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path: root/src/mapgen_flat.cpp
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* Mapgen: Combine dungeon generation codekwolekr2016-05-27
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* Mapgen: Deduplicate common constructor codekwolekr2016-05-27
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* Mapgen: Remove calculateNoise from most mapgenskwolekr2016-05-27
| | | | | | This commit moves noise calculation to the functions where the noise is actually required, increasing the separation of concerns and level of interdependency for each mapgen method. Valleys Mapgen is left unmodified.
* Cavegen: Move V5-style caves to CavesNoiseIntersectionkwolekr2016-05-27
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* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
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* Mapgen: Combine generateBiomes, dustTopNodes, and generateCaveskwolekr2016-05-27
| | | | | This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
* Mapgen: Make 3D noise tunnels' width settableparamat2016-04-28
| | | | | | Correct parameter names mg_valleys to mgvalleys Remove biome NoiseParams from MapgenValleysParams Improve format of parameter code
* Mgv7, mgflat, mgfractal: Tunnel generation code optimisationparamat2016-04-12
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* Mapgen: Optimise cave noises and tunnel excavationparamat2016-04-08
| | | | | | Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
* Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhereparamat2016-03-21
| | | | | | A bool for 'in or under tunnel' was missing 1-node-deep stone ledges were being replaced with biome surface material
* Mapgen: Fix light in tunnels at mapchunk bordersparamat2016-03-14
| | | | | | Don't excavate the overgenerated stone at node_max.Y + 1, this creates a 'roof' over the tunnel, preventing light in tunnels at mapchunk borders when generating mapchunks upwards.
* FindSpawnPos: Let mapgens decide what spawn altitude is suitableparamat2016-02-09
| | | | | | | | | | | | To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
* Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCavesparamat2016-02-02
| | | | | | | | | | Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name
* Mgv7/flat/fractal: Place biome top node on tunnel entrance floorparamat2016-01-14
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* Mgv5/v7/flat/fractal: More large pseudorandom cavesparamat2015-12-02
| | | | Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
* Mapgen: Add global 'decorations' flagparamat2015-11-21
| | | | | | | | | | Flag is set by default in MapgenParams The global 'trees' flag remains but is now undocumented and unset by default in MapgenParams Add mgv6_spflag 'trees' set by default in defaultsettings.cpp to affect new worlds only This is automatically backwards compatible for existing worlds
* Mapgen: Add flat mapgen in hidden formparamat2015-11-11