MgV5/6/7: Generate dungeons above water level
Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountainsmaster
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938a3f2976
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7452d5399b
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@ -70,10 +70,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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//TimeTaker t("gen dungeons");
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int approx_groundlevel = 10 + mg->water_level;
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if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
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NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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return;
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this->blockseed = bseed;
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@ -252,7 +252,8 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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calculateNoise();
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// Generate base terrain
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generateBaseTerrain();
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s16 stone_surface_max_y = generateBaseTerrain();
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updateHeightmap(node_min, node_max);
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// Generate underground dirt, sand, gravel and lava blobs
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@ -268,7 +269,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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generateBiomes();
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// Generate dungeons and desert temples
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if (flags & MG_DUNGEONS) {
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonGen dgen(this, NULL);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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@ -342,10 +343,11 @@ void MapgenV5::calculateNoise()
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// Make base ground level
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void MapgenV5::generateBaseTerrain()
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int MapgenV5::generateBaseTerrain()
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{
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u32 index = 0;
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u32 index2d = 0;
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int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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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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@ -372,12 +374,16 @@ void MapgenV5::generateBaseTerrain()
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vm->m_data[i] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[i] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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}
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}
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index2d = index2d - ystride;
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}
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index2d = index2d + ystride;
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}
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return stone_surface_max_y;
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}
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@ -94,7 +94,7 @@ public:
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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void calculateNoise();
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void generateBaseTerrain();
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int generateBaseTerrain();
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void generateBlobs();
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void generateBiomes();
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void dustTopNodes();
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@ -500,7 +500,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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}
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// Add dungeons
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if (flags & MG_DUNGEONS) {
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.np_rarity = nparams_dungeon_rarity;
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@ -241,7 +241,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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if (flags & MG_DUNGEONS) {
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonGen dgen(this, NULL);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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@ -405,7 +405,7 @@ int MapgenV7::generateTerrain()
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int ymax = generateBaseTerrain();
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if (spflags & MGV7_MOUNTAINS)
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generateMountainTerrain();
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ymax = generateMountainTerrain(ymax);
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if (spflags & MGV7_RIDGES)
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generateRidgeTerrain();
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@ -453,10 +453,10 @@ int MapgenV7::generateBaseTerrain()
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}
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void MapgenV7::generateMountainTerrain()
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int MapgenV7::generateMountainTerrain(int ymax)
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{
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if (node_max.Y <= water_level)
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return;
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return ymax;
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MapNode n_stone(c_stone);
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u32 j = 0;
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@ -466,14 +466,21 @@ void MapgenV7::generateMountainTerrain()
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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int index = (z - node_min.Z) * csize.X + (x - node_min.X);
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content_t c = vm->m_data[vi].getContent();
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if (getMountainTerrainFromMap(j, index, y))
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if (getMountainTerrainFromMap(j, index, y)
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&& (c == CONTENT_AIR || c == c_water_source)) {
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vm->m_data[vi] = n_stone;
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if (y > ymax)
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ymax = y;
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}
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vi++;
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j++;
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}
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}
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return ymax;
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}
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@ -107,7 +107,7 @@ public:
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virtual int generateTerrain();
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int generateBaseTerrain();
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void generateMountainTerrain();
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int generateMountainTerrain(int ymax);
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void generateRidgeTerrain();
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void generateBiomes();
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