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Cavegen: Rename CaveV6 to CavesV6
- Add comment explaining why it exists - Remove unused 'flooded' variable - Rename shadowed variable - Fix some code style
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3 changed files with 41 additions and 29 deletions
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@ -72,7 +72,20 @@ public:
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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class CaveV6 {
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/*
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CavesV6 is the original version of caves used with Mapgen V6.
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Though it uses the same fundamental algorithm as CavesRandomWalk, it is made
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separate to preserve the exact sequence of PseudoRandom calls - any change
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to this ordering results in the output being radically different.
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Because caves in Mapgen V6 are responsible for a large portion of the basic
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terrain shape, modifying this will break our contract of reverse
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compatibility for a 'stable' mapgen such as V6.
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tl;dr,
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*** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
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*/
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class CavesV6 {
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public:
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MapgenV6 *mg;
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MMVManip *vm;
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@ -86,7 +99,6 @@ public:
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bool large_cave;
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bool large_cave_is_flat;
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bool flooded;
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s16 max_stone_y;
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v3s16 node_min;
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@ -109,8 +121,7 @@ public:
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int water_level;
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CaveV6() {}
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CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
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CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
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