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.master
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5abd0efb90
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@ -497,28 +497,29 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
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v3s16 startp(orp.X, orp.Y, orp.Z);
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startp += of;
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// Get biome at 'startp', use 'node_cave_liquid' if stated, otherwise
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// fallback to classic behaviour.
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v3f fp = orp + vec * f;
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fp.X += 0.1f * ps->range(-10, 10);
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fp.Z += 0.1f * ps->range(-10, 10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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// Get biome at 'cp + of', the absolute centre point of this route
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v3s16 cpabs = cp + of;
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MapNode liquidnode = CONTENT_IGNORE;
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if (bmgn) {
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Biome *biome = (Biome *)bmgn->calcBiomeAtPoint(startp);
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Biome *biome = (Biome *)bmgn->calcBiomeAtPoint(cpabs);
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if (biome->c_cave_liquid != CONTENT_IGNORE)
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liquidnode = biome->c_cave_liquid;
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}
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if (liquidnode == CONTENT_IGNORE) {
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// Fallback to classic behaviour using point 'startp'
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float nval = NoisePerlin3D(np_caveliquids, startp.X,
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startp.Y, startp.Z, seed);
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liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
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lavanode : waternode;
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}
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v3f fp = orp + vec * f;
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fp.X += 0.1f * ps->range(-10, 10);
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fp.Z += 0.1f * ps->range(-10, 10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs / 2;
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s16 d1 = d0 + rs;
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if (randomize_xz) {
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