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Mgv5 1 up 1 down overgeneration for biome surface continuity
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@ -63,7 +63,7 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
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// amount of elements to skip for the next index
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// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->zstride = csize.X * csize.Y;
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this->zstride = csize.X * (csize.Y + 2);
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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@ -78,11 +78,11 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
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noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
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// 3D terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
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noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y, csize.Z);
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noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y, csize.Z);
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noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
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noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
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// Biome noise
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noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
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@ -291,8 +291,8 @@ void MapgenV5::makeChunk(BlockMakeData *data) {
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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calcLighting(node_min - v3s16(0, 1, 0) - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(0, 1, 0) + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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this->generating = false;
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}
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@ -301,7 +301,7 @@ void MapgenV5::makeChunk(BlockMakeData *data) {
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void MapgenV5::calculateNoise() {
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y;
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int y = node_min.Y - 1;
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int z = node_min.Z;
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noise_filler_depth->perlinMap2D(x, z);
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@ -352,7 +352,7 @@ void MapgenV5::generateBaseTerrain() {
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u32 index2d = 0;
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for(s16 z=node_min.Z; z<=node_max.Z; z++) {
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for(s16 y=node_min.Y; y<=node_max.Y; y++) {
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for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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if(vm->m_data[i].getContent() != CONTENT_IGNORE)
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@ -366,6 +366,7 @@ void MapgenV5::generateBaseTerrain() {
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float h = water_level + noise_height->result[index2d];
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if(noise_ground->result[index] * f < y - h) {
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if(y <= water_level)
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vm->m_data[i] = MapNode(c_water_source);
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@ -389,7 +390,7 @@ void MapgenV5::generateBlobs() {
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u32 index = 0;
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for(s16 z=node_min.Z; z<=node_max.Z; z++) {
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for(s16 y=node_min.Y; y<=node_max.Y; y++) {
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for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
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content_t c = vm->m_data[i].getContent();
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@ -431,7 +432,7 @@ void MapgenV5::generateBiomes() {
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Biome *biome = (Biome *)bmgr->get(biomemap[index]);
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s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
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s16 y0_top = biome->depth_top;
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s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
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s16 y0_filler = biome->depth_top + dfiller;
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s16 nplaced = 0;
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u32 i = vm->m_area.index(x, node_max.Y, z);
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@ -495,7 +496,7 @@ void MapgenV5::dustTopNodes() {
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if (biome->c_dust == CONTENT_IGNORE)
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continue;
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s16 y = node_max.Y;
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s16 y = node_max.Y + 1;
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u32 vi = vm->m_area.index(x, y, z);
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for (; y >= node_min.Y; y--) {
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if (vm->m_data[vi].getContent() != CONTENT_AIR)
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@ -506,12 +507,13 @@ void MapgenV5::dustTopNodes() {
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content_t c = vm->m_data[vi].getContent();
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if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
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if (y < node_min.Y)
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if (y < node_min.Y - 1)
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continue;
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vm->m_data[vi] = MapNode(biome->c_dust_water);
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} else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
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if (y == node_max.Y)
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} else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
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&& c != biome->c_dust) {
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if (y == node_max.Y + 1)
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continue;
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vm->m_area.add_y(em, vi, 1);
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