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Mapgen: Optimise cave noises and tunnel excavation
Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
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8 changed files with 162 additions and 148 deletions
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@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(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 + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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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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@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D noise
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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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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -566,19 +568,19 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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index3d -= ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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