this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
+ this->c_ice = mg->c_ice;
this->np_caveliquids = &nparams_caveliquids;
dswitchint = ps->range(1, 14);
bool randomize_xz = (ps->range(1, 2) == 1);
// Make a ravine every once in a while if it's long enough
- float xylen = vec.X * vec.X + vec.Z * vec.Z;
- bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+ //float xylen = vec.X * vec.X + vec.Z * vec.Z;
+ //disable ravines for now
+ bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
}
bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
+ bool should_make_cave_hole = ps->range(1, 10) == 1;
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
- if (!is_ravine && mg->heightmap) {
+ if (!is_ravine && mg->heightmap && should_make_cave_hole) {
int maplen = node_max.X - node_min.X + 1;
int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
- if (p.Y >= mg->heightmap[idx])
+ if (p.Y >= mg->heightmap[idx] - 2)
continue;
}
u32 i = vm->m_area.index(p);
- // Don't replace air or water or lava
+ // Don't replace air, water, lava, or ice
content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
+ if (c == CONTENT_AIR || c == c_water_source ||
+ c == c_lava_source || c == c_ice)
continue;
if (large_cave) {
else
vm->m_data[i] = airnode;
} else {
+ if (c == CONTENT_IGNORE)
+ continue;
+
vm->m_data[i] = airnode;
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
}