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Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags
When the 'flat' and 'trees' flags were moved into mgv6_spflags they were left in mg_flags in an attempt to support old mgv6 worlds. However their appearence in mg_flags causes confusion, also, later, old-world support was found to be broken for mgv6 worlds with 'notrees'. This commit cleans up the mess and comes a month after a thread warning of the change, and explaining the required action, was posted in the news subforum. Only old mgv6 worlds with 'flat' or 'notrees' are affected, a small minority of worlds, the required action being correctly setting these flags in mgv6_spflags. Disable a section of the 'map settings manager' unit test which is to be changed as it is causing problems for pull requests.
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fca8e53842
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4 changed files with 13 additions and 11 deletions
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@ -268,7 +268,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
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float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
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{
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if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
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if (spflags & MGV6_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
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@ -294,7 +294,7 @@ float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
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float MapgenV6::baseTerrainLevelFromMap(int index)
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{
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if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
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if (spflags & MGV6_FLAT)
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return water_level;
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float terrain_base = noise_terrain_base->result[index];
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@ -402,7 +402,7 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
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float MapgenV6::getMudAmount(int index)
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{
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if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
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if (spflags & MGV6_FLAT)
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return MGV6_AVERAGE_MUD_AMOUNT;
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/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
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@ -599,7 +599,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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growGrass();
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// Generate some trees, and add grass, if a jungle
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if ((spflags & MGV6_TREES) || (flags & MG_TREES))
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if (spflags & MGV6_TREES)
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placeTreesAndJungleGrass();
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// Generate the registered decorations
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@ -626,7 +626,7 @@ void MapgenV6::calculateNoise()
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int fx = full_node_min.X;
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int fz = full_node_min.Z;
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if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
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if (!(spflags & MGV6_FLAT)) {
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noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
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