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Mgv5/mgv7: Trigger biome recalculation at underwater surfaces
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@ -415,21 +415,24 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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bool water_above = c_above == c_water_source;
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// If there is air above enable top/filler placement, otherwise force nplaced to
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// stone level by setting a number that will exceed any possible filler depth.
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u16 nplaced = (air_above) ? 0 : (u16)-1;
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// If there is air or water above enable top/filler placement, otherwise force
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// nplaced to stone level by setting a number exceeding any possible filler depth.
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u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
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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[vi].getContent();
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// Biome is only (re)calculated for each stone/water upper surface found
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// below air while working downwards. The chosen biome then remains in
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// effect for all nodes below until the next biome recalculation.
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// Biome is (re)calculated when a stone/water node is either: detected
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// below an air node, or, is at column top and might be underground
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// or underwater and therefore might not be below air.
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if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
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// Biome is recalculated each time an upper surface is detected while
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// working down a column. The selected biome then remains in effect for
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// all nodes below until the next surface and biome recalculation.
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// Biome is recalculated:
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// 1. At the surface of stone below air or water.
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// 2. At the surface of water below air.
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// 3. When stone or water is detected but biome has not yet been calculated.
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if ((c == c_stone && (air_above || water_above || !biome)) ||
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(c == c_water_source && (air_above || !biome))) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top + biome->depth_filler
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@ -466,17 +469,21 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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}
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air_above = false;
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water_above = false;
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} else if (c == c_water_source) {
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
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biome->c_water_top : biome->c_water);
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = false; // Biome is not recalculated underwater
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air_above = false;
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water_above = true;
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} else if (c == CONTENT_AIR) {
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = true; // Biome will be recalculated at next surface
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air_above = true;
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water_above = false;
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} else { // Possible various nodes overgenerated from neighbouring mapchunks
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nplaced = (u16)-1; // Disable top/filler placement
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air_above = false;
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water_above = false;
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}
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vm->m_area.add_y(em, vi, -1);
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@ -610,21 +610,24 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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bool water_above = c_above == c_water_source;
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// If there is air above enable top/filler placement, otherwise force nplaced to
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// stone level by setting a number that will exceed any possible filler depth.
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u16 nplaced = (air_above) ? 0 : (u16)-1;
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// If there is air or water above enable top/filler placement, otherwise force
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// nplaced to stone level by setting a number exceeding any possible filler depth.
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u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
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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[vi].getContent();
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// Biome is only (re)calculated for each stone/water upper surface found
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// below air while working downwards. The chosen biome then remains in
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// effect for all nodes below until the next biome recalculation.
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// Biome is (re)calculated when a stone/water node is either: detected
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// below an air node, or, is at column top and might be underground
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// or underwater and therefore might not be below air.
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if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
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// Biome is recalculated each time an upper surface is detected while
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// working down a column. The selected biome then remains in effect for
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// all nodes below until the next surface and biome recalculation.
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// Biome is recalculated:
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// 1. At the surface of stone below air or water.
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// 2. At the surface of water below air.
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// 3. When stone or water is detected but biome has not yet been calculated.
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if ((c == c_stone && (air_above || water_above || !biome)) ||
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(c == c_water_source && (air_above || !biome))) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top + biome->depth_filler
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@ -661,17 +664,21 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
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}
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air_above = false;
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water_above = false;
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} else if (c == c_water_source) {
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
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biome->c_water_top : biome->c_water);
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = false; // Biome is not recalculated underwater
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air_above = false;
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water_above = true;
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} else if (c == CONTENT_AIR) {
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = true; // Biome will be recalculated at next surface
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air_above = true;
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water_above = false;
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} else { // Possible various nodes overgenerated from neighbouring mapchunks
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nplaced = (u16)-1; // Disable top/filler placement
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air_above = false;
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water_above = false;
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}
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vm->m_area.add_y(em, vi, -1);
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