From bb2ee54d3b841ebdb6c6a0b6573b64216ae0baae Mon Sep 17 00:00:00 2001
From: paramat <mat.gregory@virginmedia.com>
Date: Sun, 13 Mar 2016 07:56:27 +0000
Subject: [PATCH] Mapgen: Fix light in tunnels at mapchunk borders

Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
---
 src/mapgen_flat.cpp    | 6 ++++++
 src/mapgen_fractal.cpp | 6 ++++++
 src/mapgen_v5.cpp      | 6 ++++++
 src/mapgen_v7.cpp      | 6 ++++++
 src/mapgen_valleys.cpp | 6 ++++++
 5 files changed, 30 insertions(+)

diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp
index 0d071411d..d654a772e 100644
--- a/src/mapgen_flat.cpp
+++ b/src/mapgen_flat.cpp
@@ -573,6 +573,12 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
 
 		for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
 				y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+			// Don't excavate the overgenerated stone at node_max.Y + 1,
+			// this creates a 'roof' over the tunnel, preventing light in
+			// tunnels at mapchunk borders when generating mapchunks upwards.
+			if (y > node_max.Y)
+				continue;
+
 			content_t c = vm->m_data[vi].getContent();
 			if (c == CONTENT_AIR || c == biome->c_water_top ||
 					c == biome->c_water) {
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
index 8a5c1e2bc..cdea9c09a 100644
--- a/src/mapgen_fractal.cpp
+++ b/src/mapgen_fractal.cpp
@@ -701,6 +701,12 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
 
 		for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
 				y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+			// Don't excavate the overgenerated stone at node_max.Y + 1,
+			// this creates a 'roof' over the tunnel, preventing light in
+			// tunnels at mapchunk borders when generating mapchunks upwards.
+			if (y > node_max.Y)
+				continue;
+
 			content_t c = vm->m_data[vi].getContent();
 			if (c == CONTENT_AIR || c == biome->c_water_top ||
 					c == biome->c_water) {
diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp
index 0bb3715a8..e9b1b58b3 100644
--- a/src/mapgen_v5.cpp
+++ b/src/mapgen_v5.cpp
@@ -519,6 +519,12 @@ void MapgenV5::generateCaves(int max_stone_y)
 	for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
 		u32 vi = vm->m_area.index(node_min.X, y, z);
 		for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
+			// Don't excavate the overgenerated stone at node_max.Y + 1,
+			// this creates a 'roof' over the tunnel, preventing light in
+			// tunnels at mapchunk borders when generating mapchunks upwards.
+			if (y > node_max.Y)
+				continue;
+
 			float d1 = contour(noise_cave1->result[index]);
 			float d2 = contour(noise_cave2->result[index]);
 			if (d1 * d2 > 0.125f) {
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index 029f56a45..24867623c 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -883,6 +883,12 @@ void MapgenV7::generateCaves(s16 max_stone_y)
 
 		for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
 				y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+			// Don't excavate the overgenerated stone at node_max.Y + 1,
+			// this creates a 'roof' over the tunnel, preventing light in
+			// tunnels at mapchunk borders when generating mapchunks upwards.
+			if (y > node_max.Y)
+				continue;
+
 			content_t c = vm->m_data[vi].getContent();
 			if (c == CONTENT_AIR || c == biome->c_water_top ||
 					c == biome->c_water) {
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp
index d6fcde5f7..34a316abd 100644
--- a/src/mapgen_valleys.cpp
+++ b/src/mapgen_valleys.cpp
@@ -931,6 +931,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
 		for (s16 y = node_max.Y + 1;
 				y >= node_min.Y - 1;
 				y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+			// Don't excavate the overgenerated stone at node_max.Y + 1,
+			// this creates a 'roof' over the tunnel, preventing light in
+			// tunnels at mapchunk borders when generating mapchunks upwards.
+			if (y > node_max.Y)
+				continue;
+
 			float terrain = noise_terrain_height->result[index_2d];
 
 			// Saves some time.
-- 
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