mirrorlandia_minetest/minetest
7233a1228e
The cause of a single light source seemingly being lit without spread was due to its creation in the +Y mapblock boundary layer during map generation, which was ignored as the overtop. This overtop explicitly needs to be omitted during sunlight propagation, however. To accomplish this, Mapgen::calcLighting() was split into separate functions taking separate parameters. Additionally, do not diminish light too early during spread. This fixes the output inconsistency between Map::updateLighting and Mapgen::calcLighting.
545 lines
16 KiB
C++
545 lines
16 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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#include "profiler.h"
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#include "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "treegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_v5.h"
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#include "util/directiontables.h"
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FlagDesc flagdesc_mapgen_v5[] = {
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{"blobs", MGV5_BLOBS},
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{NULL, 0}
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};
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MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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// amount of elements to skip for the next index
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// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
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this->spflags = sp->spflags;
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// Terrain noise
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
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noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
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// 3D terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
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noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
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// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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c_stone = ndef->getId("mapgen_stone");
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c_dirt = ndef->getId("mapgen_dirt");
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c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
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c_sand = ndef->getId("mapgen_sand");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_gravel = ndef->getId("mapgen_gravel");
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c_cobble = ndef->getId("mapgen_cobble");
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c_ice = ndef->getId("default:ice");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandbrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_sandbrick == CONTENT_IGNORE)
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c_sandbrick = c_desert_stone;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_stair_sandstone == CONTENT_IGNORE)
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c_stair_sandstone = c_sandbrick;
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}
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MapgenV5::~MapgenV5()
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{
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delete noise_filler_depth;
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delete noise_factor;
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delete noise_height;
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delete noise_cave1;
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delete noise_cave2;
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delete noise_ground;
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delete noise_crumble;
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delete noise_wetness;
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delete noise_heat;
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delete noise_humidity;
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delete[] heightmap;
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delete[] biomemap;
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}
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MapgenV5Params::MapgenV5Params()
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{
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spflags = MGV5_BLOBS;
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np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
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np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
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np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
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np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
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np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
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np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
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np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
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np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
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}
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// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
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// Scaling the output of the noise function affects the overdrive of the
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// contour function, which affects the shape of the output considerably.
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//#define CAVE_NOISE_SCALE 12.0 < original default
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//#define CAVE_NOISE_SCALE 10.0
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//#define CAVE_NOISE_SCALE 7.5
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//#define CAVE_NOISE_SCALE 5.0
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//#define CAVE_NOISE_SCALE 1.0
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//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
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//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
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void MapgenV5Params::readParams(Settings *settings)
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{
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settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
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settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv5_np_factor", np_factor);
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settings->getNoiseParams("mgv5_np_height", np_height);
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settings->getNoiseParams("mgv5_np_cave1", np_cave1);
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settings->getNoiseParams("mgv5_np_cave2", np_cave2);
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settings->getNoiseParams("mgv5_np_ground", np_ground);
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settings->getNoiseParams("mgv5_np_crumble", np_crumble);
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settings->getNoiseParams("mgv5_np_wetness", np_wetness);
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}
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void MapgenV5Params::writeParams(Settings *settings)
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{
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settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
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settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv5_np_factor", np_factor);
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settings->setNoiseParams("mgv5_np_height", np_height);
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settings->setNoiseParams("mgv5_np_cave1", np_cave1);
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settings->setNoiseParams("mgv5_np_cave2", np_cave2);
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settings->setNoiseParams("mgv5_np_ground", np_ground);
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settings->setNoiseParams("mgv5_np_crumble", np_crumble);
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settings->setNoiseParams("mgv5_np_wetness", np_wetness);
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}
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int MapgenV5::getGroundLevelAtPoint(v2s16 p)
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{
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if(f < 0.01)
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f = 0.01;
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else if(f >= 1.0)
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f *= 1.6;
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float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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s16 search_top = water_level + 15;
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s16 search_base = water_level;
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// Use these 2 lines instead for a slower search returning highest ground level
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//s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
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//s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
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s16 level = -31000;
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for (s16 y = search_top; y >= search_base; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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if(n_ground * f > y - h) {
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if(y >= search_top - 7)
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break;
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else
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level = y;
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break;
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}
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}
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//printf("getGroundLevelAtPoint: %dus\n", t.stop());
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return level;
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}
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void MapgenV5::makeChunk(BlockMakeData *data)
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{
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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generating = true;
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vm = data->vmanip;
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ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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// Create a block-specific seed
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blockseed = getBlockSeed2(full_node_min, seed);
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// Make some noise
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calculateNoise();
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// Generate base terrain
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s16 stone_surface_max_y = generateBaseTerrain();
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updateHeightmap(node_min, node_max);
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// Generate underground dirt, sand, gravel and lava blobs
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if (spflags & MGV5_BLOBS) {
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generateBlobs();
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}
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// Calculate biomes
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bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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noise_humidity->result, heightmap, biomemap);
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// Actually place the biome-specific nodes
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generateBiomes();
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// Generate dungeons and desert temples
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonGen dgen(this, NULL);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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// Generate the registered decorations
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
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this->generating = false;
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}
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void MapgenV5::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y - 1;
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int z = node_min.Z;
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noise_filler_depth->perlinMap2D(x, z);
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noise_factor->perlinMap2D(x, z);
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noise_height->perlinMap2D(x, z);
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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noise_ground->perlinMap3D(x, y, z);
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if (spflags & MGV5_BLOBS) {
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noise_crumble->perlinMap3D(x, y, z);
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noise_wetness->perlinMap3D(x, y, z);
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}
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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//printf("calculateNoise: %dus\n", t.stop());
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}
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//bool is_cave(u32 index) {
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// double d1 = contour(noise_cave1->result[index]);
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// double d2 = contour(noise_cave2->result[index]);
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// return d1*d2 > CAVE_NOISE_THRESHOLD;
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//}
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//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
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// double f = 0.55 + noise_factor->result[index2d];
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// if(f < 0.01)
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// f = 0.01;
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// else if(f >= 1.0)
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// f *= 1.6;
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// double h = WATER_LEVEL + 10 * noise_height->result[index2d];
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// return (noise_ground->result[index] * f > (double)p.Y - h);
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//}
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// Make base ground level
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int MapgenV5::generateBaseTerrain()
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{
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u32 index = 0;
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u32 index2d = 0;
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int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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for(s16 z=node_min.Z; z<=node_max.Z; z++) {
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for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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if(vm->m_data[i].getContent() != CONTENT_IGNORE)
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continue;
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float f = 0.55 + noise_factor->result[index2d];
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if(f < 0.01)
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f = 0.01;
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else if(f >= 1.0)
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f *= 1.6;
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float h = water_level + noise_height->result[index2d];
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if(noise_ground->result[index] * f < y - h) {
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if(y <= water_level)
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vm->m_data[i] = MapNode(c_water_source);
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else
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vm->m_data[i] = MapNode(CONTENT_AIR);
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} else if(d1*d2 > 0.2) {
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vm->m_data[i] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[i] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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}
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}
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index2d = index2d - ystride;
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}
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index2d = index2d + ystride;
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}
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return stone_surface_max_y;
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}
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// Add mud and sand and others underground (in place of stone)
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void MapgenV5::generateBlobs()
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{
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u32 index = 0;
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for(s16 z=node_min.Z; z<=node_max.Z; z++) {
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for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
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content_t c = vm->m_data[i].getContent();
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if(c != c_stone)
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continue;
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if(noise_crumble->result[index] > 1.3) {
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if(noise_wetness->result[index] > 0.0)
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vm->m_data[i] = MapNode(c_dirt);
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else
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vm->m_data[i] = MapNode(c_sand);
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} else if(noise_crumble->result[index] > 0.7) {
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if(noise_wetness->result[index] < -0.6)
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vm->m_data[i] = MapNode(c_gravel);
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} else if(noise_crumble->result[index] < -3.5 +
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MYMIN(0.1 *
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sqrt((float)MYMAX(0, -y)), 1.5)) {
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vm->m_data[i] = MapNode(c_lava_source);
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}
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}
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}
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}
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}
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void MapgenV5::generateBiomes()
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{
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if (node_max.Y < water_level)
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return;
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
Biome *biome = (Biome *)bmgr->get(biomemap[index]);
|
|
s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
|
|
s16 y0_top = biome->depth_top;
|
|
s16 y0_filler = biome->depth_top + dfiller;
|
|
s16 shore_max = water_level + biome->height_shore;
|
|
s16 depth_water_top = biome->depth_water_top;
|
|
|
|
s16 nplaced = 0;
|
|
u32 i = vm->m_area.index(x, node_max.Y, z);
|
|
|
|
content_t c_above = vm->m_data[i + em.X].getContent();
|
|
bool have_air = c_above == CONTENT_AIR;
|
|
|
|
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[i].getContent();
|
|
bool is_replaceable_content =
|
|
c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
|
|
c == c_sand || c == c_lava_source || c == c_gravel;
|
|
|
|
if (is_replaceable_content && have_air) {
|
|
content_t c_below = vm->m_data[i - em.X].getContent();
|
|
|
|
if (c_below != CONTENT_AIR) {
|
|
if (nplaced < y0_top) {
|
|
if(y < water_level)
|
|
vm->m_data[i] = MapNode(biome->c_underwater);
|
|
else if(y <= shore_max)
|
|
vm->m_data[i] = MapNode(biome->c_shore_top);
|
|
else
|
|
vm->m_data[i] = MapNode(biome->c_top);
|
|
nplaced++;
|
|
} else if (nplaced < y0_filler && nplaced >= y0_top) {
|
|
if(y < water_level)
|
|
vm->m_data[i] = MapNode(biome->c_underwater);
|
|
else if(y <= shore_max)
|
|
vm->m_data[i] = MapNode(biome->c_shore_filler);
|
|
else
|
|
vm->m_data[i] = MapNode(biome->c_filler);
|
|
nplaced++;
|
|
} else if (c == c_stone) {
|
|
have_air = false;
|
|
nplaced = 0;
|
|
vm->m_data[i] = MapNode(biome->c_stone);
|
|
} else {
|
|
have_air = false;
|
|
nplaced = 0;
|
|
}
|
|
} else if (c == c_stone) {
|
|
have_air = false;
|
|
nplaced = 0;
|
|
vm->m_data[i] = MapNode(biome->c_stone);
|
|
}
|
|
} else if (c == c_stone) {
|
|
have_air = false;
|
|
nplaced = 0;
|
|
vm->m_data[i] = MapNode(biome->c_stone);
|
|
} else if (c == c_water_source) {
|
|
have_air = true;
|
|
nplaced = 0;
|
|
if(y > water_level - depth_water_top)
|
|
vm->m_data[i] = MapNode(biome->c_water_top);
|
|
else
|
|
vm->m_data[i] = MapNode(biome->c_water);
|
|
} else if (c == CONTENT_AIR) {
|
|
have_air = true;
|
|
nplaced = 0;
|
|
}
|
|
|
|
vm->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void MapgenV5::dustTopNodes()
|
|
{
|
|
v3s16 em = vm->m_area.getExtent();
|
|
u32 index = 0;
|
|
|
|
if (water_level > node_max.Y)
|
|
return;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
Biome *biome = (Biome *)bmgr->get(biomemap[index]);
|
|
|
|
if (biome->c_dust == CONTENT_IGNORE)
|
|
continue;
|
|
|
|
s16 y = node_max.Y + 1;
|
|
u32 vi = vm->m_area.index(x, y, z);
|
|
for (; y >= node_min.Y; y--) {
|
|
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
|
break;
|
|
|
|
vm->m_area.add_y(em, vi, -1);
|
|
}
|
|
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
|
|
&& c != biome->c_dust) {
|
|
if (y == node_max.Y + 1)
|
|
continue;
|
|
|
|
vm->m_area.add_y(em, vi, 1);
|
|
vm->m_data[vi] = MapNode(biome->c_dust);
|
|
}
|
|
}
|
|
}
|
|
|