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Mgv7: Add option to repeat surface biomes in floatlands
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4 changed files with 29 additions and 20 deletions
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@ -40,11 +40,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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FlagDesc flagdesc_mapgen_v7[] = {
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{"floatlands", MGV7_FLOATLANDS},
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{"caverns", MGV7_CAVERNS},
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{NULL, 0}
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{"floatlands", MGV7_FLOATLANDS},
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{"caverns", MGV7_CAVERNS},
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{"biomerepeat", MGV7_BIOMEREPEAT},
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{NULL, 0}
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};
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@ -285,6 +286,12 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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blockseed = getBlockSeed2(full_node_min, seed);
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// Get zero level for biomes and decorations
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// Optionally repeat surface biomes in floatlands
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s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) &&
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(spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ?
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floatland_level - 1 : water_level - 1;
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// Generate base and mountain terrain
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// An initial heightmap is no longer created here for use in generateRidgeTerrain()
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s16 stone_surface_max_y = generateTerrain();
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@ -298,7 +305,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(water_level - 1);
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MgStoneType stone_type = generateBiomes(biome_zero_level);
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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@ -323,7 +330,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed,
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node_min, node_max, water_level - 1);
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node_min, node_max, biome_zero_level);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed,
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