Mgv5: Optimise tunnels, add biome material in entrances
Place biome top node on tunnel entrance floor Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemapsmaster
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fe349d401d
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e661d8b32c
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@ -54,7 +54,8 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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// amount of elements to skip for the next index
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// amount of elements to skip for the next index
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// for noise/height/biome maps (not vmanip)
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// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->biomemap = new u8[csize.X * csize.Z];
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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@ -70,9 +71,11 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
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noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
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// 3D terrain noise
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// 3D terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-up 1-down overgeneration
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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// Biome noise
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// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -505,50 +508,6 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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}
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}
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void MapgenV5::generateCaves(int max_stone_y)
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{
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if (max_stone_y < node_min.Y)
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return;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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u32 index = 0;
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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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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++, vi++, index++) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.125f) {
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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}
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}
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}
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if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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void MapgenV5::dustTopNodes()
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void MapgenV5::dustTopNodes()
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{
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{
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if (node_max.Y < water_level)
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if (node_max.Y < water_level)
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@ -597,3 +556,72 @@ void MapgenV5::dustTopNodes()
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}
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}
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}
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}
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}
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}
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void MapgenV5::generateCaves(int max_stone_y)
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{
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if (max_stone_y < node_min.Y)
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return;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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// Indexes at column top (node_max.Y)
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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index3d -= ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.125f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_tunnel = true;
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} else {
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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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(c == biome->c_filler || c == biome->c_stone))
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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is_tunnel = false;
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}
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}
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}
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if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV5 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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@ -53,7 +53,7 @@ public:
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BiomeManager *bmgr;
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BiomeManager *bmgr;
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int ystride;
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int ystride;
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int zstride;
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int zstride_1d;
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u32 spflags;
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u32 spflags;
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v3s16 node_min;
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v3s16 node_min;
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