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Cavegen: Remove CavesRandomWalk dependency on Mapgen
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@ -31,23 +31,52 @@ NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0
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//// CavesRandomWalk
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////
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CavesRandomWalk::CavesRandomWalk(Mapgen *mg, PseudoRandom *ps)
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CavesRandomWalk::CavesRandomWalk(
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INodeDefManager *ndef,
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GenerateNotifier *gennotify,
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int seed,
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int water_level,
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content_t water_source,
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content_t lava_source)
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{
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this->mg = mg;
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this->vm = mg->vm;
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this->ndef = mg->ndef;
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this->water_level = mg->water_level;
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this->ps = ps;
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_ice = ndef->getId("mapgen_ice");
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assert(ndef);
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this->ndef = ndef;
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this->gennotify = gennotify;
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this->seed = seed;
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this->water_level = water_level;
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this->np_caveliquids = &nparams_caveliquids;
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this->ystride = mg->csize.X;
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this->lava_depth = DEFAULT_LAVA_DEPTH;
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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c_water_source = water_source;
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = ndef->getId("mapgen_water_source");
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = CONTENT_AIR;
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c_lava_source = lava_source;
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = ndef->getId("mapgen_lava_source");
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = CONTENT_AIR;
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}
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void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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PseudoRandom *ps, int max_stone_height, s16 *heightmap)
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{
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assert(vm);
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assert(ps);
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this->vm = vm;
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this->ps = ps;
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this->node_min = nmin;
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this->node_max = nmax;
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this->heightmap = heightmap;
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this->ystride = nmax.X - nmin.X + 1;
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// Set initial parameters from randomness
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dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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@ -57,13 +86,7 @@ CavesRandomWalk::CavesRandomWalk(Mapgen *mg, PseudoRandom *ps)
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max_tunnel_diameter = ps->range(7, ps->range(8, 24));
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large_cave_is_flat = (ps->range(0, 1) == 0);
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}
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void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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{
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node_min = nmin;
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node_max = nmax;
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main_direction = v3f(0, 0, 0);
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// Allowed route area size in nodes
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@ -107,18 +130,22 @@ void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
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);
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// Add generation notify begin event
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
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mg->gennotify.addEvent(notifytype, abs_pos);
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if (gennotify) {
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
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gennotify->addEvent(notifytype, abs_pos);
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}
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// Generate some tunnel starting from orp
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for (u16 j = 0; j < tunnel_routepoints; j++)
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makeTunnel(j % dswitchint == 0);
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// Add generation notify end event
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abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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notifytype = GENNOTIFY_LARGECAVE_END;
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mg->gennotify.addEvent(notifytype, abs_pos);
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if (gennotify) {
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = GENNOTIFY_LARGECAVE_END;
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gennotify->addEvent(notifytype, abs_pos);
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}
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}
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@ -197,7 +224,7 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
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startp += of;
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float nval = NoisePerlin3D(np_caveliquids, startp.X,
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startp.Y, startp.Z, mg->seed);
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startp.Y, startp.Z, seed);
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MapNode liquidnode = (nval < 0.40 && node_max.Y < lava_depth) ?
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lavanode : waternode;
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@ -388,7 +415,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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// Add generation notify end event
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if (gennotify != NULL) {
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v3s16 abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = large_cave ?
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GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
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gennotify->addEvent(notifytype, abs_pos);
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@ -25,17 +25,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class GenerateNotifier;
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/*
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CavesRandomWalk is an implementation of a cave-digging algorithm that
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operates on the principle of a "random walk" to approximate the stochiastic
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activity of cavern development.
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In summary, this algorithm works by carving a randomly sized tunnel in a
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random direction a random amount of times, randomly varying in width.
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All randomness here is uniformly distributed; alternative distributions have
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not yet been implemented.
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This algorithm is very fast, executing in less than 1ms on average for an
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80x80x80 chunk of map on a modern processor.
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*/
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class CavesRandomWalk {
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public:
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Mapgen *mg;
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MMVManip *vm;
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INodeDefManager *ndef;
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GenerateNotifier *gennotify;
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s16 *heightmap;
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// variables
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// configurable parameters
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int seed;
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int water_level;
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int lava_depth;
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NoiseParams *np_caveliquids;
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// intermediate state variables
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u16 ystride;
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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@ -62,17 +80,26 @@ public:
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content_t c_water_source;
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content_t c_lava_source;
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content_t c_ice;
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int water_level;
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u16 ystride;
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// ndef is a mandatory parameter.
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// If gennotify is NULL, generation events are not logged.
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CavesRandomWalk(INodeDefManager *ndef,
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GenerateNotifier *gennotify = NULL,
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int seed = 0,
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int water_level = 1,
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content_t water_source = CONTENT_IGNORE,
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content_t lava_source = CONTENT_IGNORE);
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CavesRandomWalk(Mapgen *mg, PseudoRandom *ps);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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// vm and ps are mandatory parameters.
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// If heightmap is NULL, the surface level at all points is assumed to
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// be water_level.
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void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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PseudoRandom *ps, int max_stone_height, s16 *heightmap);
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private:
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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private:
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inline bool isPosAboveSurface(v3s16 p);
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};
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@ -97,11 +124,13 @@ public:
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PseudoRandom *ps;
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PseudoRandom *ps2;
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// configurable parameters
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s16 *heightmap;
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content_t c_water_source;
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content_t c_lava_source;
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int water_level;
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// intermediate state variables
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u16 ystride;
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s16 min_tunnel_diameter;
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@ -599,8 +599,10 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CavesRandomWalk cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
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c_water_source, CONTENT_IGNORE);
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cave.makeCave(vm, node_min, node_max, &ps, max_stone_y, heightmap);
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}
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}
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@ -841,8 +841,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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if (node_max.Y <= large_cave_depth && !made_a_big_one) {
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CavesRandomWalk cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
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c_water_source, c_lava_source);
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cave.makeCave(vm, node_min, node_max, &ps, max_stone_y, heightmap);
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}
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}
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}
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