From bf25837617541eee0317e1231abca65233edeb8e Mon Sep 17 00:00:00 2001 From: kwolekr Date: Tue, 10 May 2016 00:10:59 -0400 Subject: [PATCH] Cavegen: Rename CaveV6 to CavesV6 - Add comment explaining why it exists - Remove unused 'flooded' variable - Rename shadowed variable - Fix some code style --- src/cavegen.cpp | 49 ++++++++++++++++++++++++----------------------- src/cavegen.h | 19 ++++++++++++++---- src/mapgen_v6.cpp | 2 +- 3 files changed, 41 insertions(+), 29 deletions(-) diff --git a/src/cavegen.cpp b/src/cavegen.cpp index 59274101..e6e21be4 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -277,10 +277,12 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz) } -///////////////////////////////////////// Caves V6 +//// +//// CavesV6 +//// - -CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) +CavesV6::CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, + bool is_large_cave) { this->mg = mg; this->vm = mg->vm; @@ -295,23 +297,22 @@ CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_ min_tunnel_diameter = 2; max_tunnel_diameter = ps->range(2, 6); dswitchint = ps->range(1, 14); - flooded = true; if (large_cave) { - part_max_length_rs = ps->range(2,4); - tunnel_routepoints = ps->range(5, ps->range(15,30)); + part_max_length_rs = ps->range(2, 4); + tunnel_routepoints = ps->range(5, ps->range(15, 30)); min_tunnel_diameter = 5; - max_tunnel_diameter = ps->range(7, ps->range(8,24)); + max_tunnel_diameter = ps->range(7, ps->range(8, 24)); } else { - part_max_length_rs = ps->range(2,9); - tunnel_routepoints = ps->range(10, ps->range(15,30)); + part_max_length_rs = ps->range(2, 9); + tunnel_routepoints = ps->range(10, ps->range(15, 30)); } - large_cave_is_flat = (ps->range(0,1) == 0); + large_cave_is_flat = (ps->range(0, 1) == 0); } -void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) +void CavesV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { node_min = nmin; node_max = nmax; @@ -328,8 +329,8 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) const s16 max_spread_amount = MAP_BLOCKSIZE; s16 insure = 10; s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1); - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; + ar += v3s16(1, 0, 1) * more * 2; + of -= v3s16(1, 0, 1) * more; route_y_min = 0; // Allow half a diameter + 7 over stone surface @@ -339,20 +340,20 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) route_y_max = rangelim(route_y_max, 0, ar.Y - 1); if (large_cave) { - s16 min = 0; + s16 minpos = 0; if (node_min.Y < water_level && node_max.Y > water_level) { - min = water_level - max_tunnel_diameter/3 - of.Y; - route_y_max = water_level + max_tunnel_diameter/3 - of.Y; + minpos = water_level - max_tunnel_diameter / 3 - of.Y; + route_y_max = water_level + max_tunnel_diameter / 3 - of.Y; } - route_y_min = ps->range(min, min + max_tunnel_diameter); + route_y_min = ps->range(minpos, minpos + max_tunnel_diameter); route_y_min = rangelim(route_y_min, 0, route_y_max); } s16 route_start_y_min = route_y_min; s16 route_start_y_max = route_y_max; - route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1); - route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1); + route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1); + route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); // Randomize starting position orp = v3f( @@ -379,7 +380,7 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) } -void CaveV6::makeTunnel(bool dirswitch) +void CavesV6::makeTunnel(bool dirswitch) { if (dirswitch && !large_cave) { main_direction = v3f( @@ -496,7 +497,8 @@ void CaveV6::makeTunnel(bool dirswitch) } -void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground) +void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz, + bool tunnel_above_ground) { MapNode airnode(CONTENT_AIR); MapNode waternode(c_water_source); @@ -547,11 +549,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g int full_ymin = node_min.Y - MAP_BLOCKSIZE; int full_ymax = node_max.Y + MAP_BLOCKSIZE; - if (flooded && full_ymin < water_level && - full_ymax > water_level) { + if (full_ymin < water_level && full_ymax > water_level) { vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode; - } else if (flooded && full_ymax < water_level) { + } else if (full_ymax < water_level) { vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode; } else { diff --git a/src/cavegen.h b/src/cavegen.h index c907fe29..b50455c1 100644 --- a/src/cavegen.h +++ b/src/cavegen.h @@ -72,7 +72,20 @@ public: void carveRoute(v3f vec, float f, bool randomize_xz); }; -class CaveV6 { +/* + CavesV6 is the original version of caves used with Mapgen V6. + + Though it uses the same fundamental algorithm as CavesRandomWalk, it is made + separate to preserve the exact sequence of PseudoRandom calls - any change + to this ordering results in the output being radically different. + Because caves in Mapgen V6 are responsible for a large portion of the basic + terrain shape, modifying this will break our contract of reverse + compatibility for a 'stable' mapgen such as V6. + + tl;dr, + *** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING *** +*/ +class CavesV6 { public: MapgenV6 *mg; MMVManip *vm; @@ -86,7 +99,6 @@ public: bool large_cave; bool large_cave_is_flat; - bool flooded; s16 max_stone_y; v3s16 node_min; @@ -109,8 +121,7 @@ public: int water_level; - CaveV6() {} - CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave); + CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave); void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height); void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground); diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index c389b2ed..d143f12e 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -1067,7 +1067,7 @@ void MapgenV6::generateCaves(int max_stone_y) for (u32 i = 0; i < caves_count + bruises_count; i++) { bool large_cave = (i >= caves_count); - CaveV6 cave(this, &ps, &ps2, large_cave); + CavesV6 cave(this, &ps, &ps2, large_cave); cave.makeCave(node_min, node_max, max_stone_y); }