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Mapgen: Remove calculateNoise from most mapgens
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.
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@@ -243,9 +243,6 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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blockseed = getBlockSeed2(full_node_min, seed);
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// Make some noise
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calculateNoise();
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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@@ -328,23 +325,6 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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}
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void MapgenFractal::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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s16 x = node_min.X;
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s16 z = node_min.Z;
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noise_seabed->perlinMap2D(x, z);
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// Cave noises are calculated in generateCaves()
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// only if solid terrain is present in mapchunk
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noise_filler_depth->perlinMap2D(x, z);
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//printf("calculateNoise: %dus\n", t.stop());
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}
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bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
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{
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float cx, cy, cz, cw, ox, oy, oz, ow;
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@@ -474,6 +454,8 @@ s16 MapgenFractal::generateTerrain()
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 index2d = 0;
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noise_seabed->perlinMap2D(node_min.X, node_min.Z);
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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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