'large_cave_depth', 'dungeon_ymin' and 'dungeon_ymax' are duplicated across many mapgens so should have been in class MapgenBasic from the start.
int large_cave_num_min;
int large_cave_num_max;
float large_cave_flooded;
+ s16 large_cave_depth;
+ s16 dungeon_ymin;
+ s16 dungeon_ymax;
};
float river_depth;
float valley_width;
- s16 large_cave_depth;
- s16 dungeon_ymin;
- s16 dungeon_ymax;
-
Noise *noise_height1;
Noise *noise_height2;
Noise *noise_height3;
private:
s16 ground_level;
- s16 large_cave_depth;
float lake_threshold;
float lake_steepness;
float hill_threshold;
float hill_steepness;
- s16 dungeon_ymin;
- s16 dungeon_ymax;
Noise *noise_terrain;
};
private:
u16 formula;
bool julia;
-
- s16 large_cave_depth;
- s16 dungeon_ymin;
- s16 dungeon_ymax;
u16 fractal;
u16 iterations;
v3f scale;
int generateBaseTerrain();
private:
- s16 large_cave_depth;
- s16 dungeon_ymin;
- s16 dungeon_ymax;
-
Noise *noise_factor;
Noise *noise_height;
Noise *noise_ground;
s16 floatland_level;
s16 shadow_limit;
- s16 large_cave_depth;
- s16 dungeon_ymin;
- s16 dungeon_ymax;
-
Noise *noise_terrain_base;
Noise *noise_terrain_alt;
Noise *noise_terrain_persist;
float river_depth_bed;
float river_size_factor;
- s16 large_cave_depth;
- s16 dungeon_ymin;
- s16 dungeon_ymax;
-
Noise *noise_inter_valley_fill;
Noise *noise_inter_valley_slope;
Noise *noise_rivers;