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https://github.com/moparisthebest/minetest
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Mapgen V5: Move cave generation from base terrain loop to optional function
This fixes biome surface in tunnels
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@ -268,6 +268,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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// Actually place the biome-specific nodes
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generateBiomes();
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// Generate caves
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if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
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generateCaves();
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// Generate dungeons and desert temples
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonGen dgen(this, NULL);
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@ -309,8 +313,11 @@ void MapgenV5::calculateNoise()
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noise_factor->perlinMap2D(x, z);
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noise_height->perlinMap2D(x, z);
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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noise_ground->perlinMap3D(x, y, z);
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if (spflags & MGV5_BLOBS) {
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@ -363,16 +370,12 @@ int MapgenV5::generateBaseTerrain()
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else if(f >= 1.0)
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f *= 1.6;
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float h = water_level + noise_height->result[index2d];
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if(noise_ground->result[index] * f < y - h) {
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if(y <= water_level)
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vm->m_data[i] = MapNode(c_water_source);
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else
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vm->m_data[i] = MapNode(CONTENT_AIR);
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} else if(d1*d2 > 0.2) {
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vm->m_data[i] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[i] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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@ -508,6 +511,28 @@ void MapgenV5::generateBiomes()
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}
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void MapgenV5::generateCaves()
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{
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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 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
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content_t c = vm->m_data[i].getContent();
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if(c == CONTENT_AIR || c == c_water_source)
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continue;
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if(d1*d2 > 0.2)
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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}
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}
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}
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void MapgenV5::dustTopNodes()
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{
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v3s16 em = vm->m_area.getExtent();
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@ -97,6 +97,7 @@ public:
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int generateBaseTerrain();
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void generateBlobs();
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void generateBiomes();
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void generateCaves();
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void dustTopNodes();
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};
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