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Prevent spawning in rivers with valleys mapgen. Remove unecessary whitespace.
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@ -603,9 +603,23 @@ float MapgenValleys::humidityByTerrain(
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}
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}
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inline int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
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int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
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{
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{
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// Base terrain calculation
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// ***********************************************
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// This method (deliberately) does not return correct
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// terrain values. This may be a problem in the future.
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// ***********************************************
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// Since MT doesn't normally deal with rivers, check
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// to make sure this isn't a request for a location
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// in a river.
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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// If it's wet, return an unusable number.
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if (fabs(rivers) < river_size)
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return MAX_MAP_GENERATION_LIMIT;
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// Otherwise, return the real result.
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return terrainLevelAtPoint(p.X, p.Y);
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return terrainLevelAtPoint(p.X, p.Y);
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}
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}
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@ -100,7 +100,7 @@ public:
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~MapgenValleys();
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~MapgenValleys();
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virtual void makeChunk(BlockMakeData *data);
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virtual void makeChunk(BlockMakeData *data);
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inline int getGroundLevelAtPoint(v2s16 p);
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int getGroundLevelAtPoint(v2s16 p);
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private:
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private:
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EmergeManager *m_emerge;
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EmergeManager *m_emerge;
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