]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_valleys.cpp
Refactor Game class (part 2) (#5422)
[minetest.git] / src / mapgen_valleys.cpp
index a61f1b329930ae2f0a67f279e41aeedaa7b0d3d3..ccf797eff44de08319407100210de7d0c6b1112e 100644 (file)
@@ -143,7 +143,7 @@ MapgenValleysParams::MapgenValleysParams()
        river_depth        = 4;  // How deep to carve river channels.
        river_size         = 5;  // How wide to make rivers.
        water_features     = 0;  // How often water will occur in caves.
-       cave_width         = 0.2;
+       cave_width         = 0.09;
 
        np_cave1              = NoiseParams(0,     12,   v3f(61,   61,   61),   52534, 3, 0.5,   2.0);
        np_cave2              = NoiseParams(0,     12,   v3f(67,   67,   67),   10325, 3, 0.5,   2.0);
@@ -238,17 +238,21 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Generate noise maps and base terrain height.
-       calculateNoise();
-
        // Generate biome noises.  Note this must be executed strictly before
        // generateTerrain, because generateTerrain depends on intermediate
        // biome-related noises.
        m_bgen->calcBiomeNoise(node_min);
 
+       // Generate noise maps and base terrain height.
+       // Modify heat and humidity maps.
+       calculateNoise();
+
        // Generate base terrain with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
+       // Recalculate heightmap
+       updateHeightmap(node_min, node_max);
+
        // Place biome-specific nodes and build biomemap
        MgStoneType stone_type = generateBiomes();
 
@@ -549,10 +553,6 @@ int MapgenValleys::generateTerrain()
                        index_3d += ystride;
                }
 
-               // This happens if we're generating a chunk that doesn't
-               // contain the terrain surface, in which case, we need
-               // to set heightmap to a value outside of the chunk,
-               // to avoid confusing lua mods that use heightmap.
                if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
                        s16 surface_y_int = myround(surface_y);
                        if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
@@ -665,6 +665,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
        for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
                Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
                bool tunnel_air_above = false;
+               bool is_under_river = false;
                bool underground = false;
                u32 index_data = vm->m_area.index(x, node_max.Y, z);
                u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
@@ -696,14 +697,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                        }
 
                        content_t c = vm->m_data[index_data].getContent();
+                       // Detect river water to place riverbed nodes in tunnels
+                       if (c == biome->c_river_water)
+                               is_under_river = true;
+
                        float d1 = contour(noise_cave1->result[index_3d]);
                        float d2 = contour(noise_cave2->result[index_3d]);
 
-                       // River water is not set as ground content
-                       // in the default game. This can produce strange results
-                       // when a tunnel undercuts a river. However, that's not for
-                       // the mapgen to correct. Fix it in lua.
-
                        if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
                                // in a tunnel
                                vm->m_data[index_data] = n_air;
@@ -716,8 +716,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                                        vm->m_area.add_y(em, j, 1);
 
                                        if (sr > terrain - y) {
-                                               // Put dirt in tunnels near the surface.
-                                               if (underground)
+                                               // Put biome nodes in tunnels near the surface
+                                               if (is_under_river)
+                                                       vm->m_data[index_data] = MapNode(biome->c_riverbed);
+                                               else if (underground)
                                                        vm->m_data[index_data] = MapNode(biome->c_filler);
                                                else
                                                        vm->m_data[index_data] = MapNode(biome->c_top);