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Cavegen: Remove now unnecessary checks for water, lava, ice
Remove large cave checks for air Mgv5/mgv7:Add is_ground_content checks to 3d noise tunnels More large caves Shorten lines
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@ -262,11 +262,8 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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continue;
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u32 i = vm->m_area.index(p);
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// Don't replace air, water, lava, or ice
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
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c == c_water_source || c == c_lava_source || c == c_ice)
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if (!ndef->get(c).is_ground_content)
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continue;
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int full_ymin = node_min.Y - MAP_BLOCKSIZE;
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@ -551,9 +548,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
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vm->m_data[i] = airnode;
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}
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} else {
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// Don't replace air or water or lava or ignore
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if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
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c == c_water_source || c == c_lava_source)
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if (c == CONTENT_IGNORE || c == CONTENT_AIR)
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continue;
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vm->m_data[i] = airnode;
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@ -800,11 +795,8 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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continue;
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u32 i = vm->m_area.index(p);
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// Don't replace air, water, lava, or ice
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
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c == c_water_source || c == c_lava_source || c == c_ice)
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if (!ndef->get(c).is_ground_content)
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continue;
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int full_ymin = node_min.Y - MAP_BLOCKSIZE;
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@ -411,7 +411,8 @@ bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
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if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
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(y == node_max.Y || have_air)) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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dfiller = biome->depth_filler + noise_filler_depth->result[index];
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y0_top = biome->depth_top;
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@ -478,19 +479,20 @@ void MapgenV5::generateCaves(int max_stone_y)
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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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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR
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|| (y <= water_level
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&& c != biome->c_stone
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&& c != c_stone))
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continue;
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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 (d1*d2 > 0.125)
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if (d1*d2 > 0.125) {
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
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(y <= water_level &&
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c != biome->c_stone &&
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c != c_stone))
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continue;
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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}
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index2d -= ystride;
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}
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index2d += ystride;
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@ -500,7 +502,7 @@ void MapgenV5::generateCaves(int max_stone_y)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
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u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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@ -605,7 +605,8 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
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if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
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(y == node_max.Y || have_air)) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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dfiller = biome->depth_filler + noise_filler_depth->result[index];
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y0_top = biome->depth_top;
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@ -820,17 +821,22 @@ void MapgenV7::generateCaves(int max_stone_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;
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x++, i++, index++, index2d++) {
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || (y <= water_level &&
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c != biome->c_stone && c != c_stone))
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continue;
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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 (d1 * d2 > 0.3)
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if (d1 * d2 > 0.3) {
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Biome *biome = (Biome *)bmgr->
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getRaw(biomemap[index2d]);
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content ||
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c == CONTENT_AIR ||
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(y <= water_level &&
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c != biome->c_stone &&
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c != c_stone))
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continue;
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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}
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index2d -= ystride;
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}
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index2d += ystride;
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@ -838,7 +844,7 @@ void MapgenV7::generateCaves(int max_stone_y)
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}
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
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u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV7 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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