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authorParamat <paramat@users.noreply.github.com>2018-04-29 07:20:46 +0100
committerGitHub <noreply@github.com>2018-04-29 07:20:46 +0100
commit54606e103d5b2d2bace6d57c45e48804c5dec487 (patch)
tree013c8ad66dfcc60c2ccb947c7e2c6cf030fcedde /src/mapgen/mapgen.cpp
parentbb3baef30f8afcfec046050b1ef3b606a2c1248a (diff)
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Mapgen caves: Re-order generation to fix cavern bug
Previously, caverns confused tunnel generation causing biome top and filler nodes to appear in caverns. Split 'generateCaves()' into 2 functions to separate tunnel and large randomwalk cave generation. In each mapgen re-order cave generation to generate tunnels before caverns.
Diffstat (limited to 'src/mapgen/mapgen.cpp')
-rw-r--r--src/mapgen/mapgen.cpp13
1 files changed, 9 insertions, 4 deletions
diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp
index 9aaead79d..eb562e769 100644
--- a/src/mapgen/mapgen.cpp
+++ b/src/mapgen/mapgen.cpp
@@ -824,21 +824,26 @@ void MapgenBasic::dustTopNodes()
}
-void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
+void MapgenBasic::generateCavesNoiseIntersection(s16 max_stone_y)
{
- if (max_stone_y < node_min.Y)
+ if (node_min.Y > max_stone_y)
return;
CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
&np_cave1, &np_cave2, seed, cave_width);
caves_noise.generateCaves(vm, node_min, node_max, biomemap);
+}
+
- if (node_max.Y > large_cave_depth)
+void MapgenBasic::generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth)
+{
+ if (node_min.Y > max_stone_y || node_max.Y > large_cave_depth)
return;
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = ps.range(0, 2);
+
for (u32 i = 0; i < bruises_count; i++) {
CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
c_water_source, c_lava_source, lava_depth, biomegen);
@@ -849,7 +854,7 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
}
-bool MapgenBasic::generateCaverns(s16 max_stone_y)
+bool MapgenBasic::generateCavernsNoise(s16 max_stone_y)
{
if (node_min.Y > max_stone_y || node_min.Y > cavern_limit)
return false;