///////////////////////////////////////////////////////////////////////////////////////
-MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
+MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeManager *emerge)
+ : MapgenBasic(MAPGEN_FLAT, params, emerge)
{
spflags = params->spflags;
ground_level = params->ground_level;
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
- biomegen->calcBiomeNoise(node_min);
- generateBiomes();
+ if (flags & MG_BIOMES) {
+ biomegen->calcBiomeNoise(node_min);
+ generateBiomes();
+ }
if (flags & MG_CAVES) {
// Generate tunnels
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
+ // Generate the registered ores
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
-
// Sprinkle some dust on top after everything else was generated
- dustTopNodes();
+ if (flags & MG_BIOMES)
+ dustTopNodes();
//printf("makeChunk: %dms\n", t.stop());