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Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7
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parent
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commit
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10 changed files with 459 additions and 308 deletions
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@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "main.h" // For g_profiler
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "treegen.h"
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#include "biome.h"
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#include "mapgen_v7.h"
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@ -142,7 +143,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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//blockseed = emerge->getBlockSeed(full_node_min);
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blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
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// Make some noise
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calculateNoise();
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@ -163,14 +164,17 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
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c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
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c_sand = ndef->getId("mapgen_sand");
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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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generateTerrain();
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carveRidges();
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//carveRivers();
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addTopNodes();
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growGrass();
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generateCaves(stone_surface_max_y);
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addTopNodes();
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growGrass();
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//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
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if (flags & MG_DUNGEONS) {
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@ -398,6 +402,8 @@ void MapgenV7::addTopNodes() {
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = bmgr->biomes[biomemap[index]];
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// First, add top nodes below the ridge
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s16 y = ridge_heightmap[index];
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@ -408,7 +414,8 @@ void MapgenV7::addTopNodes() {
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if (y > node_max.Y) {
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y = node_max.Y; // Let's see if we can still go downward anyway
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u32 vi = vm->m_area.index(x, y, z);
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if (vm->m_data[vi].getContent() != CONTENT_AIR)
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content_t c = vm->m_data[vi].getContent();
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if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
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continue;
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}
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@ -417,12 +424,14 @@ void MapgenV7::addTopNodes() {
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// where a ridge had been carved
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u32 i = 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[i].getContent() != CONTENT_AIR)
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content_t c = vm->m_data[i].getContent();
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if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
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//if (vm->m_data[i].getContent() != CONTENT_AIR)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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Biome *biome = bmgr->biomes[biomemap[index]];
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if (y != node_min.Y - 1) {
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ridge_heightmap[index] = y; //update ridgeheight
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@ -440,7 +449,9 @@ void MapgenV7::addTopNodes() {
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i = 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[i].getContent() != CONTENT_AIR)
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content_t c = vm->m_data[i].getContent();
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if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
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//if (vm->m_data[i].getContent() != CONTENT_AIR)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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@ -488,3 +499,26 @@ void MapgenV7::growGrass() {
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n->setContent(c_dirt_with_grass);
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}
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}
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#include "mapgen_v6.h"
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void MapgenV7::generateCaves(int max_stone_y) {
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PseudoRandom ps(blockseed + 21343);
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PseudoRandom ps2(blockseed + 1032);
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int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
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float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
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node_min.X, node_min.Y, seed);
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u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
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for (u32 i = 0; i < caves_count; i++) {
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CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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