3 Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
4 Copyright (C) 2016-2018 paramat
6 Based on Valleys Mapgen by Gael de Sailly
7 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
8 and mapgen_v7, mapgen_flat by kwolekr and paramat.
10 Licensing changed by permission of Gael de Sailly.
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU Lesser General Public License as published by
14 the Free Software Foundation; either version 2.1 of the License, or
15 (at your option) any later version.
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU Lesser General Public License for more details.
22 You should have received a copy of the GNU Lesser General Public License along
23 with this program; if not, write to the Free Software Foundation, Inc.,
24 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
34 #include "voxelalgorithms.h"
35 #include "settings.h" // For g_settings
37 #include "dungeongen.h"
40 #include "mg_decoration.h"
41 #include "mapgen_valleys.h"
48 //#include "util/timetaker.h"
49 //#include "profiler.h"
52 //static Profiler mapgen_prof;
53 //Profiler *mapgen_profiler = &mapgen_prof;
55 static FlagDesc flagdesc_mapgen_valleys[] = {
56 {"altitude_chill", MGVALLEYS_ALT_CHILL},
57 {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
61 ///////////////////////////////////////////////////////////////////////////////
64 MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
65 : MapgenBasic(mapgenid, params, emerge)
67 // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
68 m_bgen = (BiomeGenOriginal *)biomegen;
70 BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
72 spflags = params->spflags;
73 altitude_chill = params->altitude_chill;
74 large_cave_depth = params->large_cave_depth;
75 lava_features_lim = rangelim(params->lava_features, 0, 10);
76 massive_cave_depth = params->massive_cave_depth;
77 river_depth_bed = params->river_depth + 1.f;
78 river_size_factor = params->river_size / 100.f;
79 water_features_lim = rangelim(params->water_features, 0, 10);
80 cave_width = params->cave_width;
81 dungeon_ymin = params->dungeon_ymin;
82 dungeon_ymax = params->dungeon_ymax;
85 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
86 noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
87 noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
88 noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
89 noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
90 noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
93 // 1-up 1-down overgeneration
94 noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
95 // 1-down overgeneraion
96 noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
97 noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
98 noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
100 humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
101 use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
102 humidity_adjust = bp->np_humidity.offset - 50.f;
104 // a small chance of overflows if the settings are very high
105 cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
106 lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
108 tcave_cache = new float[csize.Y + 2];
112 MapgenValleys::~MapgenValleys()
116 delete noise_filler_depth;
117 delete noise_inter_valley_fill;
118 delete noise_inter_valley_slope;
120 delete noise_massive_caves;
121 delete noise_terrain_height;
122 delete noise_valley_depth;
123 delete noise_valley_profile;
125 delete[] tcave_cache;
129 MapgenValleysParams::MapgenValleysParams():
130 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
131 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
132 np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
133 np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
134 np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
135 np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
136 np_massive_caves (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f),
137 np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
138 np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
139 np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f)
144 void MapgenValleysParams::readParams(const Settings *settings)
146 settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
147 settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
148 settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
149 settings->getU16NoEx("mgvalleys_lava_features", lava_features);
150 settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
151 settings->getU16NoEx("mgvalleys_river_depth", river_depth);
152 settings->getU16NoEx("mgvalleys_river_size", river_size);
153 settings->getU16NoEx("mgvalleys_water_features", water_features);
154 settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
155 settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
156 settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
158 settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
159 settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
160 settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
161 settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
162 settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
163 settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
164 settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
165 settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
166 settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
167 settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
171 void MapgenValleysParams::writeParams(Settings *settings) const
173 settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
174 settings->setU16("mgvalleys_altitude_chill", altitude_chill);
175 settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
176 settings->setU16("mgvalleys_lava_features", lava_features);
177 settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
178 settings->setU16("mgvalleys_river_depth", river_depth);
179 settings->setU16("mgvalleys_river_size", river_size);
180 settings->setU16("mgvalleys_water_features", water_features);
181 settings->setFloat("mgvalleys_cave_width", cave_width);
182 settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
183 settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
185 settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
186 settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
187 settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
188 settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
189 settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
190 settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
191 settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
192 settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
193 settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
194 settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
198 ///////////////////////////////////////
201 void MapgenValleys::makeChunk(BlockMakeData *data)
204 assert(data->vmanip);
205 assert(data->nodedef);
206 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
207 data->blockpos_requested.Y >= data->blockpos_min.Y &&
208 data->blockpos_requested.Z >= data->blockpos_min.Z);
209 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
210 data->blockpos_requested.Y <= data->blockpos_max.Y &&
211 data->blockpos_requested.Z <= data->blockpos_max.Z);
213 this->generating = true;
214 this->vm = data->vmanip;
215 this->ndef = data->nodedef;
217 //TimeTaker t("makeChunk");
219 v3s16 blockpos_min = data->blockpos_min;
220 v3s16 blockpos_max = data->blockpos_max;
221 node_min = blockpos_min * MAP_BLOCKSIZE;
222 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
223 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
224 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
226 blockseed = getBlockSeed2(full_node_min, seed);
228 // Generate biome noises. Note this must be executed strictly before
229 // generateTerrain, because generateTerrain depends on intermediate
230 // biome-related noises.
231 m_bgen->calcBiomeNoise(node_min);
233 // Generate noise maps and base terrain height.
234 // Modify heat and humidity maps.
237 // Generate base terrain with initial heightmaps
238 s16 stone_surface_max_y = generateTerrain();
240 // Recalculate heightmap
241 updateHeightmap(node_min, node_max);
243 // Place biome-specific nodes and build biomemap
244 MgStoneType mgstone_type;
245 content_t biome_stone;
246 generateBiomes(&mgstone_type, &biome_stone);
249 if (flags & MG_CAVES)
250 generateCaves(stone_surface_max_y, large_cave_depth);
253 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
254 full_node_max.Y <= dungeon_ymax)
255 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
257 // Generate the registered decorations
258 if (flags & MG_DECORATIONS)
259 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
261 // Generate the registered ores
262 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
264 // Sprinkle some dust on top after everything else was generated
267 //TimeTaker tll("liquid_lighting");
269 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
271 if (flags & MG_LIGHT)
273 node_min - v3s16(0, 1, 0),
274 node_max + v3s16(0, 1, 0),
278 //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
279 //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
281 this->generating = false;
285 // Populate the noise tables and do most of the
286 // calculation necessary to determine terrain height.
287 void MapgenValleys::calculateNoise()
289 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
292 int y = node_min.Y - 1;
295 //TimeTaker tcn("actualNoise");
297 noise_inter_valley_slope->perlinMap2D(x, z);
298 noise_rivers->perlinMap2D(x, z);
299 noise_terrain_height->perlinMap2D(x, z);
300 noise_valley_depth->perlinMap2D(x, z);
301 noise_valley_profile->perlinMap2D(x, z);
303 noise_inter_valley_fill->perlinMap3D(x, y, z);
305 //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
307 float heat_offset = 0.f;
308 float humidity_scale = 1.f;
310 // Altitude chill tends to reduce the average heat.
311 if (use_altitude_chill)
314 // River humidity tends to increase the humidity range.
316 humidity_scale = 0.8f;
319 for (s32 index = 0; index < csize.X * csize.Z; index++) {
320 m_bgen->heatmap[index] += heat_offset;
321 m_bgen->humidmap[index] *= humidity_scale;
327 for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
328 for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
329 // The parameters that we actually need to generate terrain
330 // are passed by address (and the return value).
331 tn.terrain_height = noise_terrain_height->result[index];
332 // River noise is replaced with base terrain, which
333 // is basically the height of the water table.
334 tn.rivers = &noise_rivers->result[index];
335 // Valley depth noise is replaced with the valley
336 // number that represents the height of terrain
337 // over rivers and is used to determine about
338 // how close a river is for humidity calculation.
339 tn.valley = &noise_valley_depth->result[index];
340 tn.valley_profile = noise_valley_profile->result[index];
341 // Slope noise is replaced by the calculated slope
342 // which is used to get terrain height in the slow
343 // method, to create sharper mountains.
344 tn.slope = &noise_inter_valley_slope->result[index];
345 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
347 // This is the actual terrain height.
348 float mount = terrainLevelFromNoise(&tn);
349 noise_terrain_height->result[index] = mount;
354 // This keeps us from having to maintain two similar sets of
355 // complicated code to determine ground level.
356 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
358 // The square function changes the behaviour of this noise:
359 // very often small, and sometimes very high.
360 float valley_d = MYSQUARE(*tn->valley);
362 // valley_d is here because terrain is generally higher where valleys
363 // are deep (mountains). base represents the height of the
364 // rivers, most of the surface is above.
365 float base = tn->terrain_height + valley_d;
367 // "river" represents the distance from the river, in arbitrary units.
368 float river = fabs(*tn->rivers) - river_size_factor;
370 // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
371 // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
372 // Try it with a geometry software !
373 // (here x = "river" and a = valley_profile).
374 // "valley" represents the height of the terrain, from the rivers.
376 float t = river / tn->valley_profile;
377 *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
380 // approximate height of the terrain at this point
381 float mount = base + *tn->valley;
383 *tn->slope *= *tn->valley;
385 // Rivers are placed where "river" is negative, so where the original
386 // noise value is close to zero.
387 // Base ground is returned as rivers since it's basically the water table.
390 // Use the the function -sqrt(1-x^2) which models a circle.
393 float t = river / river_size_factor + 1;
394 depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
397 // base - depth : height of the bottom of the river
398 // water_level - 3 : don't make rivers below 3 nodes under the surface
399 // We use three because that's as low as the swamp biomes go.
400 // There is no logical equivalent to this using rangelim.
401 mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
403 // Slope has no influence on rivers.
411 // This avoids duplicating the code in terrainLevelFromNoise, adding
412 // only the final step of terrain generation without a noise map.
413 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
415 float mount = terrainLevelFromNoise(tn);
416 s16 y_start = myround(mount);
418 for (s16 y = y_start; y <= y_start + 1000; y++) {
419 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
421 if (fill * *tn->slope < y - mount) {
422 mount = MYMAX(y - 1, mount);
431 int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
433 // Check to make sure this isn't a request for a location in a river.
434 float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
435 if (fabs(rivers) < river_size_factor)
436 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
438 s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
439 if (level_at_point <= water_level ||
440 level_at_point > water_level + 32)
441 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
443 return level_at_point;
447 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
451 float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
452 float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
453 float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
457 tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
460 tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
461 tn.slope = &inter_valley_slope;
462 tn.inter_valley_fill = 0.f;
464 return adjustedTerrainLevelFromNoise(&tn);
468 int MapgenValleys::generateTerrain()
470 // Raising this reduces the rate of evaporation.
471 static const float evaporation = 300.f;
473 static const float humidity_dropoff = 4.f;
474 // constant to convert altitude chill (compatible with lua) to heat
475 static const float alt_to_heat = 20.f;
476 // humidity reduction by altitude
477 static const float alt_to_humid = 10.f;
479 MapNode n_air(CONTENT_AIR);
480 MapNode n_river_water(c_river_water_source);
481 MapNode n_stone(c_stone);
482 MapNode n_water(c_water_source);
484 const v3s16 &em = vm->m_area.getExtent();
485 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
488 for (s16 z = node_min.Z; z <= node_max.Z; z++)
489 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
490 float river_y = noise_rivers->result[index_2d];
491 float surface_y = noise_terrain_height->result[index_2d];
492 float slope = noise_inter_valley_slope->result[index_2d];
493 float t_heat = m_bgen->heatmap[index_2d];
495 heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
497 if (surface_y > surface_max_y)
498 surface_max_y = ceil(surface_y);
501 // Derive heat from (base) altitude. This will be most correct
502 // at rivers, since other surface heights may vary below.
503 if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
504 t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
506 // If humidity is low or heat is high, lower the water table.
507 float delta = m_bgen->humidmap[index_2d] - 50.f;
509 float t_evap = (t_heat - 32.f) / evaporation;
510 river_y += delta * MYMAX(t_evap, 0.08f);
514 u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
515 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
517 // Mapgens concern themselves with stone and water.
518 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
519 if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
520 float fill = noise_inter_valley_fill->result[index_3d];
521 float surface_delta = (float)y - surface_y;
522 bool river = y + 1 < river_y;
524 if (slope * fill > surface_delta) {
526 vm->m_data[index_data] = n_stone;
527 if (y > heightmap[index_2d])
528 heightmap[index_2d] = y;
529 if (y > surface_max_y)
531 } else if (y <= water_level) {
533 vm->m_data[index_data] = n_water;
536 vm->m_data[index_data] = n_river_water;
538 vm->m_data[index_data] = n_air;
542 vm->m_area.add_y(em, index_data, 1);
546 if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
547 s16 surface_y_int = myround(surface_y);
548 if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
549 // If surface_y is outside the chunk, it's good enough.
550 heightmap[index_2d] = surface_y_int;
552 // If the ground is outside of this chunk, but surface_y
553 // is within the chunk, give a value outside.
554 heightmap[index_2d] = node_min.Y - 2;
559 // Use base ground (water table) in a riverbed, to
560 // avoid an unnatural rise in humidity.
561 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
562 float humid = m_bgen->humidmap[index_2d];
563 float water_depth = (t_alt - river_y) / humidity_dropoff;
564 humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
566 // Reduce humidity with altitude (ignoring riverbeds).
567 // This is similar to the lua version's seawater adjustment,
568 // but doesn't increase the base humidity, which causes
569 // problems with the default biomes.
571 humid -= alt_to_humid * t_alt / altitude_chill;
573 m_bgen->humidmap[index_2d] = humid;
576 // Assign the heat adjusted by any changed altitudes.
577 // The altitude will change about half the time.
578 if (use_altitude_chill) {
579 // ground height ignoring riverbeds
580 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
581 if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
582 // The altitude hasn't changed. Use the first result.
583 m_bgen->heatmap[index_2d] = t_heat;
584 else if (t_alt > 0.f)
585 m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
589 return surface_max_y;
592 void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
594 if (max_stone_y < node_min.Y)
597 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
598 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
600 PseudoRandom ps(blockseed + 72202);
602 MapNode n_air(CONTENT_AIR);
603 MapNode n_lava(c_lava_source);
604 MapNode n_water(c_river_water_source);
606 const v3s16 &em = vm->m_area.getExtent();
608 // Cave blend distance near YMIN, YMAX
609 const float massive_cave_blend = 128.f;
610 // noise threshold for massive caves
611 const float massive_cave_threshold = 0.6f;
612 // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
614 float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
615 float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
616 bool made_a_big_one = false;
618 // Cache the tcave values as they only vary by altitude.
619 if (node_max.Y <= massive_cave_depth) {
620 noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
622 for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
623 float tcave = massive_cave_threshold;
626 float t = (yblmin - y) / massive_cave_blend;
627 tcave += MYSQUARE(t);
628 } else if (y > yblmax) {
629 float t = (y - yblmax) / massive_cave_blend;
630 tcave += MYSQUARE(t);
633 tcave_cache[y - node_min.Y + 1] = tcave;
637 // lava_depth varies between one and ten as you approach
638 // the bottom of the world.
639 s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
640 // This allows random lava spawns to be less common at the surface.
641 s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
642 // water_depth varies between ten and one on the way down.
643 s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
644 // This allows random water spawns to be more common at the surface.
645 s16 water_chance = MYCUBE(water_features_lim) * water_depth;
647 // Reduce the odds of overflows even further.
648 if (node_max.Y > water_level) {
654 for (s16 z = node_min.Z; z <= node_max.Z; z++)
655 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
656 Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
657 bool tunnel_air_above = false;
658 bool is_under_river = false;
659 bool underground = false;
660 u32 index_data = vm->m_area.index(x, node_max.Y, z);
661 u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
663 // Dig caves on down loop to check for air above.
664 // Don't excavate the overgenerated stone at node_max.Y + 1,
665 // this creates a 'roof' over the tunnel, preventing light in
666 // tunnels at mapchunk borders when generating mapchunks upwards.
667 // This 'roof' is removed when the mapchunk above is generated.
668 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
670 vm->m_area.add_y(em, index_data, -1)) {
672 float terrain = noise_terrain_height->result[index_2d];
675 if (y > terrain + 10)
678 if (y < terrain - 40)
681 // Dig massive caves.
682 if (node_max.Y <= massive_cave_depth
683 && noise_massive_caves->result[index_3d]
684 > tcave_cache[y - node_min.Y + 1]) {
685 vm->m_data[index_data] = n_air;
686 made_a_big_one = true;
690 content_t c = vm->m_data[index_data].getContent();
691 // Detect river water to place riverbed nodes in tunnels
692 if (c == biome->c_river_water)
693 is_under_river = true;
695 float d1 = contour(noise_cave1->result[index_3d]);
696 float d2 = contour(noise_cave2->result[index_3d]);
698 if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
700 vm->m_data[index_data] = n_air;
701 tunnel_air_above = true;
702 } else if (c == biome->c_filler || c == biome->c_stone) {
703 if (tunnel_air_above) {
704 // at the tunnel floor
705 s16 sr = ps.range(0, 39);
707 vm->m_area.add_y(em, j, 1);
709 if (sr > terrain - y) {
710 // Put biome nodes in tunnels near the surface
712 vm->m_data[index_data] = MapNode(biome->c_riverbed);
713 else if (underground)
714 vm->m_data[index_data] = MapNode(biome->c_filler);
716 vm->m_data[index_data] = MapNode(biome->c_top);
717 } else if (sr < 3 && underground) {
719 if (lava_features_lim > 0 && y <= lava_max_height
720 && c == biome->c_stone && sr < lava_chance)
721 vm->m_data[j] = n_lava;
725 // If sr < 0 then we should have already placed lava --
726 // don't immediately dump water on it.
727 if (water_features_lim > 0 && y <= cave_water_max_height
728 && sr >= 0 && sr < water_chance)
729 vm->m_data[j] = n_water;
733 tunnel_air_above = false;
736 tunnel_air_above = false;
741 if (node_max.Y <= large_cave_depth && !made_a_big_one) {
742 u32 bruises_count = ps.range(0, 2);
743 for (u32 i = 0; i < bruises_count; i++) {
744 CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
745 c_water_source, c_lava_source, lava_max_height);
747 cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);