Cave liquids: Use a more precise point for calculating biome

Use the centre point of the route being carved for a more precise match
between cave liquids and biome.
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Paramat 2018-04-21 20:35:29 +01:00 committed by GitHub
parent cb92cdf3a4
commit 5abd0efb90
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1 changed files with 9 additions and 8 deletions

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@ -497,28 +497,29 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
// Get biome at 'startp', use 'node_cave_liquid' if stated, otherwise
// fallback to classic behaviour.
v3f fp = orp + vec * f;
fp.X += 0.1f * ps->range(-10, 10);
fp.Z += 0.1f * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
// Get biome at 'cp + of', the absolute centre point of this route
v3s16 cpabs = cp + of;
MapNode liquidnode = CONTENT_IGNORE;
if (bmgn) {
Biome *biome = (Biome *)bmgn->calcBiomeAtPoint(startp);
Biome *biome = (Biome *)bmgn->calcBiomeAtPoint(cpabs);
if (biome->c_cave_liquid != CONTENT_IGNORE)
liquidnode = biome->c_cave_liquid;
}
if (liquidnode == CONTENT_IGNORE) {
// Fallback to classic behaviour using point 'startp'
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, seed);
liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
lavanode : waternode;
}
v3f fp = orp + vec * f;
fp.X += 0.1f * ps->range(-10, 10);
fp.Z += 0.1f * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs / 2;
s16 d1 = d0 + rs;
if (randomize_xz) {