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https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Rewrite generate notification mechanism
Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
This commit is contained in:
parent
2b119e1e19
commit
5062b99cb0
19 changed files with 436 additions and 329 deletions
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@ -49,21 +49,13 @@ FlagDesc flagdesc_mapgen_v6[] = {
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///////////////////////////////////////////////////////////////////////////////
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MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
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this->generating = false;
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this->id = mapgenid;
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this->emerge = emerge;
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this->seed = (int)params->seed;
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this->water_level = params->water_level;
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this->flags = params->flags;
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this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
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this->gennotify = emerge->gennotify;
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MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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this->emerge = emerge;
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this->ystride = csize.X; //////fix this
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MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
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MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
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this->spflags = sp->spflags;
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this->freq_desert = sp->freq_desert;
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this->freq_beach = sp->freq_beach;
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@ -224,7 +216,7 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
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//////////////////////// Base terrain height functions
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float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
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float steepness, float height_select) {
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float steepness, float height_select) {
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float base = 1 + terrain_base;
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float higher = 1 + terrain_higher;
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@ -245,7 +237,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
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float a_off = -0.20; // Offset to more low
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float a = 0.5 + b * (a_off + height_select);
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a = rangelim(a, 0.0, 1.0); // Limit
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return base * (1.0 - a) + higher * a;
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}
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@ -253,7 +245,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
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float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
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@ -277,12 +269,12 @@ float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
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float MapgenV6::baseTerrainLevelFromMap(int index) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = noise_terrain_base->result[index];
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float terrain_higher = noise_terrain_higher->result[index];
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float steepness = noise_steepness->result[index];
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float height_select = noise_height_select->result[index];
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return baseTerrainLevel(terrain_base, terrain_higher,
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steepness, height_select);
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}
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@ -340,7 +332,7 @@ float MapgenV6::getTreeAmount(v2s16 p)
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/*double noise = noise2d_perlin(
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0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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seed+2, 4, 0.66);*/
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float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
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float zeroval = -0.39;
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if (noise < zeroval)
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@ -355,9 +347,9 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
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/*is_apple_tree = noise2d_perlin(
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0.5+(float)p.X/100, 0.5+(float)p.Z/100,
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data->seed+342902, 3, 0.45) > 0.2;*/
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float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
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return noise > 0.2;
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}
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@ -366,11 +358,11 @@ float MapgenV6::getMudAmount(int index)
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{
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if (flags & MG_FLAT)
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return AVERAGE_MUD_AMOUNT;
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/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
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0.5+(float)p.X/200, 0.5+(float)p.Y/200,
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seed+91013, 3, 0.55));*/
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return noise_mud->result[index];
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}
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@ -381,7 +373,7 @@ bool MapgenV6::getHaveBeach(int index)
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/*double sandnoise = noise2d_perlin(
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0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
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seed+59420, 3, 0.50);*/
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float sandnoise = noise_beach->result[index];
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return (sandnoise > freq_beach);
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}
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@ -393,16 +385,16 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
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/*double d = noise2d_perlin(
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0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
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seed+9130, 3, 0.50);*/
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float d = noise_biome->result[index];
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if (d > freq_desert)
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return BT_DESERT;
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if ((spflags & MGV6_BIOMEBLEND) &&
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(d > freq_desert - 0.10) &&
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((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
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return BT_DESERT;
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return BT_NORMAL;
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}
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@ -425,11 +417,11 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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// Hack: use minimum block coords for old code that assumes a single block
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v3s16 blockpos = data->blockpos_requested;
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v3s16 blockpos_min = data->blockpos_min;
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@ -491,7 +483,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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flowMud(mudflow_minpos, mudflow_maxpos);
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}
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// Add dungeons
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if (flags & MG_DUNGEONS) {
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DungeonParams dp;
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@ -525,7 +517,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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@ -535,7 +527,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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// Generate some trees, and add grass, if a jungle
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if (flags & MG_TREES)
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placeTreesAndJungleGrass();
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// Generate the registered decorations
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emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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@ -546,7 +538,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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this->generating = false;
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}
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@ -598,25 +590,25 @@ int MapgenV6::generateGround() {
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MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
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int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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u32 index = 0;
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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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// Surface height
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s16 surface_y = (s16)baseTerrainLevelFromMap(index);
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// Log it
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if (surface_y > stone_surface_max_y)
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stone_surface_max_y = surface_y;
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BiomeV6Type bt = getBiome(index, v2s16(x, z));
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// Fill ground with stone
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v3s16 em = vm->m_area.getExtent();
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u32 i = vm->m_area.index(x, node_min.Y, z);
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for (s16 y = node_min.Y; y <= node_max.Y; y++) {
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (y <= surface_y) {
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vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
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vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
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n_desert_stone : n_stone;
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} else if (y <= water_level) {
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vm->m_data[i] = n_water_source;
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@ -627,7 +619,7 @@ int MapgenV6::generateGround() {
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vm->m_area.add_y(em, i, 1);
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}
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}
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return stone_surface_max_y;
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}
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@ -647,11 +639,11 @@ void MapgenV6::addMud() {
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// Find ground level
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s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
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// Handle area not found
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if (surface_y == vm->m_area.MinEdge.Y - 1)
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continue;
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BiomeV6Type bt = getBiome(index, v2s16(x, z));
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addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
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@ -830,7 +822,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
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void MapgenV6::addDirtGravelBlobs() {
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if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
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return;
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PseudoRandom pr(blockseed + 983);
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for (int i = 0; i < volume_nodes/10/10/10; i++) {
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bool only_fill_cave = (myrand_range(0,1) != 0);
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@ -844,7 +836,7 @@ void MapgenV6::addDirtGravelBlobs() {
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pr.range(node_min.Y, node_max.Y) - size.Y / 2,
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pr.range(node_min.Z, node_max.Z) - size.Z / 2
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);
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MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
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for (int z1 = 0; z1 < size.Z; z1++)
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for (int y1 = 0; y1 < size.Y; y1++)
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@ -869,7 +861,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
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//TimeTaker t("placeTrees");
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if (node_max.Y < water_level)
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return;
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PseudoRandom grassrandom(blockseed + 53);
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content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
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// if we don't have junglegrass, don't place cignore... that's bad
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@ -877,12 +869,12 @@ void MapgenV6::placeTreesAndJungleGrass() {
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c_junglegrass = CONTENT_AIR;
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MapNode n_junglegrass(c_junglegrass);
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v3s16 em = vm->m_area.getExtent();
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// Divide area into parts
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s16 div = 8;
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s16 sidelen = central_area_size.X / div;
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double area = sidelen * sidelen;
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// N.B. We must add jungle grass first, since tree leaves will
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// obstruct the ground, giving us a false ground level
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for (s16 z0 = 0; z0 < div; z0++)
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@ -902,10 +894,10 @@ void MapgenV6::placeTreesAndJungleGrass() {
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node_min.X + sidelen + sidelen * x0 - 1,
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node_min.Z + sidelen + sidelen * z0 - 1
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);
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// Amount of trees, jungle area
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u32 tree_count = area * getTreeAmount(p2d_center);
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float humidity;
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bool is_jungle = false;
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if (spflags & MGV6_JUNGLES) {
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@ -917,16 +909,16 @@ void MapgenV6::placeTreesAndJungleGrass() {
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}
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// Add jungle grass
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if (is_jungle) {
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if (is_jungle) {
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u32 grass_count = 5 * humidity * tree_count;
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for (u32 i = 0; i < grass_count; i++) {
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s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
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s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
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s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
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if (y < water_level || y < node_min.Y || y > node_max.Y)
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continue;
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u32 vi = vm->m_area.index(x, y, z);
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// place on dirt_with_grass, since we know it is exposed to sunlight
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if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
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}
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}
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}
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// Put trees in random places on part of division
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for (u32 i = 0; i < tree_count; i++) {
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s16 x = myrand_range(p2d_min.X, p2d_max.X);
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// Don't make a tree so high that it doesn't fit
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if(y < water_level || y > node_max.Y - 6)
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continue;
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v3s16 p(x,y,z);
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// Trees grow only on mud and grass
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{
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@ -956,7 +948,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
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continue;
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}
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p.Y++;
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// Make a tree
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if (is_jungle) {
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treegen::make_jungletree(*vm, p, ndef, myrand());
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@ -1009,15 +1001,15 @@ void MapgenV6::generateCaves(int max_stone_y) {
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u32 bruises_count = 1;
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PseudoRandom ps(blockseed + 21343);
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PseudoRandom ps2(blockseed + 1032);
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if (ps.range(1, 6) == 1)
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bruises_count = ps.range(0, ps.range(0, 2));
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if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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caves_count /= 3;
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bruises_count /= 3;
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}
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for (u32 i = 0; i < caves_count + bruises_count; i++) {
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bool large_cave = (i >= caves_count);
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CaveV6 cave(this, &ps, &ps2, large_cave);
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