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-rw-r--r--src/mapgen_v7.cpp32
1 files changed, 19 insertions, 13 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index f370a0fdb..12ca12a86 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -605,11 +605,12 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
- if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
- biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
- dfiller = biome->depth_filler + noise_filler_depth->result[index];
- y0_top = biome->depth_top;
- y0_filler = biome->depth_top + dfiller;
+ if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
+ (y == node_max.Y || have_air)) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ y0_top = biome->depth_top;
+ y0_filler = biome->depth_top + dfiller;
depth_water_top = biome->depth_water_top;
if (biome->c_stone == c_desert_stone)
@@ -820,16 +821,21 @@ void MapgenV7::generateCaves(int max_stone_y)
u32 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X;
x++, i++, index++, index2d++) {
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
- content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_AIR || (y <= water_level &&
- c != biome->c_stone && c != c_stone))
- continue;
-
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
- if (d1 * d2 > 0.3)
+ if (d1 * d2 > 0.3) {
+ Biome *biome = (Biome *)bmgr->
+ getRaw(biomemap[index2d]);
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content ||
+ c == CONTENT_AIR ||
+ (y <= water_level &&
+ c != biome->c_stone &&
+ c != c_stone))
+ continue;
+
vm->m_data[i] = MapNode(CONTENT_AIR);
+ }
}
index2d -= ystride;
}
@@ -838,7 +844,7 @@ void MapgenV7::generateCaves(int max_stone_y)
}
PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+ u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
CaveV7 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);