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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.
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8 changed files with 73 additions and 39 deletions
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@ -313,20 +313,25 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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// Generate caverns, tunnels and classic caves
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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bool near_cavern = false;
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// Generate tunnels first as caverns confuse them
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate caverns
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bool near_cavern = false;
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if (spflags & MGV7_CAVERNS)
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near_cavern = generateCaverns(stone_surface_max_y);
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// Generate tunnels and classic caves
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near_cavern = generateCavernsNoise(stone_surface_max_y);
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// Generate large randomwalk caves
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if (near_cavern)
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// Disable classic caves in this mapchunk by setting
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// Disable large randomwalk caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
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generateCavesRandomWalk(stone_surface_max_y,
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-MAX_MAP_GENERATION_LIMIT);
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else
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generateCaves(stone_surface_max_y, large_cave_depth);
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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// Generate dungeons
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