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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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76817fdf98
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16 changed files with 42 additions and 99 deletions
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@ -48,7 +48,7 @@ DecorationManager::DecorationManager(IGameDef *gamedef) :
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size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
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v3s16 nmin, v3s16 nmax, s16 deco_zero_level)
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v3s16 nmin, v3s16 nmax)
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{
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size_t nplaced = 0;
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@ -57,7 +57,7 @@ size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
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if (!deco)
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continue;
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nplaced += deco->placeDeco(mg, blockseed, nmin, nmax, deco_zero_level);
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nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
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blockseed++;
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}
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@ -124,18 +124,8 @@ bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
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}
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size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed,
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v3s16 nmin, v3s16 nmax, s16 deco_zero_level)
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size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
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{
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// Decoration y_min / y_max is displaced by deco_zero_level or remains
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// unchanged. Any decoration with a limit at +-MAX_MAP_GENERATION_LIMIT is
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// considered to have that limit at +-infinity, so we do not alter that limit.
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s32 y_min_disp = (y_min <= -MAX_MAP_GENERATION_LIMIT) ?
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-MAX_MAP_GENERATION_LIMIT : y_min + deco_zero_level;
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s32 y_max_disp = (y_max >= MAX_MAP_GENERATION_LIMIT) ?
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MAX_MAP_GENERATION_LIMIT : y_max + deco_zero_level;
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PcgRandom ps(blockseed + 53);
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int carea_size = nmax.X - nmin.X + 1;
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@ -190,7 +180,7 @@ size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed,
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else
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y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
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if (y < y_min_disp || y > y_max_disp || y < nmin.Y || y > nmax.Y)
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if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
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continue;
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if (y + getHeight() > mg->vm->m_area.MaxEdge.Y)
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