Dungeons: Settable density noise, move number calculation to mapgens (#8473)
[oweals/minetest.git] / src / mapgen / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2018 paramat
5
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.
10
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.
15
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.
19 */
20
21
22 #include "mapgen.h"
23 #include <cmath>
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 #include "content_sao.h"
30 #include "nodedef.h"
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
34 #include "emerge.h"
35 #include "dungeongen.h"
36 #include "cavegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains",   MGV7_MOUNTAINS},
45         {"ridges",      MGV7_RIDGES},
46         {"floatlands",  MGV7_FLOATLANDS},
47         {"caverns",     MGV7_CAVERNS},
48         {NULL,          0}
49 };
50
51
52 ////////////////////////////////////////////////////////////////////////////////
53
54
55 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
56         : MapgenBasic(MAPGEN_V7, params, emerge)
57 {
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;
64
65         cave_width           = params->cave_width;
66         large_cave_depth     = params->large_cave_depth;
67         lava_depth           = params->lava_depth;
68         cavern_limit         = params->cavern_limit;
69         cavern_taper         = params->cavern_taper;
70         cavern_threshold     = params->cavern_threshold;
71         dungeon_ymin         = params->dungeon_ymin;
72         dungeon_ymax         = params->dungeon_ymax;
73
74         // This is to avoid a divide-by-zero.
75         // Parameter will be saved to map_meta.txt in limited form.
76         params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
77         float_mount_height   = params->float_mount_height;
78
79         // 2D noise
80         noise_terrain_base =
81                 new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
82         noise_terrain_alt =
83                 new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
84         noise_terrain_persist =
85                 new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
86         noise_height_select =
87                 new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
88         noise_filler_depth =
89                 new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
90
91         if (spflags & MGV7_MOUNTAINS)
92                 noise_mount_height =
93                         new Noise(&params->np_mount_height,      seed, csize.X, csize.Z);
94
95         if (spflags & MGV7_FLOATLANDS) {
96                 noise_floatland_base =
97                         new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
98                 noise_float_base_height =
99                         new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
100         }
101
102         if (spflags & MGV7_RIDGES) {
103                 noise_ridge_uwater =
104                         new Noise(&params->np_ridge_uwater,      seed, csize.X, csize.Z);
105         // 3D noise, 1 up, 1 down overgeneration
106                 noise_ridge =
107                         new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
108         }
109
110         // 3D noise, 1 up, 1 down overgeneration
111         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
112                 noise_mountain =
113                         new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
114
115         // 3D noise, 1 down overgeneration
116         MapgenBasic::np_cave1    = params->np_cave1;
117         MapgenBasic::np_cave2    = params->np_cave2;
118         MapgenBasic::np_cavern   = params->np_cavern;
119         MapgenBasic::np_dungeons = params->np_dungeons;
120 }
121
122
123 MapgenV7::~MapgenV7()
124 {
125         delete noise_terrain_base;
126         delete noise_terrain_alt;
127         delete noise_terrain_persist;
128         delete noise_height_select;
129         delete noise_filler_depth;
130
131         if (spflags & MGV7_MOUNTAINS)
132                 delete noise_mount_height;
133
134         if (spflags & MGV7_FLOATLANDS) {
135                 delete noise_floatland_base;
136                 delete noise_float_base_height;
137         }
138
139         if (spflags & MGV7_RIDGES) {
140                 delete noise_ridge_uwater;
141                 delete noise_ridge;
142         }
143
144         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
145                 delete noise_mountain;
146 }
147
148
149 MapgenV7Params::MapgenV7Params():
150         np_terrain_base      (4.0,   70.0,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0),
151         np_terrain_alt       (4.0,   25.0,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0),
152         np_terrain_persist   (0.6,   0.1,   v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0),
153         np_height_select     (-8.0,  16.0,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0),
154         np_filler_depth      (0.0,   1.2,   v3f(150,  150,  150),  261,   3, 0.7,  2.0),
155         np_mount_height      (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
156         np_ridge_uwater      (0.0,   1.0,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
157         np_floatland_base    (-0.6,  1.5,   v3f(600,  600,  600),  114,   5, 0.6,  2.0),
158         np_float_base_height (48.0,  24.0,  v3f(300,  300,  300),  907,   4, 0.7,  2.0),
159         np_mountain          (-0.6,  1.0,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
160         np_ridge             (0.0,   1.0,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
161         np_cavern            (0.0,   1.0,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
162         np_cave1             (0.0,   12.0,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
163         np_cave2             (0.0,   12.0,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
164         np_dungeons          (0.9,   0.5,   v3f(500,  500,  500),  0,     2, 0.8,  2.0)
165 {
166 }
167
168
169 void MapgenV7Params::readParams(const Settings *settings)
170 {
171         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
172         settings->getS16NoEx("mgv7_mount_zero_level",       mount_zero_level);
173         settings->getFloatNoEx("mgv7_cave_width",           cave_width);
174         settings->getS16NoEx("mgv7_large_cave_depth",       large_cave_depth);
175         settings->getS16NoEx("mgv7_lava_depth",             lava_depth);
176         settings->getFloatNoEx("mgv7_float_mount_density",  float_mount_density);
177         settings->getFloatNoEx("mgv7_float_mount_height",   float_mount_height);
178         settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
179         settings->getS16NoEx("mgv7_floatland_level",        floatland_level);
180         settings->getS16NoEx("mgv7_shadow_limit",           shadow_limit);
181         settings->getS16NoEx("mgv7_cavern_limit",           cavern_limit);
182         settings->getS16NoEx("mgv7_cavern_taper",           cavern_taper);
183         settings->getFloatNoEx("mgv7_cavern_threshold",     cavern_threshold);
184         settings->getS16NoEx("mgv7_dungeon_ymin",           dungeon_ymin);
185         settings->getS16NoEx("mgv7_dungeon_ymax",           dungeon_ymax);
186
187         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
188         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
189         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
190         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
191         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
192         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
193         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
194         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
195         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
196         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
197         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
198         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
199         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
200         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
201         settings->getNoiseParams("mgv7_np_dungeons",          np_dungeons);
202 }
203
204
205 void MapgenV7Params::writeParams(Settings *settings) const
206 {
207         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
208         settings->setS16("mgv7_mount_zero_level",       mount_zero_level);
209         settings->setFloat("mgv7_cave_width",           cave_width);
210         settings->setS16("mgv7_large_cave_depth",       large_cave_depth);
211         settings->setS16("mgv7_lava_depth",             lava_depth);
212         settings->setFloat("mgv7_float_mount_density",  float_mount_density);
213         settings->setFloat("mgv7_float_mount_height",   float_mount_height);
214         settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
215         settings->setS16("mgv7_floatland_level",        floatland_level);
216         settings->setS16("mgv7_shadow_limit",           shadow_limit);
217         settings->setS16("mgv7_cavern_limit",           cavern_limit);
218         settings->setS16("mgv7_cavern_taper",           cavern_taper);
219         settings->setFloat("mgv7_cavern_threshold",     cavern_threshold);
220         settings->setS16("mgv7_dungeon_ymin",           dungeon_ymin);
221         settings->setS16("mgv7_dungeon_ymax",           dungeon_ymax);
222
223         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
224         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
225         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
226         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
227         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
228         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
229         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
230         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
231         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
232         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
233         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
234         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
235         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
236         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
237         settings->setNoiseParams("mgv7_np_dungeons",          np_dungeons);
238 }
239
240
241 ////////////////////////////////////////////////////////////////////////////////
242
243
244 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
245 {
246         // If rivers are enabled, first check if in a river
247         if (spflags & MGV7_RIDGES) {
248                 float width = 0.2f;
249                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
250                         2.0f;
251                 if (std::fabs(uwatern) <= width)
252                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
253         }
254
255         // Terrain noise 'offset' is the average level of that terrain.
256         // At least 50% of terrain will be below the higher of base and alt terrain
257         // 'offset's.
258         // Raising the maximum spawn level above 'water_level + 16' is necessary
259         // for when terrain 'offset's are set much higher than water_level.
260         s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
261                         noise_terrain_base->np.offset),
262                         water_level + 16);
263         // Base terrain calculation
264         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
265
266         // If mountains are disabled, terrain level is base terrain level.
267         // Avoids mid-air spawn where mountain terrain would have been.
268         if (!(spflags & MGV7_MOUNTAINS)) {
269                 if (y < water_level || y > max_spawn_y)
270                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
271
272                 // y + 2 because y is surface level and due to biome 'dust'
273                 return y + 2;
274         }
275
276         // Search upwards for first node without mountain terrain
277         int iters = 256;
278         while (iters > 0 && y <= max_spawn_y) {
279                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
280                         if (y <= water_level || y > max_spawn_y)
281                                 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
282
283                         // y + 1 due to biome 'dust'
284                         return y + 1;
285                 }
286                 y++;
287                 iters--;
288         }
289
290         // Unsuitable spawn point
291         return MAX_MAP_GENERATION_LIMIT;
292 }
293
294
295 void MapgenV7::makeChunk(BlockMakeData *data)
296 {
297         // Pre-conditions
298         assert(data->vmanip);
299         assert(data->nodedef);
300         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
301                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
302                 data->blockpos_requested.Z >= data->blockpos_min.Z);
303         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
304                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
305                 data->blockpos_requested.Z <= data->blockpos_max.Z);
306
307         //TimeTaker t("makeChunk");
308
309         this->generating = true;
310         this->vm = data->vmanip;
311         this->ndef = data->nodedef;
312
313         v3s16 blockpos_min = data->blockpos_min;
314         v3s16 blockpos_max = data->blockpos_max;
315         node_min = blockpos_min * MAP_BLOCKSIZE;
316         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
317         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
318         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
319
320         blockseed = getBlockSeed2(full_node_min, seed);
321
322         // Generate base and mountain terrain
323         s16 stone_surface_max_y = generateTerrain();
324
325         // Generate rivers
326         if (spflags & MGV7_RIDGES)
327                 generateRidgeTerrain();
328
329         // Create heightmap
330         updateHeightmap(node_min, node_max);
331
332         // Init biome generator, place biome-specific nodes, and build biomemap
333         if (flags & MG_BIOMES) {
334                 biomegen->calcBiomeNoise(node_min);
335                 generateBiomes();
336         }
337
338         // Generate tunnels, caverns and large randomwalk caves
339         if (flags & MG_CAVES) {
340                 // Generate tunnels first as caverns confuse them
341                 generateCavesNoiseIntersection(stone_surface_max_y);
342
343                 // Generate caverns
344                 bool near_cavern = false;
345                 if (spflags & MGV7_CAVERNS)
346                         near_cavern = generateCavernsNoise(stone_surface_max_y);
347
348                 // Generate large randomwalk caves
349                 if (near_cavern)
350                         // Disable large randomwalk caves in this mapchunk by setting
351                         // 'large cave depth' to world base. Avoids excessive liquid in
352                         // large caverns and floating blobs of overgenerated liquid.
353                         generateCavesRandomWalk(stone_surface_max_y,
354                                 -MAX_MAP_GENERATION_LIMIT);
355                 else
356                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
357         }
358
359         // Generate the registered ores
360         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
361
362         // Generate dungeons
363         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
364                         full_node_max.Y <= dungeon_ymax)
365                 generateDungeons(stone_surface_max_y);
366
367         // Generate the registered decorations
368         if (flags & MG_DECORATIONS)
369                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
370
371         // Sprinkle some dust on top after everything else was generated
372         if (flags & MG_BIOMES)
373                 dustTopNodes();
374
375         // Update liquids
376         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
377
378         // Calculate lighting.
379         // Limit floatland shadow.
380         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
381                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
382
383         if (flags & MG_LIGHT)
384                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
385                         full_node_min, full_node_max, propagate_shadow);
386
387         this->generating = false;
388
389         //printf("makeChunk: %lums\n", t.stop());
390 }
391
392
393 ////////////////////////////////////////////////////////////////////////////////
394
395
396 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
397 {
398         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
399         hselect = rangelim(hselect, 0.0f, 1.0f);
400
401         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
402
403         noise_terrain_base->np.persist = persist;
404         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
405
406         noise_terrain_alt->np.persist = persist;
407         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
408
409         if (height_alt > height_base)
410                 return height_alt;
411
412         return (height_base * hselect) + (height_alt * (1.0f - hselect));
413 }
414
415
416 float MapgenV7::baseTerrainLevelFromMap(int index)
417 {
418         float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
419         float height_base = noise_terrain_base->result[index];
420         float height_alt = noise_terrain_alt->result[index];
421
422         if (height_alt > height_base)
423                 return height_alt;
424
425         return (height_base * hselect) + (height_alt * (1.0f - hselect));
426 }
427
428
429 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
430 {
431         float mnt_h_n =
432                 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
433         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
434         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
435
436         return mnt_n + density_gradient >= 0.0f;
437 }
438
439
440 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
441 {
442         float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
443         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
444         float mountn = noise_mountain->result[idx_xyz];
445
446         return mountn + density_gradient >= 0.0f;
447 }
448
449
450 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
451 {
452         // Make rim 2 nodes thick to match floatland base terrain
453         float density_gradient = (y >= floatland_level) ?
454                 -std::pow((float)(y - floatland_level) / float_mount_height,
455                 float_mount_exponent) :
456                 -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
457                 float_mount_exponent);
458
459         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
460
461         return floatn + density_gradient >= 0.0f;
462 }
463
464
465 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
466         int idx_xz)
467 {
468         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
469         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
470         s16 base_max = MAX_MAP_GENERATION_LIMIT;
471
472         float n_base = noise_floatland_base->result[idx_xz];
473         if (n_base > 0.0f) {
474                 float n_base_height =
475                                 std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
476                 float amp = n_base * n_base_height;
477                 float ridge = n_base_height / 3.0f;
478                 base_min = floatland_level - amp / 1.5f;
479
480                 if (amp > ridge * 2.0f) {
481                         // Lake bed
482                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
483                 } else {
484                         // Hills and ridges
485                         float diff = std::fabs(amp - ridge) / ridge;
486                         // Smooth ridges using the 'smoothstep function'
487                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
488                         base_max = floatland_level + ridge - smooth_diff * ridge;
489                 }
490         }
491
492         *float_base_min = base_min;
493         *float_base_max = base_max;
494 }
495
496
497 int MapgenV7::generateTerrain()
498 {
499         MapNode n_air(CONTENT_AIR);
500         MapNode n_stone(c_stone);
501         MapNode n_water(c_water_source);
502
503         //// Calculate noise for terrain generation
504         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
505         float *persistmap = noise_terrain_persist->result;
506
507         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
508         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
509         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
510
511         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
512                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
513         }
514
515         if (spflags & MGV7_MOUNTAINS) {
516                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
517         }
518
519         if (spflags & MGV7_FLOATLANDS) {
520                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
521                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
522         }
523
524         //// Place nodes
525         const v3s16 &em = vm->m_area.getExtent();
526         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
527         u32 index2d = 0;
528
529         for (s16 z = node_min.Z; z <= node_max.Z; z++)
530         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
531                 s16 surface_y = baseTerrainLevelFromMap(index2d);
532                 if (surface_y > stone_surface_max_y)
533                         stone_surface_max_y = surface_y;
534
535                 // Get extent of floatland base terrain
536                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
537                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
538                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
539                 if (spflags & MGV7_FLOATLANDS)
540                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
541
542                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
543                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
544
545                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
546                                 y++,
547                                 index3d += ystride,
548                                 VoxelArea::add_y(em, vi, 1)) {
549                         if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
550                                 continue;
551
552                         if (y <= surface_y) {
553                                 vm->m_data[vi] = n_stone; // Base terrain
554                         } else if ((spflags & MGV7_MOUNTAINS) &&
555                                         getMountainTerrainFromMap(index3d, index2d, y)) {
556                                 vm->m_data[vi] = n_stone; // Mountain terrain
557                                 if (y > stone_surface_max_y)
558                                         stone_surface_max_y = y;
559                         } else if ((spflags & MGV7_FLOATLANDS) &&
560                                         ((y >= float_base_min && y <= float_base_max) ||
561                                         getFloatlandMountainFromMap(index3d, index2d, y))) {
562                                 vm->m_data[vi] = n_stone; // Floatland terrain
563                                 stone_surface_max_y = node_max.Y;
564                         } else if (y <= water_level) {
565                                 vm->m_data[vi] = n_water; // Ground level water
566                         } else if ((spflags & MGV7_FLOATLANDS) &&
567                                         (y >= float_base_max && y <= floatland_level)) {
568                                 vm->m_data[vi] = n_water; // Floatland water
569                         } else {
570                                 vm->m_data[vi] = n_air;
571                         }
572                 }
573         }
574
575         return stone_surface_max_y;
576 }
577
578
579 void MapgenV7::generateRidgeTerrain()
580 {
581         if (node_max.Y < water_level - 16 ||
582                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
583                 return;
584
585         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
586         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
587
588         MapNode n_water(c_water_source);
589         MapNode n_air(CONTENT_AIR);
590         u32 index3d = 0;
591         float width = 0.2f;
592
593         for (s16 z = node_min.Z; z <= node_max.Z; z++)
594         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
595                 u32 vi = vm->m_area.index(node_min.X, y, z);
596                 for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
597                         u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
598                         float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
599                         if (std::fabs(uwatern) > width)
600                                 continue;
601                         // Optimises, but also avoids removing nodes placed by mods in
602                         // 'on-generated', when generating outside mapchunk.
603                         content_t c = vm->m_data[vi].getContent();
604                         if (c != c_stone)
605                                 continue;
606
607                         float altitude = y - water_level;
608                         float height_mod = (altitude + 17.0f) / 2.5f;
609                         float width_mod = width - std::fabs(uwatern);
610                         float nridge = noise_ridge->result[index3d] *
611                                 std::fmax(altitude, 0.0f) / 7.0f;
612                         if (nridge + width_mod * height_mod < 0.6f)
613                                 continue;
614
615                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
616                 }
617         }
618 }