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MgV5/6/7: Generate dungeons above water level
Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountains
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6 changed files with 25 additions and 15 deletions
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@ -70,10 +70,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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//TimeTaker t("gen dungeons");
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int approx_groundlevel = 10 + mg->water_level;
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if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
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NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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return;
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this->blockseed = bseed;
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