Mgvalleys / cavegen: Place riverbed nodes under river water
When a CavesNoiseIntersection tunnel intersects a river place biome 'riverbed' nodes in tunnel entrance instead of biome 'top' nodes.pr
parent
97c763158c
commit
2ba8ad1dfe
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@ -79,6 +79,7 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool column_is_open = false; // Is column open to overground
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bool is_under_river = false; // Is column under river water
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bool is_tunnel = false; // Is tunnel or tunnel floor
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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@ -99,6 +100,10 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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c == biome->c_water) {
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c == biome->c_water) {
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column_is_open = true;
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column_is_open = true;
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continue;
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continue;
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} else if (c == biome->c_river_water) {
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column_is_open = true;
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is_under_river = true;
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continue;
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}
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}
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// Ground
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d1 = contour(noise_cave1->result[index3d]);
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@ -111,9 +116,13 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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} else {
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} else {
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// Not in tunnel or not ground content
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// Not in tunnel or not ground content
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if (is_tunnel && column_is_open &&
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if (is_tunnel && column_is_open &&
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(c == biome->c_filler || c == biome->c_stone))
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(c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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if (is_under_river)
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vm->m_data[vi] = MapNode(biome->c_riverbed);
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else
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vm->m_data[vi] = MapNode(biome->c_top);
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}
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column_is_open = false;
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column_is_open = false;
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is_tunnel = false;
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is_tunnel = false;
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@ -665,6 +665,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
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Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
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Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
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bool tunnel_air_above = false;
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bool tunnel_air_above = false;
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bool is_under_river = false;
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bool underground = false;
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bool underground = false;
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u32 index_data = vm->m_area.index(x, node_max.Y, z);
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u32 index_data = vm->m_area.index(x, node_max.Y, z);
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u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
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u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
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@ -696,14 +697,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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}
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}
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content_t c = vm->m_data[index_data].getContent();
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content_t c = vm->m_data[index_data].getContent();
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// Detect river water to place riverbed nodes in tunnels
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if (c == biome->c_river_water)
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is_under_river = true;
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float d1 = contour(noise_cave1->result[index_3d]);
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float d1 = contour(noise_cave1->result[index_3d]);
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float d2 = contour(noise_cave2->result[index_3d]);
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float d2 = contour(noise_cave2->result[index_3d]);
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// River water is not set as ground content
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// in the default game. This can produce strange results
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// when a tunnel undercuts a river. However, that's not for
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// the mapgen to correct. Fix it in lua.
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if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
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if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
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// in a tunnel
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// in a tunnel
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vm->m_data[index_data] = n_air;
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vm->m_data[index_data] = n_air;
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@ -716,8 +716,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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vm->m_area.add_y(em, j, 1);
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vm->m_area.add_y(em, j, 1);
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if (sr > terrain - y) {
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if (sr > terrain - y) {
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// Put dirt in tunnels near the surface.
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// Put biome nodes in tunnels near the surface
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if (underground)
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if (is_under_river)
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vm->m_data[index_data] = MapNode(biome->c_riverbed);
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else if (underground)
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vm->m_data[index_data] = MapNode(biome->c_filler);
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vm->m_data[index_data] = MapNode(biome->c_filler);
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else
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else
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vm->m_data[index_data] = MapNode(biome->c_top);
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vm->m_data[index_data] = MapNode(biome->c_top);
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