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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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@ -74,6 +74,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
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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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@ -113,10 +115,12 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
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noise_valley_profile = new Noise(&sp->np_valley_profile, 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 + 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-up 1-down overgeneration
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noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
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noise_massive_caves = new Noise(&sp->np_massive_caves, 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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noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
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//// Biome noise
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noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
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@ -885,7 +889,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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if (node_max.Y <= massive_cave_depth) {
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noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
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float tcave = massive_cave_threshold;
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if (y < yblmin) {
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@ -923,19 +927,17 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
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bool air_above = false;
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bool underground = false;
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u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
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index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
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u32 index_data = vm->m_area.index(x, node_max.Y, z);
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index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
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// Dig caves on down loop to check for air above.
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for (s16 y = node_max.Y + 1;
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y >= node_min.Y - 1;
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y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -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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index_3d -= ystride,
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vm->m_area.add_y(em, index_data, -1)) {
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float terrain = noise_terrain_height->result[index_2d];
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