3 Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2018 paramat
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
29 #include "content_sao.h"
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
35 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
46 {"floatlands", MGV7_FLOATLANDS},
47 {"caverns", MGV7_CAVERNS},
52 ////////////////////////////////////////////////////////////////////////////////
55 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
56 : MapgenBasic(MAPGEN_V7, params, emerge)
58 spflags = params->spflags;
59 mount_zero_level = params->mount_zero_level;
60 float_mount_density = params->float_mount_density;
61 float_mount_exponent = params->float_mount_exponent;
62 floatland_level = params->floatland_level;
63 shadow_limit = params->shadow_limit;
65 cave_width = params->cave_width;
66 large_cave_depth = params->large_cave_depth;
67 lava_depth = params->lava_depth;
68 small_cave_num_min = params->small_cave_num_min;
69 small_cave_num_max = params->small_cave_num_max;
70 large_cave_num_min = params->large_cave_num_min;
71 large_cave_num_max = params->large_cave_num_max;
72 large_cave_flooded = params->large_cave_flooded;
73 cavern_limit = params->cavern_limit;
74 cavern_taper = params->cavern_taper;
75 cavern_threshold = params->cavern_threshold;
76 dungeon_ymin = params->dungeon_ymin;
77 dungeon_ymax = params->dungeon_ymax;
79 // This is to avoid a divide-by-zero.
80 // Parameter will be saved to map_meta.txt in limited form.
81 params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
82 float_mount_height = params->float_mount_height;
86 new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
88 new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
89 noise_terrain_persist =
90 new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
92 new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
94 new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
96 if (spflags & MGV7_MOUNTAINS)
98 new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
100 if (spflags & MGV7_FLOATLANDS) {
101 noise_floatland_base =
102 new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
103 noise_float_base_height =
104 new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
107 if (spflags & MGV7_RIDGES) {
109 new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
110 // 3D noise, 1 up, 1 down overgeneration
112 new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
115 // 3D noise, 1 up, 1 down overgeneration
116 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
118 new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
120 // 3D noise, 1 down overgeneration
121 MapgenBasic::np_cave1 = params->np_cave1;
122 MapgenBasic::np_cave2 = params->np_cave2;
123 MapgenBasic::np_cavern = params->np_cavern;
124 MapgenBasic::np_dungeons = params->np_dungeons;
128 MapgenV7::~MapgenV7()
130 delete noise_terrain_base;
131 delete noise_terrain_alt;
132 delete noise_terrain_persist;
133 delete noise_height_select;
134 delete noise_filler_depth;
136 if (spflags & MGV7_MOUNTAINS)
137 delete noise_mount_height;
139 if (spflags & MGV7_FLOATLANDS) {
140 delete noise_floatland_base;
141 delete noise_float_base_height;
144 if (spflags & MGV7_RIDGES) {
145 delete noise_ridge_uwater;
149 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
150 delete noise_mountain;
154 MapgenV7Params::MapgenV7Params():
155 np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
156 np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
157 np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
158 np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
159 np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
160 np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
161 np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
162 np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
163 np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
164 np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
165 np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
166 np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
167 np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
168 np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
169 np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
174 void MapgenV7Params::readParams(const Settings *settings)
176 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
177 settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
178 settings->getFloatNoEx("mgv7_cave_width", cave_width);
179 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
180 settings->getS16NoEx("mgv7_lava_depth", lava_depth);
181 settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
182 settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
183 settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
184 settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
185 settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
186 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
187 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
188 settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
189 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
190 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
191 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
192 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
193 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
194 settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
195 settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
197 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
198 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
199 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
200 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
201 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
202 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
203 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
204 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
205 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
206 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
207 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
208 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
209 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
210 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
211 settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
215 void MapgenV7Params::writeParams(Settings *settings) const
217 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
218 settings->setS16("mgv7_mount_zero_level", mount_zero_level);
219 settings->setFloat("mgv7_cave_width", cave_width);
220 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
221 settings->setS16("mgv7_lava_depth", lava_depth);
222 settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
223 settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
224 settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
225 settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
226 settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
227 settings->setFloat("mgv7_float_mount_density", float_mount_density);
228 settings->setFloat("mgv7_float_mount_height", float_mount_height);
229 settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
230 settings->setS16("mgv7_floatland_level", floatland_level);
231 settings->setS16("mgv7_shadow_limit", shadow_limit);
232 settings->setS16("mgv7_cavern_limit", cavern_limit);
233 settings->setS16("mgv7_cavern_taper", cavern_taper);
234 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
235 settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
236 settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
238 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
239 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
240 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
241 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
242 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
243 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
244 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
245 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
246 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
247 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
248 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
249 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
250 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
251 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
252 settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
256 ////////////////////////////////////////////////////////////////////////////////
259 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
261 // If rivers are enabled, first check if in a river
262 if (spflags & MGV7_RIDGES) {
264 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
266 if (std::fabs(uwatern) <= width)
267 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
270 // Terrain noise 'offset' is the average level of that terrain.
271 // At least 50% of terrain will be below the higher of base and alt terrain
273 // Raising the maximum spawn level above 'water_level + 16' is necessary
274 // for when terrain 'offset's are set much higher than water_level.
275 s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
276 noise_terrain_base->np.offset),
278 // Base terrain calculation
279 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
281 // If mountains are disabled, terrain level is base terrain level.
282 // Avoids mid-air spawn where mountain terrain would have been.
283 if (!(spflags & MGV7_MOUNTAINS)) {
284 if (y < water_level || y > max_spawn_y)
285 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
287 // y + 2 because y is surface level and due to biome 'dust'
291 // Search upwards for first node without mountain terrain
293 while (iters > 0 && y <= max_spawn_y) {
294 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
295 if (y <= water_level || y > max_spawn_y)
296 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
298 // y + 1 due to biome 'dust'
305 // Unsuitable spawn point
306 return MAX_MAP_GENERATION_LIMIT;
310 void MapgenV7::makeChunk(BlockMakeData *data)
313 assert(data->vmanip);
314 assert(data->nodedef);
315 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
316 data->blockpos_requested.Y >= data->blockpos_min.Y &&
317 data->blockpos_requested.Z >= data->blockpos_min.Z);
318 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
319 data->blockpos_requested.Y <= data->blockpos_max.Y &&
320 data->blockpos_requested.Z <= data->blockpos_max.Z);
322 //TimeTaker t("makeChunk");
324 this->generating = true;
325 this->vm = data->vmanip;
326 this->ndef = data->nodedef;
328 v3s16 blockpos_min = data->blockpos_min;
329 v3s16 blockpos_max = data->blockpos_max;
330 node_min = blockpos_min * MAP_BLOCKSIZE;
331 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
332 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
333 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
335 blockseed = getBlockSeed2(full_node_min, seed);
337 // Generate base and mountain terrain
338 s16 stone_surface_max_y = generateTerrain();
341 if (spflags & MGV7_RIDGES)
342 generateRidgeTerrain();
345 updateHeightmap(node_min, node_max);
347 // Init biome generator, place biome-specific nodes, and build biomemap
348 if (flags & MG_BIOMES) {
349 biomegen->calcBiomeNoise(node_min);
353 // Generate tunnels, caverns and large randomwalk caves
354 if (flags & MG_CAVES) {
355 // Generate tunnels first as caverns confuse them
356 generateCavesNoiseIntersection(stone_surface_max_y);
359 bool near_cavern = false;
360 if (spflags & MGV7_CAVERNS)
361 near_cavern = generateCavernsNoise(stone_surface_max_y);
363 // Generate large randomwalk caves
365 // Disable large randomwalk caves in this mapchunk by setting
366 // 'large cave depth' to world base. Avoids excessive liquid in
367 // large caverns and floating blobs of overgenerated liquid.
368 generateCavesRandomWalk(stone_surface_max_y,
369 -MAX_MAP_GENERATION_LIMIT);
371 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
374 // Generate the registered ores
375 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
378 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
379 full_node_max.Y <= dungeon_ymax)
380 generateDungeons(stone_surface_max_y);
382 // Generate the registered decorations
383 if (flags & MG_DECORATIONS)
384 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
386 // Sprinkle some dust on top after everything else was generated
387 if (flags & MG_BIOMES)
391 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
393 // Calculate lighting.
394 // Limit floatland shadow.
395 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
396 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
398 if (flags & MG_LIGHT)
399 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
400 full_node_min, full_node_max, propagate_shadow);
402 this->generating = false;
404 //printf("makeChunk: %lums\n", t.stop());
408 ////////////////////////////////////////////////////////////////////////////////
411 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
413 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
414 hselect = rangelim(hselect, 0.0f, 1.0f);
416 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
418 noise_terrain_base->np.persist = persist;
419 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
421 noise_terrain_alt->np.persist = persist;
422 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
424 if (height_alt > height_base)
427 return (height_base * hselect) + (height_alt * (1.0f - hselect));
431 float MapgenV7::baseTerrainLevelFromMap(int index)
433 float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
434 float height_base = noise_terrain_base->result[index];
435 float height_alt = noise_terrain_alt->result[index];
437 if (height_alt > height_base)
440 return (height_base * hselect) + (height_alt * (1.0f - hselect));
444 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
447 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
448 float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
449 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
451 return mnt_n + density_gradient >= 0.0f;
455 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
457 float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
458 float density_gradient = -((float)(y - mount_zero_level) / mounthn);
459 float mountn = noise_mountain->result[idx_xyz];
461 return mountn + density_gradient >= 0.0f;
465 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
467 // Make rim 2 nodes thick to match floatland base terrain
468 float density_gradient = (y >= floatland_level) ?
469 -std::pow((float)(y - floatland_level) / float_mount_height,
470 float_mount_exponent) :
471 -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
472 float_mount_exponent);
474 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
476 return floatn + density_gradient >= 0.0f;
480 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
483 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
484 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
485 s16 base_max = MAX_MAP_GENERATION_LIMIT;
487 float n_base = noise_floatland_base->result[idx_xz];
489 float n_base_height =
490 std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
491 float amp = n_base * n_base_height;
492 float ridge = n_base_height / 3.0f;
493 base_min = floatland_level - amp / 1.5f;
495 if (amp > ridge * 2.0f) {
497 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
500 float diff = std::fabs(amp - ridge) / ridge;
501 // Smooth ridges using the 'smoothstep function'
502 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
503 base_max = floatland_level + ridge - smooth_diff * ridge;
507 *float_base_min = base_min;
508 *float_base_max = base_max;
512 int MapgenV7::generateTerrain()
514 MapNode n_air(CONTENT_AIR);
515 MapNode n_stone(c_stone);
516 MapNode n_water(c_water_source);
518 //// Calculate noise for terrain generation
519 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
520 float *persistmap = noise_terrain_persist->result;
522 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
523 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
524 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
526 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
527 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
530 if (spflags & MGV7_MOUNTAINS) {
531 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
534 if (spflags & MGV7_FLOATLANDS) {
535 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
536 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
540 const v3s16 &em = vm->m_area.getExtent();
541 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
544 for (s16 z = node_min.Z; z <= node_max.Z; z++)
545 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
546 s16 surface_y = baseTerrainLevelFromMap(index2d);
547 if (surface_y > stone_surface_max_y)
548 stone_surface_max_y = surface_y;
550 // Get extent of floatland base terrain
551 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
552 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
553 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
554 if (spflags & MGV7_FLOATLANDS)
555 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
557 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
558 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
560 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
563 VoxelArea::add_y(em, vi, 1)) {
564 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
567 if (y <= surface_y) {
568 vm->m_data[vi] = n_stone; // Base terrain
569 } else if ((spflags & MGV7_MOUNTAINS) &&
570 getMountainTerrainFromMap(index3d, index2d, y)) {
571 vm->m_data[vi] = n_stone; // Mountain terrain
572 if (y > stone_surface_max_y)
573 stone_surface_max_y = y;
574 } else if ((spflags & MGV7_FLOATLANDS) &&
575 ((y >= float_base_min && y <= float_base_max) ||
576 getFloatlandMountainFromMap(index3d, index2d, y))) {
577 vm->m_data[vi] = n_stone; // Floatland terrain
578 stone_surface_max_y = node_max.Y;
579 } else if (y <= water_level) {
580 vm->m_data[vi] = n_water; // Ground level water
581 } else if ((spflags & MGV7_FLOATLANDS) &&
582 (y >= float_base_max && y <= floatland_level)) {
583 vm->m_data[vi] = n_water; // Floatland water
585 vm->m_data[vi] = n_air;
590 return stone_surface_max_y;
594 void MapgenV7::generateRidgeTerrain()
596 if (node_max.Y < water_level - 16 ||
597 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
600 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
601 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
603 MapNode n_water(c_water_source);
604 MapNode n_air(CONTENT_AIR);
608 for (s16 z = node_min.Z; z <= node_max.Z; z++)
609 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
610 u32 vi = vm->m_area.index(node_min.X, y, z);
611 for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
612 u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
613 float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
614 if (std::fabs(uwatern) > width)
616 // Optimises, but also avoids removing nodes placed by mods in
617 // 'on-generated', when generating outside mapchunk.
618 content_t c = vm->m_data[vi].getContent();
622 float altitude = y - water_level;
623 float height_mod = (altitude + 17.0f) / 2.5f;
624 float width_mod = width - std::fabs(uwatern);
625 float nridge = noise_ridge->result[index3d] *
626 std::fmax(altitude, 0.0f) / 7.0f;
627 if (nridge + width_mod * height_mod < 0.6f)
630 vm->m_data[vi] = (y > water_level) ? n_air : n_water;