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	Mapgen: Optimise cave noises and tunnel excavation
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
This commit is contained in:
		@@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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	//// amount of elements to skip for the next index
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	//// for noise/height/biome maps (not vmanip)
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	this->ystride = csize.X;
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	this->zstride = csize.X * (csize.Y + 2);
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	// 1-down overgeneration
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	this->zstride_1d = csize.X * (csize.Y + 1);
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	this->biomemap        = new u8[csize.X * csize.Z];
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	this->heightmap       = new s16[csize.X * csize.Z];
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@@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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	noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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	//// 3D noise
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	noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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	noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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	// 1-down overgeneraion
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	noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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	noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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	//// Biome noise
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	noise_heat           = new Noise(¶ms->np_biome_heat,           seed, csize.X, csize.Z);
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@@ -566,19 +568,19 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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	for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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		bool column_is_open = false;  // Is column open to overground
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		bool is_tunnel = false;  // Is tunnel or tunnel floor
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		u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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		u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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		u32 vi = vm->m_area.index(x, node_max.Y, z);
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		u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * 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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			// Don't excavate the overgenerated stone at node_max.Y + 1,
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			// this creates a 'roof' over the tunnel, preventing light in
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			// tunnels at mapchunk borders when generating mapchunks upwards.
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			if (y > node_max.Y)
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				continue;
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		// Don't excavate the overgenerated stone at node_max.Y + 1,
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		// this creates a 'roof' over the tunnel, preventing light in
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		// tunnels at mapchunk borders when generating mapchunks upwards.
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		// This 'roof' is removed when the mapchunk above is generated.
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		for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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				index3d -= ystride,
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				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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@@ -60,7 +60,7 @@ public:
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	BiomeManager *bmgr;
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	int ystride;
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	int zstride;
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	int zstride_1d;
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	u32 spflags;
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	v3s16 node_min;
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@@ -56,7 +56,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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	//// amount of elements to skip for the next index
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	//// for noise/height/biome maps (not vmanip)
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	this->ystride = csize.X;
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	this->zstride = csize.X * (csize.Y + 2);
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	// 1-down overgeneration
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	this->zstride_1d = csize.X * (csize.Y + 1);
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	this->biomemap  = new u8[csize.X * csize.Z];
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	this->heightmap = new s16[csize.X * csize.Z];
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@@ -85,8 +86,9 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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	noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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	//// 3D terrain noise
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	noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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	noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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	// 1-down overgeneraion
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	noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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	noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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	//// Biome noise
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	noise_heat           = new Noise(¶ms->np_biome_heat,           seed, csize.X, csize.Z);
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@@ -694,19 +696,19 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
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	for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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		bool column_is_open = false;  // Is column open to overground
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		bool is_tunnel = false;  // Is tunnel or tunnel floor
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		u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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		u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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		u32 vi = vm->m_area.index(x, node_max.Y, z);
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		u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * 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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			// Don't excavate the overgenerated stone at node_max.Y + 1,
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			// this creates a 'roof' over the tunnel, preventing light in
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			// tunnels at mapchunk borders when generating mapchunks upwards.
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			if (y > node_max.Y)
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				continue;
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		// Don't excavate the overgenerated stone at node_max.Y + 1,
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		// this creates a 'roof' over the tunnel, preventing light in
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		// tunnels at mapchunk borders when generating mapchunks upwards.
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		// This 'roof' is removed when the mapchunk above is generated.
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		for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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				index3d -= ystride,
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				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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@@ -65,7 +65,7 @@ public:
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	BiomeManager *bmgr;
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	int ystride;
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	int zstride;
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	int zstride_1d;
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	u16 formula;
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	bool julia;
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@@ -59,7 +59,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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	//// amount of elements to skip for the next index
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	//// for noise/height/biome maps (not vmanip)
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	this->ystride = csize.X;
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	this->zstride = csize.X * (csize.Y + 2);
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	// 1-down overgeneration
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	this->zstride_1d = csize.X * (csize.Y + 1);
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	this->biomemap        = new u8[csize.X * csize.Z];
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	this->heightmap       = new s16[csize.X * csize.Z];
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@@ -80,10 +81,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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	noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
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	//// 3d terrain noise
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	// 1-up 1-down overgeneration
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	noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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	noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
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	noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
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	noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
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	// 1-down overgeneraion
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	noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 1, csize.Z);
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	noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 1, csize.Z);
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	//// Biome noise
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	noise_heat           = new Noise(¶ms->np_biome_heat,           seed, csize.X, csize.Z);
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@@ -199,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
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}
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///////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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@@ -451,41 +454,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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}
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#if 0
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void MapgenV7::carveRivers() {
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	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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	MapNode n_stone(c_stone);
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	u32 index = 0;
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	int river_depth = 4;
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	for (s16 z = node_min.Z; z <= node_max.Z; z++)
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	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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		float terrain_mod  = noise_terrain_mod->result[index];
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		NoiseParams *np = noise_terrain_river->np;
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		np.persist = noise_terrain_persist->result[index];
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		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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		float height = terrain_river * (1 - abs(terrain_mod)) *
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						noise_terrain_river->np.scale;
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		height = log(height * height); //log(h^3) is pretty interesting for terrain
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		s16 y = heightmap[index];
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		if (height < 1.0 && y > river_depth &&
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			y - river_depth >= node_min.Y && y <= node_max.Y) {
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			for (s16 ry = y; ry != y - river_depth; ry--) {
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				u32 vi = vm->m_area.index(x, ry, z);
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				vm->m_data[vi] = n_air;
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			}
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			u32 vi = vm->m_area.index(x, y - river_depth, z);
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			vm->m_data[vi] = n_water_source;
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		}
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	}
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}
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#endif
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int MapgenV7::generateTerrain()
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{
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	s16 stone_surface_min_y;
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@@ -765,6 +733,112 @@ void MapgenV7::dustTopNodes()
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}
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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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		return;
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	noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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	noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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	v3s16 em = vm->m_area.getExtent();
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	u32 index2d = 0;
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	for (s16 z = node_min.Z; z <= node_max.Z; z++)
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	for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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		bool column_is_open = false;  // Is column open to overground
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		bool is_tunnel = false;  // Is tunnel or tunnel floor
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		// Indexes at column top (node_max.Y)
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		u32 vi = vm->m_area.index(x, node_max.Y, z);
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		u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * 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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		// Don't excavate the overgenerated stone at node_max.Y + 1,
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		// this creates a 'roof' over the tunnel, preventing light in
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		// tunnels at mapchunk borders when generating mapchunks upwards.
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		// This 'roof' is removed when the mapchunk above is generated.
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		for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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				index3d -= ystride,
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				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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				column_is_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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				is_tunnel = true;
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			} else if (is_tunnel && column_is_open &&
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					(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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				column_is_open = false;
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				is_tunnel = false;
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			} else {
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				column_is_open = false;
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				is_tunnel = false;
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			}
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		}
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	}
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	if (node_min.Y >= water_level)
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		return;
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	PseudoRandom ps(blockseed + 21343);
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	u32 bruises_count = ps.range(0, 2);
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	for (u32 i = 0; i < bruises_count; i++) {
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		CaveV7 cave(this, &ps);
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		cave.makeCave(node_min, node_max, max_stone_y);
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	}
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}
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///////////////////////////////////////////////////////////////
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#if 0
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void MapgenV7::carveRivers() {
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	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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	MapNode n_stone(c_stone);
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	u32 index = 0;
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	int river_depth = 4;
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	for (s16 z = node_min.Z; z <= node_max.Z; z++)
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	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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		float terrain_mod  = noise_terrain_mod->result[index];
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		NoiseParams *np = noise_terrain_river->np;
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		np.persist = noise_terrain_persist->result[index];
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		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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		float height = terrain_river * (1 - abs(terrain_mod)) *
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						noise_terrain_river->np.scale;
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		height = log(height * height); //log(h^3) is pretty interesting for terrain
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		s16 y = heightmap[index];
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		if (height < 1.0 && y > river_depth &&
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			y - river_depth >= node_min.Y && y <= node_max.Y) {
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		||||
 | 
			
		||||
			for (s16 ry = y; ry != y - river_depth; ry--) {
 | 
			
		||||
				u32 vi = vm->m_area.index(x, ry, z);
 | 
			
		||||
				vm->m_data[vi] = n_air;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			u32 vi = vm->m_area.index(x, y - river_depth, z);
 | 
			
		||||
			vm->m_data[vi] = n_water_source;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#if 0
 | 
			
		||||
void MapgenV7::addTopNodes()
 | 
			
		||||
{
 | 
			
		||||
@@ -859,70 +933,3 @@ void MapgenV7::addTopNodes()
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void MapgenV7::generateCaves(s16 max_stone_y)
 | 
			
		||||
{
 | 
			
		||||
	if (max_stone_y < node_min.Y)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
 | 
			
		||||
	noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
 | 
			
		||||
 | 
			
		||||
	v3s16 em = vm->m_area.getExtent();
 | 
			
		||||
	u32 index2d = 0;
 | 
			
		||||
 | 
			
		||||
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | 
			
		||||
	for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
 | 
			
		||||
		bool column_is_open = false;  // Is column open to overground
 | 
			
		||||
		bool is_tunnel = false;  // Is tunnel or tunnel floor
 | 
			
		||||
		u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
 | 
			
		||||
		u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
 | 
			
		||||
			(x - node_min.X);
 | 
			
		||||
		// Biome of column
 | 
			
		||||
		Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
 | 
			
		||||
 | 
			
		||||
		for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
 | 
			
		||||
				y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
 | 
			
		||||
			// 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.
 | 
			
		||||
			if (y > node_max.Y)
 | 
			
		||||
				continue;
 | 
			
		||||
 | 
			
		||||
			content_t c = vm->m_data[vi].getContent();
 | 
			
		||||
			if (c == CONTENT_AIR || c == biome->c_water_top ||
 | 
			
		||||
					c == biome->c_water) {
 | 
			
		||||
				column_is_open = true;
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
			// Ground
 | 
			
		||||
			float d1 = contour(noise_cave1->result[index3d]);
 | 
			
		||||
			float d2 = contour(noise_cave2->result[index3d]);
 | 
			
		||||
			if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
 | 
			
		||||
				// In tunnel and ground content, excavate
 | 
			
		||||
				vm->m_data[vi] = MapNode(CONTENT_AIR);
 | 
			
		||||
				is_tunnel = true;
 | 
			
		||||
			} else if (is_tunnel && column_is_open &&
 | 
			
		||||
					(c == biome->c_filler || c == biome->c_stone)) {
 | 
			
		||||
				// Tunnel entrance floor
 | 
			
		||||
				vm->m_data[vi] = MapNode(biome->c_top);
 | 
			
		||||
				column_is_open = false;
 | 
			
		||||
				is_tunnel = false;
 | 
			
		||||
			} else {
 | 
			
		||||
				column_is_open = false;
 | 
			
		||||
				is_tunnel = false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (node_min.Y >= water_level)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	PseudoRandom ps(blockseed + 21343);
 | 
			
		||||
	u32 bruises_count = ps.range(0, 2);
 | 
			
		||||
	for (u32 i = 0; i < bruises_count; i++) {
 | 
			
		||||
		CaveV7 cave(this, &ps);
 | 
			
		||||
		cave.makeCave(node_min, node_max, max_stone_y);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -59,7 +59,7 @@ public:
 | 
			
		||||
	BiomeManager *bmgr;
 | 
			
		||||
 | 
			
		||||
	int ystride;
 | 
			
		||||
	int zstride;
 | 
			
		||||
	int zstride_1d;
 | 
			
		||||
	u32 spflags;
 | 
			
		||||
 | 
			
		||||
	v3s16 node_min;
 | 
			
		||||
 
 | 
			
		||||
@@ -74,6 +74,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
 | 
			
		||||
	//// for noise/height/biome maps (not vmanip)
 | 
			
		||||
	this->ystride = csize.X;
 | 
			
		||||
	this->zstride = csize.X * (csize.Y + 2);
 | 
			
		||||
	// 1-down overgeneration
 | 
			
		||||
	this->zstride_1d = csize.X * (csize.Y + 1);
 | 
			
		||||
 | 
			
		||||
	this->biomemap  = new u8[csize.X * csize.Z];
 | 
			
		||||
	this->heightmap = new s16[csize.X * csize.Z];
 | 
			
		||||
@@ -113,10 +115,12 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
 | 
			
		||||
	noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
 | 
			
		||||
 | 
			
		||||
	//// 3D Terrain noise
 | 
			
		||||
	noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 2, csize.Z);
 | 
			
		||||
	noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 2, csize.Z);
 | 
			
		||||
	// 1-up 1-down overgeneration
 | 
			
		||||
	noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
 | 
			
		||||
	noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 2, csize.Z);
 | 
			
		||||
	// 1-down overgeneraion
 | 
			
		||||
	noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
 | 
			
		||||
	noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
 | 
			
		||||
	noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
 | 
			
		||||
 | 
			
		||||
	//// Biome noise
 | 
			
		||||
	noise_heat_blend     = new Noise(¶ms->np_biome_heat_blend,     seed, csize.X, csize.Z);
 | 
			
		||||
@@ -885,7 +889,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
 | 
			
		||||
	if (node_max.Y <= massive_cave_depth) {
 | 
			
		||||
		noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
 | 
			
		||||
 | 
			
		||||
		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
 | 
			
		||||
		for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
 | 
			
		||||
			float tcave = massive_cave_threshold;
 | 
			
		||||
 | 
			
		||||
			if (y < yblmin) {
 | 
			
		||||
@@ -923,19 +927,17 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
 | 
			
		||||
		Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
 | 
			
		||||
		bool air_above = false;
 | 
			
		||||
		bool underground = false;
 | 
			
		||||
		u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
 | 
			
		||||
 | 
			
		||||
		index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
 | 
			
		||||
		u32 index_data = vm->m_area.index(x, node_max.Y, z);
 | 
			
		||||
		index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
 | 
			
		||||
 | 
			
		||||
		// Dig caves on down loop to check for air above.
 | 
			
		||||
		for (s16 y = node_max.Y + 1;
 | 
			
		||||
				y >= node_min.Y - 1;
 | 
			
		||||
				y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
 | 
			
		||||
			// 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.
 | 
			
		||||
			if (y > node_max.Y)
 | 
			
		||||
				continue;
 | 
			
		||||
		// 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.
 | 
			
		||||
		// This 'roof' is removed when the mapchunk above is generated.
 | 
			
		||||
		for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
 | 
			
		||||
				index_3d -= ystride,
 | 
			
		||||
				vm->m_area.add_y(em, index_data, -1)) {
 | 
			
		||||
 | 
			
		||||
			float terrain = noise_terrain_height->result[index_2d];
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -106,6 +106,7 @@ private:
 | 
			
		||||
 | 
			
		||||
	int ystride;
 | 
			
		||||
	int zstride;
 | 
			
		||||
	int zstride_1d;
 | 
			
		||||
 | 
			
		||||
	float map_gen_limit;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user