Cavegen: Place correct biome surface in tunnel entrances

Previously in tunnel entrance floors only a single biome 'top' node was
placed and 'filler' nodes were missing.

Place 'top' and 'filler' nodes in tunnel entrance floors with depths
defined by the biome.
In tunnel entrances under rivers 'riverbed' nodes are placed to the
biome-defined depth.
This commit is contained in:
paramat 2017-02-15 00:14:11 +00:00
parent 3955f51253
commit 9aabfd5188

@ -74,19 +74,23 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z); noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
v3s16 em = vm->m_area.getExtent(); v3s16 em = vm->m_area.getExtent();
u32 index2d = 0; u32 index2d = 0; // Biomemap index
for (s16 z = nmin.Z; z <= nmax.Z; z++) for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) { for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground bool column_is_open = false; // Is column open to overground
bool is_under_river = false; // Is column under river water bool is_under_river = false; // Is column under river water
bool is_tunnel = false; // Is tunnel or tunnel floor bool is_under_tunnel = false; // Is tunnel or is under tunnel
// Indexes at column top
u32 vi = vm->m_area.index(x, nmax.Y, z); u32 vi = vm->m_area.index(x, nmax.Y, z);
u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride + u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
(x - nmin.X); (x - nmin.X); // 3D noise index
// Biome of column // Biome of column
Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]); Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
u16 depth_top = biome->depth_top;
u16 base_filler = depth_top + biome->depth_filler;
u16 depth_riverbed = biome->depth_riverbed;
u16 nplaced = 0;
// Don't excavate the overgenerated stone at nmax.Y + 1, // Don't excavate the overgenerated stone at nmax.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in // this creates a 'roof' over the tunnel, preventing light in
// tunnels at mapchunk borders when generating mapchunks upwards. // tunnels at mapchunk borders when generating mapchunks upwards.
@ -112,20 +116,34 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) { if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate // In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR); vm->m_data[vi] = MapNode(CONTENT_AIR);
is_tunnel = true; is_under_tunnel = true;
} else { } else if (column_is_open && is_under_tunnel &&
// Not in tunnel or not ground content (c == biome->c_stone || c == biome->c_filler)) {
if (is_tunnel && column_is_open && // Tunnel entrance floor, place biome surface nodes
(c == biome->c_filler || c == biome->c_stone)) { if (is_under_river) {
// Tunnel entrance floor if (nplaced < depth_riverbed) {
if (is_under_river)
vm->m_data[vi] = MapNode(biome->c_riverbed); vm->m_data[vi] = MapNode(biome->c_riverbed);
else nplaced++;
vm->m_data[vi] = MapNode(biome->c_top); } else {
// Disable top/filler placement
column_is_open = false;
is_under_river = false;
is_under_tunnel = false;
}
} else if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < base_filler) {
vm->m_data[vi] = MapNode(biome->c_filler);
nplaced++;
} else {
// Disable top/filler placement
column_is_open = false;
is_under_tunnel = false;
} }
} else {
// Not tunnel or tunnel entrance floor
column_is_open = false; column_is_open = false;
is_tunnel = false;
} }
} }
} }