]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_flat.cpp
Mgvalleys: use standard caves
[minetest.git] / src / mapgen_flat.cpp
index 1b41d0acf345723f08c8eeb3bc3c88b76f830c63..b7f01320fec4e635343ab2aca6eb26321dde867b 100644 (file)
@@ -148,8 +148,8 @@ MapgenFlatParams::MapgenFlatParams()
 
        np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
        np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
-       np_cave1        = NoiseParams(0, 12,  v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
-       np_cave2        = NoiseParams(0, 12,  v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+       np_cave1        = NoiseParams(0, 12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
+       np_cave2        = NoiseParams(0, 12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
 }
 
 
@@ -551,20 +551,39 @@ void MapgenFlat::dustTopNodes()
 void MapgenFlat::generateCaves(s16 max_stone_y)
 {
        if (max_stone_y >= node_min.Y) {
-               u32 index = 0;
+               v3s16 em = vm->m_area.getExtent();
+               u32 index2d = 0;
+               u32 index3d;
 
                for (s16 z = node_min.Z; z <= node_max.Z; z++)
-               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       u32 vi = vm->m_area.index(node_min.X, y, z);
-                       for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if (d1 * d2 > 0.4f) {
-                                       content_t c = vm->m_data[vi].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                               continue;
-
+               for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+                       bool open = false;  // Is column open to overground
+                       u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+                       index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+                               (x - node_min.X);
+                       // Biome of column
+                       Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+                       for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+                                       y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+                               content_t c = vm->m_data[vi].getContent();
+                               if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                               c == biome->c_water) {
+                                       open = true;
+                                       continue;
+                               }
+                               // Ground
+                               float d1 = contour(noise_cave1->result[index3d]);
+                               float d2 = contour(noise_cave2->result[index3d]);
+                               if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+                                       // In tunnel and ground content, excavate
                                        vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
+                                       // Tunnel entrance floor
+                                       vm->m_data[vi] = MapNode(biome->c_top);
+                                       open = false;
+                               } else {
+                                       open = false;
                                }
                        }
                }
@@ -574,7 +593,7 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
                return;
 
        PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+       u32 bruises_count = ps.range(0, 2);
        for (u32 i = 0; i < bruises_count; i++) {
                CaveV5 cave(this, &ps);
                cave.makeCave(node_min, node_max, max_stone_y);