Relax 3dveins preconditions to account for soil quirks and volcanoes.

develop
Alexander Gavrilov 2013-10-25 12:51:06 +04:00
parent b2d2a074c8
commit e4978a1da7
1 changed files with 28 additions and 2 deletions

@ -377,6 +377,7 @@ struct GeoLayer
int16_t material; int16_t material;
bool is_soil; bool is_soil;
bool is_soil_layer;
// World-global origin coordinates in blocks // World-global origin coordinates in blocks
df::coord world_pos; df::coord world_pos;
@ -489,6 +490,7 @@ GeoLayer::GeoLayer(GeoBiome *parent, int index, df::world_geo_layer *info)
tiles = unmined_tiles = mineral_tiles = 0; tiles = unmined_tiles = mineral_tiles = 0;
material = info->mat_index; material = info->mat_index;
is_soil = isSoilInorganic(material); is_soil = isSoilInorganic(material);
is_soil_layer = (info->type == geo_layer_type::SOIL || info->type == geo_layer_type::SOIL_SAND);
} }
const unsigned NUM_INCLUSIONS = 1+(int)ENUM_LAST_ITEM(inclusion_type); const unsigned NUM_INCLUSIONS = 1+(int)ENUM_LAST_ITEM(inclusion_type);
@ -721,14 +723,17 @@ bool VeinGenerator::scan_layer_depth(Block *b, df::coord2d column, int z)
auto &top_solid = col_info.top_solid_z[x][y]; auto &top_solid = col_info.top_solid_z[x][y];
auto &bottom = col_info.bottom_layer[x][y]; auto &bottom = col_info.bottom_layer[x][y];
if (top_solid < 0 && isWallTerrain(b->baseTiletypeAt(tile))) auto ttype = b->baseTiletypeAt(tile);
bool obsidian = (tileMaterial(ttype) == tiletype_material::LAVA_STONE);
if (top_solid < 0 && !obsidian && isWallTerrain(ttype))
top_solid = z; top_solid = z;
if (max_level[idx] < 0) if (max_level[idx] < 0)
{ {
// Do not start the layer stack in open air. // Do not start the layer stack in open air.
// Those tiles can be very weird. // Those tiles can be very weird.
if (bottom < 0 && isOpenTerrain(b->baseTiletypeAt(tile))) if (bottom < 0 && (isOpenTerrain(ttype) || obsidian))
continue; continue;
max_level[idx] = min_level[idx] = z; max_level[idx] = min_level[idx] = z;
@ -777,9 +782,14 @@ bool VeinGenerator::adjust_layer_depth(df::coord2d column)
if (max_defined < 0) if (max_defined < 0)
continue; continue;
int last_top = min_defined;
// Verify assumptions // Verify assumptions
for (int i = min_defined; i < max_defined; i++) for (int i = min_defined; i < max_defined; i++)
{ {
if (max_level[i] >= top_solid)
last_top = i;
if (max_level[i+1] < 0 && min_level[i] > top_solid) if (max_level[i+1] < 0 && min_level[i] > top_solid)
max_level[i+1] = min_level[i+1] = min_level[i]; max_level[i+1] = min_level[i+1] = min_level[i];
@ -815,6 +825,22 @@ bool VeinGenerator::adjust_layer_depth(df::coord2d column)
continue; continue;
} }
// If below a thick soil layer, allow thickness to pass from prev to current.
// This accounts for a probable bug in worldgen soil placement code.
if (i > min_defined && i-1 <= last_top)
{
auto prev = biome->layers[i-1];
if (size > layer->thickness &&
prev->is_soil_layer && prev->thickness > 1 &&
size <= layer->thickness+prev->thickness-1)
{
max_level[i] += layer->thickness - size;
layer->setZBias(size - layer->thickness);
continue;
}
}
out.printerr( out.printerr(
"Layer height change in layer %d at (%d,%d,%d): %d instead of %d.\n", "Layer height change in layer %d at (%d,%d,%d): %d instead of %d.\n",
i, x+column.x*16, y+column.y*16, max_level[i], i, x+column.x*16, y+column.y*16, max_level[i],