diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index abea2f714..7c2a149fb 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -415,21 +415,24 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) // generated mapchunk or if not, a node of overgenerated base terrain. content_t c_above = vm->m_data[vi + em.X].getContent(); bool air_above = c_above == CONTENT_AIR; + bool water_above = c_above == c_water_source; - // If there is air above enable top/filler placement, otherwise force nplaced to - // stone level by setting a number that will exceed any possible filler depth. - u16 nplaced = (air_above) ? 0 : (u16)-1; + // If there is air or water above enable top/filler placement, otherwise force + // nplaced to stone level by setting a number exceeding any possible filler depth. + u16 nplaced = (air_above || water_above) ? 0 : (u16)-1; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[vi].getContent(); - // Biome is only (re)calculated for each stone/water upper surface found - // below air while working downwards. The chosen biome then remains in - // effect for all nodes below until the next biome recalculation. - // Biome is (re)calculated when a stone/water node is either: detected - // below an air node, or, is at column top and might be underground - // or underwater and therefore might not be below air. - if (c != CONTENT_AIR && (y == node_max.Y || air_above)) { + // Biome is recalculated each time an upper surface is detected while + // working down a column. The selected biome then remains in effect for + // all nodes below until the next surface and biome recalculation. + // Biome is recalculated: + // 1. At the surface of stone below air or water. + // 2. At the surface of water below air. + // 3. When stone or water is detected but biome has not yet been calculated. + if ((c == c_stone && (air_above || water_above || !biome)) || + (c == c_water_source && (air_above || !biome))) { biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); depth_top = biome->depth_top; base_filler = MYMAX(depth_top + biome->depth_filler @@ -466,17 +469,21 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) } air_above = false; + water_above = false; } else if (c == c_water_source) { vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ? biome->c_water_top : biome->c_water); nplaced = 0; // Enable top/filler placement for next surface - air_above = false; // Biome is not recalculated underwater + air_above = false; + water_above = true; } else if (c == CONTENT_AIR) { nplaced = 0; // Enable top/filler placement for next surface - air_above = true; // Biome will be recalculated at next surface + air_above = true; + water_above = false; } else { // Possible various nodes overgenerated from neighbouring mapchunks nplaced = (u16)-1; // Disable top/filler placement air_above = false; + water_above = false; } vm->m_area.add_y(em, vi, -1); diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 41e35cb00..be7212e0e 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -610,21 +610,24 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) // generated mapchunk or if not, a node of overgenerated base terrain. content_t c_above = vm->m_data[vi + em.X].getContent(); bool air_above = c_above == CONTENT_AIR; + bool water_above = c_above == c_water_source; - // If there is air above enable top/filler placement, otherwise force nplaced to - // stone level by setting a number that will exceed any possible filler depth. - u16 nplaced = (air_above) ? 0 : (u16)-1; + // If there is air or water above enable top/filler placement, otherwise force + // nplaced to stone level by setting a number exceeding any possible filler depth. + u16 nplaced = (air_above || water_above) ? 0 : (u16)-1; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[vi].getContent(); - // Biome is only (re)calculated for each stone/water upper surface found - // below air while working downwards. The chosen biome then remains in - // effect for all nodes below until the next biome recalculation. - // Biome is (re)calculated when a stone/water node is either: detected - // below an air node, or, is at column top and might be underground - // or underwater and therefore might not be below air. - if (c != CONTENT_AIR && (y == node_max.Y || air_above)) { + // Biome is recalculated each time an upper surface is detected while + // working down a column. The selected biome then remains in effect for + // all nodes below until the next surface and biome recalculation. + // Biome is recalculated: + // 1. At the surface of stone below air or water. + // 2. At the surface of water below air. + // 3. When stone or water is detected but biome has not yet been calculated. + if ((c == c_stone && (air_above || water_above || !biome)) || + (c == c_water_source && (air_above || !biome))) { biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); depth_top = biome->depth_top; base_filler = MYMAX(depth_top + biome->depth_filler @@ -661,17 +664,21 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) } air_above = false; + water_above = false; } else if (c == c_water_source) { vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ? biome->c_water_top : biome->c_water); nplaced = 0; // Enable top/filler placement for next surface - air_above = false; // Biome is not recalculated underwater + air_above = false; + water_above = true; } else if (c == CONTENT_AIR) { nplaced = 0; // Enable top/filler placement for next surface - air_above = true; // Biome will be recalculated at next surface + air_above = true; + water_above = false; } else { // Possible various nodes overgenerated from neighbouring mapchunks nplaced = (u16)-1; // Disable top/filler placement air_above = false; + water_above = false; } vm->m_area.add_y(em, vi, -1);