Mgv7/flat/fractal: Place biome top node on tunnel entrance floor
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@ -551,20 +551,39 @@ void MapgenFlat::dustTopNodes()
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void MapgenFlat::generateCaves(s16 max_stone_y)
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{
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if (max_stone_y >= node_min.Y) {
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u32 index = 0;
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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u32 index3d;
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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 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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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 > 0.3f) {
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool open = false; // Is column open to overground
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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open = false;
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} else {
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open = false;
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}
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}
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}
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@ -674,20 +674,39 @@ void MapgenFractal::dustTopNodes()
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void MapgenFractal::generateCaves(s16 max_stone_y)
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{
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if (max_stone_y >= node_min.Y) {
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u32 index = 0;
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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u32 index3d;
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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 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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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 > 0.3f) {
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool open = false; // Is column open to overground
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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open = false;
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} else {
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open = false;
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}
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}
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}
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@ -863,20 +863,39 @@ void MapgenV7::addTopNodes()
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void MapgenV7::generateCaves(s16 max_stone_y)
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{
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if (max_stone_y >= node_min.Y) {
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u32 index = 0;
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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u32 index3d;
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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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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 > 0.3f) {
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool open = false; // Is column open to overground
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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vm->m_data[i] = MapNode(CONTENT_AIR);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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open = false;
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} else {
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open = false;
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}
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}
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}
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