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Improve caves more
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parent
bee1adc651
commit
5196e309b8
166
src/mapgen.cpp
166
src/mapgen.cpp
@ -1472,43 +1472,36 @@ void make_block(BlockMakeData *data)
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/*
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Make caves (this code is relatively horrible)
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*/
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double cave_amount = noise2d_perlin(
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double cave_amount = 6.0 + 6.0 * noise2d_perlin(
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0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
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data->seed+34329, 3, 0.50);
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cave_amount = MYMAX(0.0, 4.0*cave_amount+2.0);
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u32 caves_count = cave_amount * volume_nodes / 100000;
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u32 bruises_count = cave_amount * volume_nodes / 400000;
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bruises_count *= MYMAX(1, -node_max.Y/100);
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if(stone_surface_max_y < WATER_LEVEL - 20)
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bruises_count = 0;
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cave_amount = MYMAX(0.0, cave_amount);
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u32 caves_count = cave_amount * volume_nodes / 50000;
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u32 bruises_count = 1;
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PseudoRandom ps(blockseed+21343);
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if(ps.range(1, 4) == 1)
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bruises_count = ps.range(0, ps.range(0, 2));
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for(u32 jj=0; jj<caves_count+bruises_count; jj++)
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{
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bool large_cave = (jj >= caves_count);
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s16 min_tunnel_diameter = 2;
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s16 max_tunnel_diameter = myrand_range(3,5);
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u16 tunnel_routepoints = myrand_range(5,25);
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int dswitchint = myrand_range(1,14);
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int part_max_length_rs = myrand_range(2,11);
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s16 max_tunnel_diameter = ps.range(2,5);
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int dswitchint = ps.range(1,14);
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u16 tunnel_routepoints = 0;
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int part_max_length_rs = 0;
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if(large_cave){
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part_max_length_rs = ps.range(2,4);
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tunnel_routepoints = ps.range(5, ps.range(15,30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps.range(7, ps.range(8,24));
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} else {
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part_max_length_rs = ps.range(2,9);
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tunnel_routepoints = ps.range(10, ps.range(15,30));
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}
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bool large_cave_is_flat = (ps.range(0,1) == 0);
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v3f main_direction(0,0,0);
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bool bruise_surface = (jj > caves_count);
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if(bruise_surface)
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{
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min_tunnel_diameter = 5;
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max_tunnel_diameter = myrand_range(10, myrand_range(20,40));
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/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
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max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
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/*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
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data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
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tunnel_routepoints = 5;
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}
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else
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{
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}
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// Allowed route area size in nodes
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v3s16 ar = central_area_size;
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@ -1528,13 +1521,13 @@ void make_block(BlockMakeData *data)
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s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
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/*// If caves, don't go through surface too often
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if(bruise_surface == false)
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route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
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if(large_cave == false)
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route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
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// Limit maximum to area
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route_y_max = rangelim(route_y_max, 0, ar.Y-1);
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if(bruise_surface)
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if(large_cave)
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{
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/*// Minimum is at y=0
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route_y_min = -of.Y - 0;*/
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@ -1543,7 +1536,12 @@ void make_block(BlockMakeData *data)
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//s16 min = -of.Y + max_tunnel_diameter/4;
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//s16 min = -of.Y + 0;
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s16 min = 0;
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route_y_min = myrand_range(min, min + max_tunnel_diameter);
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if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
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{
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min = 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 = rangelim(route_y_min, 0, route_y_max);
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}
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@ -1556,7 +1554,7 @@ void make_block(BlockMakeData *data)
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// Start every 4th cave from surface when applicable
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/*bool coming_from_surface = false;
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if(node_min.Y <= 0 && node_max.Y >= 0){
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coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
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coming_from_surface = (jj % 4 == 0 && large_cave == false);
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if(coming_from_surface)
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route_start_y_min = -of.Y + stone_surface_max_y + 10;
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}*/
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@ -1566,9 +1564,9 @@ void make_block(BlockMakeData *data)
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// Randomize starting position
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v3f orp(
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(float)(myrand()%ar.X)+0.5,
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(float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
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(float)(myrand()%ar.Z)+0.5
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(float)(ps.next()%ar.X)+0.5,
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(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
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(float)(ps.next()%ar.Z)+0.5
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);
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v3s16 startp(orp.X, orp.Y, orp.Z);
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@ -1584,50 +1582,58 @@ void make_block(BlockMakeData *data)
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for(u16 j=0; j<tunnel_routepoints; j++)
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{
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if(j%dswitchint==0 && bruise_surface == false)
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if(j%dswitchint==0 && large_cave == false)
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{
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main_direction = v3f(
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((float)(myrand()%20)-(float)10)/10,
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((float)(myrand()%20)-(float)10)/30,
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((float)(myrand()%20)-(float)10)/10
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((float)(ps.next()%20)-(float)10)/10,
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((float)(ps.next()%20)-(float)10)/30,
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((float)(ps.next()%20)-(float)10)/10
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);
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main_direction *= (float)myrand_range(0, 10)/10;
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main_direction *= (float)ps.range(0, 10)/10;
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}
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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s16 rs = myrand_range(min_d, max_d);
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s16 rs = ps.range(min_d, max_d);
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v3s16 maxlen;
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if(bruise_surface)
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if(large_cave)
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{
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maxlen = v3s16(rs*part_max_length_rs,rs*part_max_length_rs/3,rs*part_max_length_rs);
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maxlen = v3s16(
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rs*part_max_length_rs,
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rs*part_max_length_rs/2,
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rs*part_max_length_rs
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);
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}
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else
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{
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maxlen = v3s16(rs*part_max_length_rs, myrand_range(1, rs*part_max_length_rs), rs*part_max_length_rs);
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maxlen = v3s16(
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rs*part_max_length_rs,
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ps.range(1, rs*part_max_length_rs),
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rs*part_max_length_rs
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);
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}
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v3f vec;
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vec = v3f(
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(float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y/2,
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(float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
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(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
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(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
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);
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// Jump downward sometimes
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if(!bruise_surface && myrand_range(0,12) == 0)
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if(!large_cave && ps.range(0,12) == 0)
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{
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vec = v3f(
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(float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
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(float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
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(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
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(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
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);
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}
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/*if(bruise_surface){
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/*if(large_cave){
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v3f p = orp + vec;
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s16 h = find_ground_level_clever(vmanip,
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v2s16(p.X, p.Z), ndef);
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@ -1655,48 +1661,42 @@ void make_block(BlockMakeData *data)
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for(float f=0; f<1.0; f+=1.0/vec.getLength())
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{
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v3f fp = orp + vec * f;
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fp.X += 0.1*myrand_range(-10,10);
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fp.Z += 0.1*myrand_range(-10,10);
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fp.X += 0.1*ps.range(-10,10);
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fp.Z += 0.1*ps.range(-10,10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d1 = d0 + rs - 1;
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s16 d0 = -rs/2 + ps.range(-1,1);
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s16 d1 = d0 + rs + ps.range(-1,1);
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for(s16 z0=d0; z0<=d1; z0++)
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{
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s16 si = rs - MYMAX(0, abs(z0)-rs/7);
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//s16 si = rs - MYMAX(0, abs(z0)-rs/7);
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for(s16 x0=-si; x0<=si-1; x0++)
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s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
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for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
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{
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
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s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
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//s16 si2 = rs - abs(x0);
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for(s16 y0=-si2; y0<=si2-1; y0++)
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s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
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for(s16 y0=-si2; y0<=si2; y0++)
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{
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// Make better floors in small caves
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if(y0 < -rs + 1 && si<=7)
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continue;
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bool is_bottomish = (y0 <= -si2 + 1);
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/*// Make better floors in small caves
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if(y0 <= -rs/2 && rs<=7)
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continue;*/
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if(large_cave_is_flat){
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// Make large caves not so tall
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if(rs > 7 && abs(y0) >= rs/3)
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continue;
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}
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s16 z = cp.Z + z0;
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s16 y = cp.Y + y0;
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s16 x = cp.X + x0;
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v3s16 p(x,y,z);
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/*if(isInArea(p, ar) == false)
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continue;*/
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// Check only height
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if(y < 0 || y >= ar.Y)
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continue;
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p += of;
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if(vmanip.m_area.contains(p) == false)
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continue;
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// Just set it to air, it will be changed to
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// water afterwards
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u32 i = vmanip.m_area.index(p);
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if(bruise_surface)
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if(large_cave)
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{
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if(full_node_min.Y < WATER_LEVEL &&
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full_node_max.Y > WATER_LEVEL){
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@ -1705,9 +1705,7 @@ void make_block(BlockMakeData *data)
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else
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vmanip.m_data[i] = airnode;
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} else if(full_node_max.Y < WATER_LEVEL){
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if(is_bottomish)
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vmanip.m_data[i] = MapNode(c_stone);
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else if(p.Y < startp.Y - 2)
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if(p.Y < startp.Y - 2)
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vmanip.m_data[i] = lavanode;
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else
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vmanip.m_data[i] = airnode;
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@ -1720,11 +1718,9 @@ void make_block(BlockMakeData *data)
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vmanip.m_data[i].getContent() == c_water_source ||
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vmanip.m_data[i].getContent() == c_lava_source)
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continue;
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vmanip.m_data[i] = airnode;
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}
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if(bruise_surface == false)
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{
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// Set tunnel flag
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vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
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}
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@ -1885,6 +1881,9 @@ void make_block(BlockMakeData *data)
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u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
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s16 y=node_max.Y;
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while(y >= node_min.Y)
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{
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for(;; y--)
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{
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MapNode *n = NULL;
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@ -2013,6 +2012,7 @@ void make_block(BlockMakeData *data)
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break;
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}
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}
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}
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}
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}
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