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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_v7.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_v7.cpp')
-rw-r--r--src/mapgen/mapgen_v7.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/mapgen/mapgen_v7.cpp b/src/mapgen/mapgen_v7.cpp
index c83a5105d..23e8dbdd2 100644
--- a/src/mapgen/mapgen_v7.cpp
+++ b/src/mapgen/mapgen_v7.cpp
@@ -313,20 +313,25 @@ void MapgenV7::makeChunk(BlockMakeData *data)
biomegen->calcBiomeNoise(node_min);
generateBiomes();
- // Generate caverns, tunnels and classic caves
+ // Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
- bool near_cavern = false;
+ // Generate tunnels first as caverns confuse them
+ generateCavesNoiseIntersection(stone_surface_max_y);
+
// Generate caverns
+ bool near_cavern = false;
if (spflags & MGV7_CAVERNS)
- near_cavern = generateCaverns(stone_surface_max_y);
- // Generate tunnels and classic caves
+ near_cavern = generateCavernsNoise(stone_surface_max_y);
+
+ // Generate large randomwalk caves
if (near_cavern)
- // Disable classic caves in this mapchunk by setting
+ // Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
- generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ generateCavesRandomWalk(stone_surface_max_y,
+ -MAX_MAP_GENERATION_LIMIT);
else
- generateCaves(stone_surface_max_y, large_cave_depth);
+ generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate dungeons