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"
49 //#include "util/timetaker.h"
50 //#include "profiler.h"
53 //static Profiler mapgen_prof;
54 //Profiler *mapgen_profiler = &mapgen_prof;
56 static FlagDesc flagdesc_mapgen_valleys[] = {
57 {"altitude_chill", MGVALLEYS_ALT_CHILL},
58 {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
62 ///////////////////////////////////////////////////////////////////////////////
65 MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
66 : MapgenBasic(mapgenid, params, emerge)
68 // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
69 m_bgen = (BiomeGenOriginal *)biomegen;
71 BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
73 spflags = params->spflags;
74 altitude_chill = params->altitude_chill;
75 large_cave_depth = params->large_cave_depth;
76 lava_features_lim = rangelim(params->lava_features, 0, 10);
77 massive_cave_depth = params->massive_cave_depth;
78 river_depth_bed = params->river_depth + 1.f;
79 river_size_factor = params->river_size / 100.f;
80 water_features_lim = rangelim(params->water_features, 0, 10);
81 cave_width = params->cave_width;
82 dungeon_ymin = params->dungeon_ymin;
83 dungeon_ymax = params->dungeon_ymax;
86 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
87 noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
88 noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
89 noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
90 noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
91 noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
94 // 1-up 1-down overgeneration
95 noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
96 // 1-down overgeneraion
97 noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
98 noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
99 noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
101 humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
102 use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
103 humidity_adjust = bp->np_humidity.offset - 50.f;
105 // a small chance of overflows if the settings are very high
106 cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
107 lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
109 tcave_cache = new float[csize.Y + 2];
113 MapgenValleys::~MapgenValleys()
117 delete noise_filler_depth;
118 delete noise_inter_valley_fill;
119 delete noise_inter_valley_slope;
121 delete noise_massive_caves;
122 delete noise_terrain_height;
123 delete noise_valley_depth;
124 delete noise_valley_profile;
126 delete[] tcave_cache;
130 MapgenValleysParams::MapgenValleysParams():
131 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
132 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
133 np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
134 np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
135 np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
136 np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
137 np_massive_caves (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f),
138 np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
139 np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
140 np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f)
145 void MapgenValleysParams::readParams(const Settings *settings)
147 settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
148 settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
149 settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
150 settings->getU16NoEx("mgvalleys_lava_features", lava_features);
151 settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
152 settings->getU16NoEx("mgvalleys_river_depth", river_depth);
153 settings->getU16NoEx("mgvalleys_river_size", river_size);
154 settings->getU16NoEx("mgvalleys_water_features", water_features);
155 settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
156 settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
157 settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
159 settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
160 settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
161 settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
162 settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
163 settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
164 settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
165 settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
166 settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
167 settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
168 settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
172 void MapgenValleysParams::writeParams(Settings *settings) const
174 settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
175 settings->setU16("mgvalleys_altitude_chill", altitude_chill);
176 settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
177 settings->setU16("mgvalleys_lava_features", lava_features);
178 settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
179 settings->setU16("mgvalleys_river_depth", river_depth);
180 settings->setU16("mgvalleys_river_size", river_size);
181 settings->setU16("mgvalleys_water_features", water_features);
182 settings->setFloat("mgvalleys_cave_width", cave_width);
183 settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
184 settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
186 settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
187 settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
188 settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
189 settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
190 settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
191 settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
192 settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
193 settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
194 settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
195 settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
199 ///////////////////////////////////////
202 void MapgenValleys::makeChunk(BlockMakeData *data)
205 assert(data->vmanip);
206 assert(data->nodedef);
207 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
208 data->blockpos_requested.Y >= data->blockpos_min.Y &&
209 data->blockpos_requested.Z >= data->blockpos_min.Z);
210 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
211 data->blockpos_requested.Y <= data->blockpos_max.Y &&
212 data->blockpos_requested.Z <= data->blockpos_max.Z);
214 this->generating = true;
215 this->vm = data->vmanip;
216 this->ndef = data->nodedef;
218 //TimeTaker t("makeChunk");
220 v3s16 blockpos_min = data->blockpos_min;
221 v3s16 blockpos_max = data->blockpos_max;
222 node_min = blockpos_min * MAP_BLOCKSIZE;
223 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
224 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
225 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
227 blockseed = getBlockSeed2(full_node_min, seed);
229 // Generate biome noises. Note this must be executed strictly before
230 // generateTerrain, because generateTerrain depends on intermediate
231 // biome-related noises.
232 m_bgen->calcBiomeNoise(node_min);
234 // Generate noise maps and base terrain height.
235 // Modify heat and humidity maps.
238 // Generate base terrain with initial heightmaps
239 s16 stone_surface_max_y = generateTerrain();
241 // Recalculate heightmap
242 updateHeightmap(node_min, node_max);
244 // Place biome-specific nodes and build biomemap
248 if (flags & MG_CAVES)
249 generateCaves(stone_surface_max_y, large_cave_depth);
252 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
253 full_node_max.Y <= dungeon_ymax)
254 generateDungeons(stone_surface_max_y);
256 // Generate the registered decorations
257 if (flags & MG_DECORATIONS)
258 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
260 // Generate the registered ores
261 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
263 // Sprinkle some dust on top after everything else was generated
266 //TimeTaker tll("liquid_lighting");
268 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
270 if (flags & MG_LIGHT)
272 node_min - v3s16(0, 1, 0),
273 node_max + v3s16(0, 1, 0),
277 //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
278 //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
280 this->generating = false;
284 // Populate the noise tables and do most of the
285 // calculation necessary to determine terrain height.
286 void MapgenValleys::calculateNoise()
288 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
291 int y = node_min.Y - 1;
294 //TimeTaker tcn("actualNoise");
296 noise_inter_valley_slope->perlinMap2D(x, z);
297 noise_rivers->perlinMap2D(x, z);
298 noise_terrain_height->perlinMap2D(x, z);
299 noise_valley_depth->perlinMap2D(x, z);
300 noise_valley_profile->perlinMap2D(x, z);
302 noise_inter_valley_fill->perlinMap3D(x, y, z);
304 //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
306 float heat_offset = 0.f;
307 float humidity_scale = 1.f;
309 // Altitude chill tends to reduce the average heat.
310 if (use_altitude_chill)
313 // River humidity tends to increase the humidity range.
315 humidity_scale = 0.8f;
318 for (s32 index = 0; index < csize.X * csize.Z; index++) {
319 m_bgen->heatmap[index] += heat_offset;
320 m_bgen->humidmap[index] *= humidity_scale;
326 for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
327 for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
328 // The parameters that we actually need to generate terrain
329 // are passed by address (and the return value).
330 tn.terrain_height = noise_terrain_height->result[index];
331 // River noise is replaced with base terrain, which
332 // is basically the height of the water table.
333 tn.rivers = &noise_rivers->result[index];
334 // Valley depth noise is replaced with the valley
335 // number that represents the height of terrain
336 // over rivers and is used to determine about
337 // how close a river is for humidity calculation.
338 tn.valley = &noise_valley_depth->result[index];
339 tn.valley_profile = noise_valley_profile->result[index];
340 // Slope noise is replaced by the calculated slope
341 // which is used to get terrain height in the slow
342 // method, to create sharper mountains.
343 tn.slope = &noise_inter_valley_slope->result[index];
344 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
346 // This is the actual terrain height.
347 float mount = terrainLevelFromNoise(&tn);
348 noise_terrain_height->result[index] = mount;
353 // This keeps us from having to maintain two similar sets of
354 // complicated code to determine ground level.
355 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
357 // The square function changes the behaviour of this noise:
358 // very often small, and sometimes very high.
359 float valley_d = MYSQUARE(*tn->valley);
361 // valley_d is here because terrain is generally higher where valleys
362 // are deep (mountains). base represents the height of the
363 // rivers, most of the surface is above.
364 float base = tn->terrain_height + valley_d;
366 // "river" represents the distance from the river, in arbitrary units.
367 float river = std::fabs(*tn->rivers) - river_size_factor;
369 // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
370 // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
371 // Try it with a geometry software !
372 // (here x = "river" and a = valley_profile).
373 // "valley" represents the height of the terrain, from the rivers.
375 float t = std::fmax(river / tn->valley_profile, 0.0f);
376 *tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
379 // approximate height of the terrain at this point
380 float mount = base + *tn->valley;
382 *tn->slope *= *tn->valley;
384 // Rivers are placed where "river" is negative, so where the original
385 // noise value is close to zero.
386 // Base ground is returned as rivers since it's basically the water table.
389 // Use the the function -sqrt(1-x^2) which models a circle.
392 float t = river / river_size_factor + 1;
393 depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
396 // base - depth : height of the bottom of the river
397 // water_level - 3 : don't make rivers below 3 nodes under the surface
398 // We use three because that's as low as the swamp biomes go.
399 // There is no logical equivalent to this using rangelim.
400 mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
402 // Slope has no influence on rivers.
410 // This avoids duplicating the code in terrainLevelFromNoise, adding
411 // only the final step of terrain generation without a noise map.
412 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
414 float mount = terrainLevelFromNoise(tn);
415 s16 y_start = myround(mount);
417 for (s16 y = y_start; y <= y_start + 1000; y++) {
418 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
420 if (fill * *tn->slope < y - mount) {
421 mount = MYMAX(y - 1, mount);
430 int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
432 // Check to make sure this isn't a request for a location in a river.
433 float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
434 if (std::fabs(rivers) < river_size_factor)
435 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
437 s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
438 if (level_at_point <= water_level ||
439 level_at_point > water_level + 32)
440 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
442 return level_at_point;
446 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
450 float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
451 float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
452 float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
456 tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
459 tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
460 tn.slope = &inter_valley_slope;
461 tn.inter_valley_fill = 0.f;
463 return adjustedTerrainLevelFromNoise(&tn);
467 int MapgenValleys::generateTerrain()
469 // Raising this reduces the rate of evaporation.
470 static const float evaporation = 300.f;
472 static const float humidity_dropoff = 4.f;
473 // constant to convert altitude chill (compatible with lua) to heat
474 static const float alt_to_heat = 20.f;
475 // humidity reduction by altitude
476 static const float alt_to_humid = 10.f;
478 MapNode n_air(CONTENT_AIR);
479 MapNode n_river_water(c_river_water_source);
480 MapNode n_stone(c_stone);
481 MapNode n_water(c_water_source);
483 const v3s16 &em = vm->m_area.getExtent();
484 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
487 for (s16 z = node_min.Z; z <= node_max.Z; z++)
488 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
489 float river_y = noise_rivers->result[index_2d];
490 float surface_y = noise_terrain_height->result[index_2d];
491 float slope = noise_inter_valley_slope->result[index_2d];
492 float t_heat = m_bgen->heatmap[index_2d];
494 heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
496 if (surface_y > surface_max_y)
497 surface_max_y = std::ceil(surface_y);
500 // Derive heat from (base) altitude. This will be most correct
501 // at rivers, since other surface heights may vary below.
502 if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
503 t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
505 // If humidity is low or heat is high, lower the water table.
506 float delta = m_bgen->humidmap[index_2d] - 50.f;
508 float t_evap = (t_heat - 32.f) / evaporation;
509 river_y += delta * MYMAX(t_evap, 0.08f);
513 u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
514 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
516 // Mapgens concern themselves with stone and water.
517 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
518 if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
519 float fill = noise_inter_valley_fill->result[index_3d];
520 float surface_delta = (float)y - surface_y;
521 bool river = y + 1 < river_y;
523 if (slope * fill > surface_delta) {
525 vm->m_data[index_data] = n_stone;
526 if (y > heightmap[index_2d])
527 heightmap[index_2d] = y;
528 if (y > surface_max_y)
530 } else if (y <= water_level) {
532 vm->m_data[index_data] = n_water;
535 vm->m_data[index_data] = n_river_water;
537 vm->m_data[index_data] = n_air;
541 VoxelArea::add_y(em, index_data, 1);
545 if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
546 s16 surface_y_int = myround(surface_y);
547 if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
548 // If surface_y is outside the chunk, it's good enough.
549 heightmap[index_2d] = surface_y_int;
551 // If the ground is outside of this chunk, but surface_y
552 // is within the chunk, give a value outside.
553 heightmap[index_2d] = node_min.Y - 2;
558 // Use base ground (water table) in a riverbed, to
559 // avoid an unnatural rise in humidity.
560 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
561 float humid = m_bgen->humidmap[index_2d];
562 float water_depth = (t_alt - river_y) / humidity_dropoff;
563 humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
565 // Reduce humidity with altitude (ignoring riverbeds).
566 // This is similar to the lua version's seawater adjustment,
567 // but doesn't increase the base humidity, which causes
568 // problems with the default biomes.
570 humid -= alt_to_humid * t_alt / altitude_chill;
572 m_bgen->humidmap[index_2d] = humid;
575 // Assign the heat adjusted by any changed altitudes.
576 // The altitude will change about half the time.
577 if (use_altitude_chill) {
578 // ground height ignoring riverbeds
579 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
580 if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
581 // The altitude hasn't changed. Use the first result.
582 m_bgen->heatmap[index_2d] = t_heat;
583 else if (t_alt > 0.f)
584 m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
588 return surface_max_y;
591 void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
593 if (max_stone_y < node_min.Y)
596 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
597 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
599 PseudoRandom ps(blockseed + 72202);
601 MapNode n_air(CONTENT_AIR);
602 MapNode n_lava(c_lava_source);
603 MapNode n_water(c_river_water_source);
605 const v3s16 &em = vm->m_area.getExtent();
607 // Cave blend distance near YMIN, YMAX
608 const float massive_cave_blend = 128.f;
609 // noise threshold for massive caves
610 const float massive_cave_threshold = 0.6f;
611 // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
613 float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
614 float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
615 bool made_a_big_one = false;
617 // Cache the tcave values as they only vary by altitude.
618 if (node_max.Y <= massive_cave_depth) {
619 noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
621 for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
622 float tcave = massive_cave_threshold;
625 float t = (yblmin - y) / massive_cave_blend;
626 tcave += MYSQUARE(t);
627 } else if (y > yblmax) {
628 float t = (y - yblmax) / massive_cave_blend;
629 tcave += MYSQUARE(t);
632 tcave_cache[y - node_min.Y + 1] = tcave;
636 // lava_depth varies between one and ten as you approach
637 // the bottom of the world.
638 s16 lava_depth = std::ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
639 // This allows random lava spawns to be less common at the surface.
640 s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
641 // water_depth varies between ten and one on the way down.
642 s16 water_depth = std::ceil((mapgen_limit - std::abs(node_min.Y) + 1) * 10.f /
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 VoxelArea::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 VoxelArea::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, biomegen);
747 cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y,