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Biome API: Revert biomes, decos, ores being relative to water level
Feature is unnecessary and would greatly complicate future development, it would also make 'get biome at pos' extremely complex. Mgv7: Revert option to repeat surface biomes in floatlands, which depended on the above.
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16 changed files with 42 additions and 99 deletions
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@ -613,7 +613,7 @@ MapgenBasic::~MapgenBasic()
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void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
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content_t *biome_stone, s16 biome_zero_level)
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content_t *biome_stone)
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{
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// can't generate biomes without a biome generator!
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assert(biomegen);
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@ -665,10 +665,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
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if (is_stone_surface || is_water_surface) {
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// (Re)calculate biome
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// Limit to +-MAX MAP GENERATION LIMIT to work with biome y_min / y_max.
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s32 relative_y = rangelim(y - biome_zero_level,
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-MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
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biome = biomegen->getBiomeAtIndex(index, relative_y);
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biome = biomegen->getBiomeAtIndex(index, y);
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if (biomemap[index] == BIOME_NONE && is_stone_surface)
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biomemap[index] = biome->index;
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@ -679,8 +676,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
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noise_filler_depth->result[index], 0.0f);
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depth_water_top = biome->depth_water_top;
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depth_riverbed = biome->depth_riverbed;
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biome_y_min = rangelim(biome->y_min + biome_zero_level,
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-MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
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biome_y_min = biome->y_min;
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// Detect stone type for dungeons during every biome calculation.
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// If none detected the last selected biome stone is chosen.
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