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Mgv6: Add heightmap. Do not make large caves that are entirely above ground
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@ -173,6 +173,36 @@ void CaveV6::makeTunnel(bool dirswitch) {
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);
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}
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// Do not make large caves that are entirely above ground.
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// It is only necessary to check the startpoint and endpoint.
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if (large_cave) {
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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s16 h1;
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s16 h2;
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v3s16 p1 = orpi + veci + of + rs / 2;
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if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
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p1.X >= node_min.X && p1.X <= node_max.X) {
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u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
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h1 = mg->heightmap[index1];
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} else {
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h1 = water_level; // If not in heightmap
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}
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v3s16 p2 = orpi + of + rs / 2;
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if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
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p2.X >= node_min.X && p2.X <= node_max.X) {
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u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
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h2 = mg->heightmap[index2];
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} else {
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h2 = water_level;
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}
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if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
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return;
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}
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vec += main_direction;
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v3f rp = orp + vec;
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@ -55,6 +55,8 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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this->m_emerge = emerge;
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this->ystride = csize.X; //////fix this
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this->heightmap = new s16[csize.X * csize.Z];
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MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
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this->spflags = sp->spflags;
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this->freq_desert = sp->freq_desert;
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@ -498,6 +500,9 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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}
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// Create heightmap after mudflow
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updateHeightmap(node_min, node_max);
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// Add dungeons
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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