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Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
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12 changed files with 316 additions and 1161 deletions
236
src/mapgen.cpp
236
src/mapgen.cpp
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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/numeric.h"
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#include "filesys.h"
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#include "log.h"
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#include "cavegen.h"
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FlagDesc flagdesc_mapgen[] = {
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{"trees", MG_TREES},
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@ -369,6 +370,241 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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}
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////
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//// MapgenBasic
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////
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MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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}
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MgStoneType MapgenBasic::generateBiomes()
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{
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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MgStoneType stone_type = STONE;
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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++, index++) {
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Biome *biome = NULL;
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u16 depth_top = 0;
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u16 base_filler = 0;
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u16 depth_water_top = 0;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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// Check node at base of mapchunk above, either a node of a previously
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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bool air_above = c_above == CONTENT_AIR;
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bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
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// If there is air or water above enable top/filler placement, otherwise force
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// nplaced to stone level by setting a number exceeding any possible filler depth.
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u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
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for (s16 y = node_max.Y; y >= node_min.Y; y--) {
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content_t c = vm->m_data[vi].getContent();
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// Biome is recalculated each time an upper surface is detected while
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// working down a column. The selected biome then remains in effect for
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// all nodes below until the next surface and biome recalculation.
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// Biome is recalculated:
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// 1. At the surface of stone below air or water.
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// 2. At the surface of water below air.
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// 3. When stone or water is detected but biome has not yet been calculated.
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if ((c == c_stone && (air_above || water_above || !biome))
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|| ((c == c_water_source || c == c_river_water_source)
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&& (air_above || !biome))) {
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biome = biomegen->getBiomeAtIndex(index, y);
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top
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+ biome->depth_filler
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+ noise_filler_depth->result[index], 0.f);
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depth_water_top = biome->depth_water_top;
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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// miss any desert stone or sandstone biomes.
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if (biome->c_stone == c_desert_stone)
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stone_type = DESERT_STONE;
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else if (biome->c_stone == c_sandstone)
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stone_type = SANDSTONE;
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}
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if (c == c_stone) {
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content_t c_below = vm->m_data[vi - em.X].getContent();
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// If the node below isn't solid, make this node stone, so that
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// any top/filler nodes above are structurally supported.
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// This is done by aborting the cycle of top/filler placement
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// immediately by forcing nplaced to stone level.
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if (c_below == CONTENT_AIR
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|| c_below == c_water_source
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|| c_below == c_river_water_source)
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nplaced = U16_MAX;
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if (nplaced < depth_top) {
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced++;
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} else if (nplaced < base_filler) {
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vm->m_data[vi] = MapNode(biome->c_filler);
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nplaced++;
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} else {
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vm->m_data[vi] = MapNode(biome->c_stone);
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}
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air_above = false;
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water_above = false;
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} else if (c == c_water_source) {
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vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
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? biome->c_water_top : biome->c_water);
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = false;
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water_above = true;
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} else if (c == c_river_water_source) {
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vm->m_data[vi] = MapNode(biome->c_river_water);
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nplaced = depth_top; // Enable filler placement for next surface
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air_above = false;
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water_above = true;
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} else if (c == CONTENT_AIR) {
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nplaced = 0; // Enable top/filler placement for next surface
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air_above = true;
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water_above = false;
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} else { // Possible various nodes overgenerated from neighbouring mapchunks
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nplaced = U16_MAX; // Disable top/filler placement
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air_above = false;
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water_above = false;
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}
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vm->m_area.add_y(em, vi, -1);
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}
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}
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return stone_type;
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}
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void MapgenBasic::dustTopNodes()
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{
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if (node_max.Y < water_level)
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return;
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v3s16 em = vm->m_area.getExtent();
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u32 index = 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++, index++) {
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
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if (biome->c_dust == CONTENT_IGNORE)
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continue;
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u32 vi = vm->m_area.index(x, full_node_max.Y, z);
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content_t c_full_max = vm->m_data[vi].getContent();
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s16 y_start;
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if (c_full_max == CONTENT_AIR) {
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y_start = full_node_max.Y - 1;
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} else if (c_full_max == CONTENT_IGNORE) {
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vi = vm->m_area.index(x, node_max.Y + 1, z);
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content_t c_max = vm->m_data[vi].getContent();
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if (c_max == CONTENT_AIR)
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y_start = node_max.Y;
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else
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continue;
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} else {
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continue;
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}
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vi = vm->m_area.index(x, y_start, z);
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for (s16 y = y_start; y >= node_min.Y - 1; y--) {
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if (vm->m_data[vi].getContent() != CONTENT_AIR)
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break;
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vm->m_area.add_y(em, vi, -1);
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}
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
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vm->m_area.add_y(em, vi, 1);
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vm->m_data[vi] = MapNode(biome->c_dust);
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}
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}
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}
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void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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{
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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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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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if (node_max.Y > large_cave_depth)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps); ////caves version varies ---- todo- fix this!
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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////
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//// GenerateNotifier
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////
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