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https://github.com/moparisthebest/minetest
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Clean up Mapgen
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parent
eb90c3d92d
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2233
src/mapgen.cpp
2233
src/mapgen.cpp
File diff suppressed because it is too large
Load Diff
@ -72,6 +72,11 @@ public:
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int water_level;
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bool generating;
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int id;
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ManualMapVoxelManipulator *vm;
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INodeDefManager *ndef;
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void updateLighting(v3s16 nmin, v3s16 nmax);
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virtual void makeChunk(BlockMakeData *data) {};
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virtual int getGroundLevelAtPoint(v2s16 p) = 0;
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1636
src/mapgen_v6.cpp
1636
src/mapgen_v6.cpp
File diff suppressed because it is too large
Load Diff
@ -20,10 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef MAPGENV6_HEADER
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#define MAPGENV6_HEADER
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#include "dungeongen.h"
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#include "mapgen.h"
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#define AVERAGE_MUD_AMOUNT 4
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#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
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enum BiomeType
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{
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@ -74,13 +74,17 @@ struct MapgenV6Params : public MapgenParams {
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class MapgenV6 : public Mapgen {
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public:
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//ManualMapVoxelManipulator &vmanip;
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int ystride;
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v3s16 csize;
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u32 flags;
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u32 blockseed;
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v3s16 node_min;
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v3s16 node_max;
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v3s16 full_node_min;
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v3s16 full_node_max;
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v3s16 central_area_size;
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int volume_nodes;
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Noise *noise_terrain_base;
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Noise *noise_terrain_higher;
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@ -90,21 +94,20 @@ public:
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Noise *noise_mud;
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Noise *noise_beach;
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Noise *noise_biome;
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float *map_terrain_base;
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float *map_terrain_higher;
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float *map_steepness;
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float *map_height_select;
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float *map_trees;
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float *map_mud;
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float *map_beach;
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float *map_biome;
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NoiseParams *np_cave;
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u32 flags;
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float freq_desert;
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float freq_beach;
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content_t c_stone;
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content_t c_dirt;
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content_t c_dirt_with_grass;
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content_t c_sand;
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content_t c_water_source;
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content_t c_lava_source;
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content_t c_gravel;
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content_t c_cobble;
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content_t c_desert_sand;
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content_t c_desert_stone;
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MapgenV6(int mapgenid, MapgenV6Params *params);
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~MapgenV6();
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@ -112,21 +115,37 @@ public:
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void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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double baseRockLevelFromNoise(v2s16 p);
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static s16 find_ground_level(VoxelManipulator &vmanip,
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v2s16 p2d, INodeDefManager *ndef);
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static s16 find_stone_level(VoxelManipulator &vmanip,
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v2s16 p2d, INodeDefManager *ndef);
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void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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bool is_apple_tree, INodeDefManager *ndef);
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double tree_amount_2d(u64 seed, v2s16 p);
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float baseTerrainLevel(float terrain_base, float terrain_higher,
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float steepness, float height_select);
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float baseTerrainLevelFromNoise(v2s16 p);
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float baseTerrainLevelFromMap(v2s16 p);
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float baseTerrainLevelFromMap(int index);
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s16 find_ground_level(v2s16 p2d);
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s16 find_stone_level(v2s16 p2d);
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bool block_is_underground(u64 seed, v3s16 blockpos);
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double base_rock_level_2d(u64 seed, v2s16 p);
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s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
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double get_mud_add_amount(u64 seed, v2s16 p);
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bool get_have_beach(u64 seed, v2s16 p2d);
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BiomeType get_biome(u64 seed, v2s16 p2d);
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float getTreeAmount(v2s16 p);
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float getTreeAmount(int index);
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float getMudAmount(v2s16 p);
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float getMudAmount(int index);
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bool getHaveBeach(v2s16 p);
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bool getHaveBeach(int index);
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BiomeType getBiome(v2s16 p);
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BiomeType getBiome(int index, v2s16 p);
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u32 get_blockseed(u64 seed, v3s16 p);
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void calculateNoise();
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int generateGround();
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void addMud();
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void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos);
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void addDirtGravelBlobs();
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void growGrass();
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void placeTrees();
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void generateCaves(int max_stone_y);
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};
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struct MapgenFactoryV6 : public MapgenFactory {
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@ -28,15 +28,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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namespace treegen
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{
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void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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bool is_apple_tree, INodeDefManager *ndef,int seed)
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bool is_apple_tree, INodeDefManager *ndef, int seed)
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{
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MapNode treenode(ndef->getId("mapgen_tree"));
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MapNode leavesnode(ndef->getId("mapgen_leaves"));
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MapNode applenode(ndef->getId("mapgen_apple"));
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PseudoRandom ps(seed);
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s16 trunk_h = ps.range(4, 5);
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PseudoRandom pr(seed);
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s16 trunk_h = pr.range(4, 5);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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@ -72,9 +73,9 @@ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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s16 d = 1;
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v3s16 p(
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ps.range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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ps.range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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ps.range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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pr.range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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pr.range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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pr.range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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);
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for(s16 z=0; z<=d; z++)
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@ -100,7 +101,7 @@ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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continue;
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u32 i = leaves_a.index(x,y,z);
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if(leaves_d[i] == 1) {
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bool is_apple = ps.range(0,99) < 10;
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bool is_apple = pr.range(0,99) < 10;
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if(is_apple_tree && is_apple) {
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vmanip.m_data[vi] = applenode;
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} else {
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@ -111,7 +112,7 @@ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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}
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// L-System tree LUA spawner
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void spawn_ltree (ServerEnvironment *env, v3s16 p0, INodeDefManager *ndef, TreeDef tree_definition)
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void spawn_ltree(ServerEnvironment *env, v3s16 p0, INodeDefManager *ndef, TreeDef tree_definition)
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{
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ServerMap *map = &env->getServerMap();
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std::map<v3s16, MapBlock*> modified_blocks;
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@ -506,17 +507,17 @@ v3f transposeMatrix(irr::core::matrix4 M, v3f v)
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return translated;
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}
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#if 0
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static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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INodeDefManager *ndef)
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void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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INodeDefManager *ndef, int seed)
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{
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MapNode treenode(ndef->getId("mapgen_jungletree"));
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MapNode leavesnode(ndef->getId("mapgen_leaves"));
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PseudoRandom pr(seed);
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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if(myrand_range(0, 2) == 0)
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if(pr.range(0, 2) == 0)
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continue;
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v3s16 p1 = p0 + v3s16(x,0,z);
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v3s16 p2 = p0 + v3s16(x,-1,z);
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@ -527,7 +528,7 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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}
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s16 trunk_h = myrand_range(8, 12);
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s16 trunk_h = pr.range(8, 12);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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@ -562,9 +563,9 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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s16 d = 1;
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v3s16 p(
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myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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pr.range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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pr.range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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pr.range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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);
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for(s16 z=0; z<=d; z++)
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@ -593,6 +594,5 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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vmanip.m_data[vi] = leavesnode;
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}
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}
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#endif
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}; // namespace treegen
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@ -27,33 +27,36 @@ class ManualMapVoxelManipulator;
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class INodeDefManager;
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namespace treegen
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{
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namespace treegen {
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struct TreeDef
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{
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std::string initial_axiom;
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std::string rules_a;
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std::string rules_b;
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std::string rules_c;
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std::string rules_d;
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MapNode trunknode;
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MapNode leavesnode;
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MapNode leaves2node;
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int leaves2_chance;
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int angle;
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int iterations;
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int iterations_random_level;
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std::string trunk_type;
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bool thin_branches;
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MapNode fruitnode;
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int fruit_chance;
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int seed;
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};
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struct TreeDef {
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std::string initial_axiom;
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std::string rules_a;
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std::string rules_b;
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std::string rules_c;
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std::string rules_d;
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MapNode trunknode;
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MapNode leavesnode;
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MapNode leaves2node;
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int leaves2_chance;
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int angle;
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int iterations;
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int iterations_random_level;
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std::string trunk_type;
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bool thin_branches;
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MapNode fruitnode;
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int fruit_chance;
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int seed;
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};
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// Add default tree
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void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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bool is_apple_tree, INodeDefManager *ndef,int seed);
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bool is_apple_tree, INodeDefManager *ndef, int seed);
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// Add jungle tree
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void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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INodeDefManager *ndef, int seed);
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// Add L-Systems tree (used by engine)
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void make_ltree(ManualMapVoxelManipulator &vmanip, v3s16 p0, INodeDefManager *ndef,
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@ -73,7 +76,7 @@ int seed;
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PseudoRandom ps, TreeDef &tree_definition);
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void tree_fruit_placement(ManualMapVoxelManipulator &vmanip, v3f p0,
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TreeDef &tree_definition);
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irr::core::matrix4 setRotationAxisRadians(irr::core::matrix4 M, double angle,v3f axis);
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irr::core::matrix4 setRotationAxisRadians(irr::core::matrix4 M, double angle, v3f axis);
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v3f transposeMatrix(irr::core::matrix4 M ,v3f v);
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