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Mgv7: Combine mountain terrain generation with base terrain generation
Previous mountain terrain generation was by necessity placing stone in air, this was removing air from any overgenerated structures such as tunnels, dungeons and large caves Moving it into the base terrain generation loop ensures that only 'ignore' is replaced generateRidgeTerrain: only return if node_max.Y < water_level - 16 Previously, if water level was set a few nodes above a mapchunk border the river channel was only partially excavated
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@@ -59,6 +59,7 @@ public:
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BiomeManager *bmgr;
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int ystride;
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int zstride_1u1d;
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int zstride_1d;
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u32 spflags;
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@@ -113,16 +114,12 @@ public:
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void calculateNoise();
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virtual int generateTerrain();
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void generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y);
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int generateMountainTerrain(s16 ymax);
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int generateTerrain();
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void generateRidgeTerrain();
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MgStoneType generateBiomes(float *heat_map, float *humidity_map);
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void dustTopNodes();
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//void addTopNodes();
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void generateCaves(s16 max_stone_y);
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};
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