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Biomes/decorations/ores: Make relative to 'water_level' setting

Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
This commit is contained in:
paramat 2017-06-14 02:00:51 +01:00 committed by paramat
parent ef285b2815
commit 8299e4b67e
14 changed files with 90 additions and 43 deletions

View file

@ -48,7 +48,7 @@ DecorationManager::DecorationManager(IGameDef *gamedef) :
size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
v3s16 nmin, v3s16 nmax)
v3s16 nmin, v3s16 nmax, s16 deco_zero_level)
{
size_t nplaced = 0;
@ -57,7 +57,7 @@ size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
if (!deco)
continue;
nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
nplaced += deco->placeDeco(mg, blockseed, nmin, nmax, deco_zero_level);
blockseed++;
}
@ -123,8 +123,18 @@ bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
}
size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed,
v3s16 nmin, v3s16 nmax, s16 deco_zero_level)
{
// Decoration y_min / y_max is displaced by deco_zero_level or remains
// unchanged. Any decoration with a limit at +-MAX_MAP_GENERATION_LIMIT is
// considered to have that limit at +-infinity, so we do not alter that limit.
s32 y_min_disp = (y_min <= -MAX_MAP_GENERATION_LIMIT) ?
-MAX_MAP_GENERATION_LIMIT : y_min + deco_zero_level;
s32 y_max_disp = (y_max >= MAX_MAP_GENERATION_LIMIT) ?
MAX_MAP_GENERATION_LIMIT : y_max + deco_zero_level;
PcgRandom ps(blockseed + 53);
int carea_size = nmax.X - nmin.X + 1;
@ -179,8 +189,7 @@ size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
else
y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
if (y < nmin.Y || y > nmax.Y ||
y < y_min || y > y_max)
if (y < y_min_disp || y > y_max_disp || y < nmin.Y || y > nmax.Y)
continue;
if (y + getHeight() > mg->vm->m_area.MaxEdge.Y) {