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Mapgen caves: Re-order generation to fix cavern bug

Previously, caverns confused tunnel generation causing biome top and filler
nodes to appear in caverns.
Split 'generateCaves()' into 2 functions to separate tunnel and large
randomwalk cave generation.
In each mapgen re-order cave generation to generate tunnels before caverns.
This commit is contained in:
Paramat 2018-04-29 07:20:46 +01:00 committed by GitHub
parent bb3baef30f
commit 54606e103d
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 73 additions and 39 deletions

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@ -824,21 +824,26 @@ void MapgenBasic::dustTopNodes()
}
void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
void MapgenBasic::generateCavesNoiseIntersection(s16 max_stone_y)
{
if (max_stone_y < node_min.Y)
if (node_min.Y > max_stone_y)
return;
CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
&np_cave1, &np_cave2, seed, cave_width);
caves_noise.generateCaves(vm, node_min, node_max, biomemap);
}
if (node_max.Y > large_cave_depth)
void MapgenBasic::generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth)
{
if (node_min.Y > max_stone_y || node_max.Y > large_cave_depth)
return;
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
c_water_source, c_lava_source, lava_depth, biomegen);
@ -849,7 +854,7 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
}
bool MapgenBasic::generateCaverns(s16 max_stone_y)
bool MapgenBasic::generateCavernsNoise(s16 max_stone_y)
{
if (node_min.Y > max_stone_y || node_min.Y > cavern_limit)
return false;