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 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;
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;
81 new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
83 new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
84 noise_terrain_persist =
85 new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
87 new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
89 new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
91 if (spflags & MGV7_MOUNTAINS)
93 new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
95 if (spflags & MGV7_FLOATLANDS) {
96 noise_floatland_base =
97 new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
98 noise_float_base_height =
99 new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
102 if (spflags & MGV7_RIDGES) {
104 new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
105 // 3D noise, 1 up, 1 down overgeneration
107 new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
110 // 3D noise, 1 up, 1 down overgeneration
111 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
113 new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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;
123 MapgenV7::~MapgenV7()
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;
131 if (spflags & MGV7_MOUNTAINS)
132 delete noise_mount_height;
134 if (spflags & MGV7_FLOATLANDS) {
135 delete noise_floatland_base;
136 delete noise_float_base_height;
139 if (spflags & MGV7_RIDGES) {
140 delete noise_ridge_uwater;
144 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
145 delete noise_mountain;
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)
169 void MapgenV7Params::readParams(const Settings *settings)
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);
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);
205 void MapgenV7Params::writeParams(Settings *settings) const
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);
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);
241 ////////////////////////////////////////////////////////////////////////////////
244 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
246 // If rivers are enabled, first check if in a river
247 if (spflags & MGV7_RIDGES) {
249 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
251 if (std::fabs(uwatern) <= width)
252 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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
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),
263 // Base terrain calculation
264 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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
272 // y + 2 because y is surface level and due to biome 'dust'
276 // Search upwards for first node without mountain terrain
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
283 // y + 1 due to biome 'dust'
290 // Unsuitable spawn point
291 return MAX_MAP_GENERATION_LIMIT;
295 void MapgenV7::makeChunk(BlockMakeData *data)
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);
307 //TimeTaker t("makeChunk");
309 this->generating = true;
310 this->vm = data->vmanip;
311 this->ndef = data->nodedef;
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);
320 blockseed = getBlockSeed2(full_node_min, seed);
322 // Generate base and mountain terrain
323 s16 stone_surface_max_y = generateTerrain();
326 if (spflags & MGV7_RIDGES)
327 generateRidgeTerrain();
330 updateHeightmap(node_min, node_max);
332 // Init biome generator, place biome-specific nodes, and build biomemap
333 if (flags & MG_BIOMES) {
334 biomegen->calcBiomeNoise(node_min);
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);
344 bool near_cavern = false;
345 if (spflags & MGV7_CAVERNS)
346 near_cavern = generateCavernsNoise(stone_surface_max_y);
348 // Generate large randomwalk caves
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);
356 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
359 // Generate the registered ores
360 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
363 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
364 full_node_max.Y <= dungeon_ymax)
365 generateDungeons(stone_surface_max_y);
367 // Generate the registered decorations
368 if (flags & MG_DECORATIONS)
369 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
371 // Sprinkle some dust on top after everything else was generated
372 if (flags & MG_BIOMES)
376 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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);
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);
387 this->generating = false;
389 //printf("makeChunk: %lums\n", t.stop());
393 ////////////////////////////////////////////////////////////////////////////////
396 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
398 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
399 hselect = rangelim(hselect, 0.0f, 1.0f);
401 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
403 noise_terrain_base->np.persist = persist;
404 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
406 noise_terrain_alt->np.persist = persist;
407 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
409 if (height_alt > height_base)
412 return (height_base * hselect) + (height_alt * (1.0f - hselect));
416 float MapgenV7::baseTerrainLevelFromMap(int index)
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];
422 if (height_alt > height_base)
425 return (height_base * hselect) + (height_alt * (1.0f - hselect));
429 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
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);
436 return mnt_n + density_gradient >= 0.0f;
440 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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];
446 return mountn + density_gradient >= 0.0f;
450 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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);
459 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
461 return floatn + density_gradient >= 0.0f;
465 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
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;
472 float n_base = noise_floatland_base->result[idx_xz];
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;
480 if (amp > ridge * 2.0f) {
482 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
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;
492 *float_base_min = base_min;
493 *float_base_max = base_max;
497 int MapgenV7::generateTerrain()
499 MapNode n_air(CONTENT_AIR);
500 MapNode n_stone(c_stone);
501 MapNode n_water(c_water_source);
503 //// Calculate noise for terrain generation
504 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
505 float *persistmap = noise_terrain_persist->result;
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);
511 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
512 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
515 if (spflags & MGV7_MOUNTAINS) {
516 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
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);
525 const v3s16 &em = vm->m_area.getExtent();
526 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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;
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);
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);
545 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
548 VoxelArea::add_y(em, vi, 1)) {
549 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
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
570 vm->m_data[vi] = n_air;
575 return stone_surface_max_y;
579 void MapgenV7::generateRidgeTerrain()
581 if (node_max.Y < water_level - 16 ||
582 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
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);
588 MapNode n_water(c_water_source);
589 MapNode n_air(CONTENT_AIR);
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)
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();
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)
615 vm->m_data[vi] = (y > water_level) ? n_air : n_water;