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Cavegen: Move V5-style caves to CavesNoiseIntersection
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9 changed files with 151 additions and 82 deletions
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@ -542,56 +542,10 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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if (max_stone_y < node_min.Y)
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return;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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CavesNoiseIntersection caves_noise(ndef, bmgr, csize,
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&np_cave1, &np_cave2, seed, cave_width);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 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++, 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, 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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// 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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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_tunnel = true;
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} else {
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// Not in tunnel or not ground content
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if (is_tunnel && column_is_open &&
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(c == biome->c_filler || c == biome->c_stone))
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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is_tunnel = false;
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}
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}
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}
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caves_noise.generateCaves(vm, node_min, node_max, biomemap);
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if (node_max.Y > large_cave_depth)
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return;
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