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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
This commit is contained in:
paramat 2014-12-31 00:19:05 +00:00 committed by kwolekr
parent 938a3f2976
commit 7452d5399b
6 changed files with 25 additions and 15 deletions

View file

@ -241,7 +241,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
if (flags & MG_DUNGEONS) {
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonGen dgen(this, NULL);
dgen.generate(blockseed, full_node_min, full_node_max);
}
@ -405,7 +405,7 @@ int MapgenV7::generateTerrain()
int ymax = generateBaseTerrain();
if (spflags & MGV7_MOUNTAINS)
generateMountainTerrain();
ymax = generateMountainTerrain(ymax);
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
@ -453,10 +453,10 @@ int MapgenV7::generateBaseTerrain()
}
void MapgenV7::generateMountainTerrain()
int MapgenV7::generateMountainTerrain(int ymax)
{
if (node_max.Y <= water_level)
return;
return ymax;
MapNode n_stone(c_stone);
u32 j = 0;
@ -466,14 +466,21 @@ void MapgenV7::generateMountainTerrain()
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++) {
int index = (z - node_min.Z) * csize.X + (x - node_min.X);
content_t c = vm->m_data[vi].getContent();
if (getMountainTerrainFromMap(j, index, y))
if (getMountainTerrainFromMap(j, index, y)
&& (c == CONTENT_AIR || c == c_water_source)) {
vm->m_data[vi] = n_stone;
if (y > ymax)
ymax = y;
}
vi++;
j++;
}
}
return ymax;
}