3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
25 //#include "serverobject.h"
26 #include "content_sao.h"
28 #include "content_mapnode.h" // For content_mapnode_get_new_name
29 #include "voxelalgorithms.h"
31 #include "main.h" // For g_profiler
37 Some helper functions for the map generator
41 // Returns Y one under area minimum if not found
42 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
43 INodeDefManager *ndef)
45 v3s16 em = vmanip.m_area.getExtent();
46 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
47 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
48 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
50 for(y=y_nodes_max; y>=y_nodes_min; y--)
52 MapNode &n = vmanip.m_data[i];
53 if(ndef->get(n).walkable)
56 vmanip.m_area.add_y(em, i, -1);
61 return y_nodes_min - 1;
65 // Returns Y one under area minimum if not found
66 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
67 INodeDefManager *ndef)
69 if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
70 return vmanip.m_area.MinEdge.Y-1;
71 v3s16 em = vmanip.m_area.getExtent();
72 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
73 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
74 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
76 content_t c_tree = ndef->getId("mapgen_tree");
77 content_t c_leaves = ndef->getId("mapgen_leaves");
78 for(y=y_nodes_max; y>=y_nodes_min; y--)
80 MapNode &n = vmanip.m_data[i];
81 if(ndef->get(n).walkable
82 && n.getContent() != c_tree
83 && n.getContent() != c_leaves)
86 vmanip.m_area.add_y(em, i, -1);
91 return y_nodes_min - 1;
95 // Returns Y one under area minimum if not found
96 static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
97 INodeDefManager *ndef)
99 v3s16 em = vmanip.m_area.getExtent();
100 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
101 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
102 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
104 content_t c_stone = ndef->getId("mapgen_stone");
105 content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
106 for(y=y_nodes_max; y>=y_nodes_min; y--)
108 MapNode &n = vmanip.m_data[i];
109 content_t c = n.getContent();
110 if(c != CONTENT_IGNORE && (
111 c == c_stone || c == c_desert_stone))
114 vmanip.m_area.add_y(em, i, -1);
119 return y_nodes_min - 1;
123 void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
124 bool is_apple_tree, INodeDefManager *ndef)
126 MapNode treenode(ndef->getId("mapgen_tree"));
127 MapNode leavesnode(ndef->getId("mapgen_leaves"));
128 MapNode applenode(ndef->getId("mapgen_apple"));
130 s16 trunk_h = myrand_range(4, 5);
132 for(s16 ii=0; ii<trunk_h; ii++)
134 if(vmanip.m_area.contains(p1))
135 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
139 // p1 is now the last piece of the trunk
142 VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
143 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
144 Buffer<u8> leaves_d(leaves_a.getVolume());
145 for(s32 i=0; i<leaves_a.getVolume(); i++)
148 // Force leaves at near the end of the trunk
151 for(s16 z=-d; z<=d; z++)
152 for(s16 y=-d; y<=d; y++)
153 for(s16 x=-d; x<=d; x++)
155 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
159 // Add leaves randomly
160 for(u32 iii=0; iii<7; iii++)
165 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
166 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
167 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
170 for(s16 z=0; z<=d; z++)
171 for(s16 y=0; y<=d; y++)
172 for(s16 x=0; x<=d; x++)
174 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
178 // Blit leaves to vmanip
179 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
180 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
181 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
185 if(vmanip.m_area.contains(p) == false)
187 u32 vi = vmanip.m_area.index(p);
188 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
189 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
191 u32 i = leaves_a.index(x,y,z);
192 if(leaves_d[i] == 1) {
193 bool is_apple = myrand_range(0,99) < 10;
194 if(is_apple_tree && is_apple) {
195 vmanip.m_data[vi] = applenode;
197 vmanip.m_data[vi] = leavesnode;
204 static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
205 INodeDefManager *ndef)
207 MapNode treenode(ndef->getId("mapgen_jungletree"));
208 MapNode leavesnode(ndef->getId("mapgen_leaves"));
210 for(s16 x=-1; x<=1; x++)
211 for(s16 z=-1; z<=1; z++)
213 if(myrand_range(0, 2) == 0)
215 v3s16 p1 = p0 + v3s16(x,0,z);
216 v3s16 p2 = p0 + v3s16(x,-1,z);
217 if(vmanip.m_area.contains(p2)
218 && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
219 vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
220 else if(vmanip.m_area.contains(p1))
221 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
224 s16 trunk_h = myrand_range(8, 12);
226 for(s16 ii=0; ii<trunk_h; ii++)
228 if(vmanip.m_area.contains(p1))
229 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
233 // p1 is now the last piece of the trunk
236 VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
237 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
238 Buffer<u8> leaves_d(leaves_a.getVolume());
239 for(s32 i=0; i<leaves_a.getVolume(); i++)
242 // Force leaves at near the end of the trunk
245 for(s16 z=-d; z<=d; z++)
246 for(s16 y=-d; y<=d; y++)
247 for(s16 x=-d; x<=d; x++)
249 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
253 // Add leaves randomly
254 for(u32 iii=0; iii<30; iii++)
259 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
260 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
261 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
264 for(s16 z=0; z<=d; z++)
265 for(s16 y=0; y<=d; y++)
266 for(s16 x=0; x<=d; x++)
268 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
272 // Blit leaves to vmanip
273 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
274 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
275 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
279 if(vmanip.m_area.contains(p) == false)
281 u32 vi = vmanip.m_area.index(p);
282 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
283 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
285 u32 i = leaves_a.index(x,y,z);
287 vmanip.m_data[vi] = leavesnode;
291 static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
292 INodeDefManager *ndef)
294 MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
296 s16 trunk_h = myrand_range(2, 3);
298 for(s16 ii=0; ii<trunk_h; ii++)
300 if(vmanip.m_area.contains(p1))
301 vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
306 static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
307 INodeDefManager *ndef)
309 MapNode cactusnode(ndef->getId("mapgen_cactus"));
313 for(s16 ii=0; ii<trunk_h; ii++)
315 if(vmanip.m_area.contains(p1))
316 vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
324 Dungeon making routines
327 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
328 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
329 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
330 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
332 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
333 INodeDefManager *ndef)
336 for(s16 z=0; z<roomsize.Z; z++)
337 for(s16 y=0; y<roomsize.Y; y++)
340 v3s16 p = roomplace + v3s16(0,y,z);
341 if(vmanip.m_area.contains(p) == false)
343 u32 vi = vmanip.m_area.index(p);
344 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
346 vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
349 v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
350 if(vmanip.m_area.contains(p) == false)
352 u32 vi = vmanip.m_area.index(p);
353 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
355 vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
360 for(s16 x=0; x<roomsize.X; x++)
361 for(s16 y=0; y<roomsize.Y; y++)
364 v3s16 p = roomplace + v3s16(x,y,0);
365 if(vmanip.m_area.contains(p) == false)
367 u32 vi = vmanip.m_area.index(p);
368 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
370 vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
373 v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
374 if(vmanip.m_area.contains(p) == false)
376 u32 vi = vmanip.m_area.index(p);
377 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
379 vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
383 // Make +-Y walls (floor and ceiling)
384 for(s16 z=0; z<roomsize.Z; z++)
385 for(s16 x=0; x<roomsize.X; x++)
388 v3s16 p = roomplace + v3s16(x,0,z);
389 if(vmanip.m_area.contains(p) == false)
391 u32 vi = vmanip.m_area.index(p);
392 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
394 vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
397 v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
398 if(vmanip.m_area.contains(p) == false)
400 u32 vi = vmanip.m_area.index(p);
401 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
403 vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
408 for(s16 z=1; z<roomsize.Z-1; z++)
409 for(s16 y=1; y<roomsize.Y-1; y++)
410 for(s16 x=1; x<roomsize.X-1; x++)
412 v3s16 p = roomplace + v3s16(x,y,z);
413 if(vmanip.m_area.contains(p) == false)
415 u32 vi = vmanip.m_area.index(p);
416 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
417 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
421 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
422 u8 avoid_flags, MapNode n, u8 or_flags)
424 for(s16 z=0; z<size.Z; z++)
425 for(s16 y=0; y<size.Y; y++)
426 for(s16 x=0; x<size.X; x++)
428 v3s16 p = place + v3s16(x,y,z);
429 if(vmanip.m_area.contains(p) == false)
431 u32 vi = vmanip.m_area.index(p);
432 if(vmanip.m_flags[vi] & avoid_flags)
434 vmanip.m_flags[vi] |= or_flags;
435 vmanip.m_data[vi] = n;
439 static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
440 INodeDefManager *ndef)
442 make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
443 VMANIP_FLAG_DUNGEON_INSIDE);
446 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
447 INodeDefManager *ndef)
449 make_hole1(vmanip, doorplace, ndef);
450 // Place torch (for testing)
451 //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
454 static v3s16 rand_ortho_dir(PseudoRandom &random)
456 if(random.next()%2==0)
457 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
459 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
462 static v3s16 turn_xz(v3s16 olddir, int t)
482 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
484 int turn = random.range(0,2);
493 dir = turn_xz(olddir, 0);
496 dir = turn_xz(olddir, 1);
500 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
501 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
502 PseudoRandom &random, INodeDefManager *ndef)
504 make_hole1(vmanip, doorplace, ndef);
505 v3s16 p0 = doorplace;
509 length = random.range(1,13);
511 length = random.range(1,6);
512 length = random.range(1,13);
513 u32 partlength = random.range(1,13);
516 if(random.next()%2 == 0 && partlength >= 3)
517 make_stairs = random.next()%2 ? 1 : -1;
518 for(u32 i=0; i<length; i++)
524 /*// If already empty
525 if(vmanip.getNodeNoExNoEmerge(p).getContent()
527 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
532 if(vmanip.m_area.contains(p) == true
533 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
537 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
538 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
539 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
540 VMANIP_FLAG_DUNGEON_INSIDE);
541 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
542 VMANIP_FLAG_DUNGEON_INSIDE);
546 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
547 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
548 make_hole1(vmanip, p, ndef);
549 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
550 VMANIP_FLAG_DUNGEON_INSIDE);*/
557 // Can't go here, turn away
558 dir = turn_xz(dir, random.range(0,1));
559 make_stairs = -make_stairs;
561 partlength = random.range(1,length);
566 if(partcount >= partlength)
570 dir = random_turn(random, dir);
572 partlength = random.range(1,length);
575 if(random.next()%2 == 0 && partlength >= 3)
576 make_stairs = random.next()%2 ? 1 : -1;
587 RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
588 INodeDefManager *ndef):
599 m_dir = rand_ortho_dir(m_random);
602 void setPos(v3s16 pos)
607 void setDir(v3s16 dir)
612 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
614 for(u32 i=0; i<100; i++)
616 v3s16 p = m_pos + m_dir;
617 v3s16 p1 = p + v3s16(0,1,0);
618 if(vmanip.m_area.contains(p) == false
619 || vmanip.m_area.contains(p1) == false
625 if(vmanip.getNodeNoExNoEmerge(p).getContent()
626 == m_ndef->getId("mapgen_cobble")
627 && vmanip.getNodeNoExNoEmerge(p1).getContent()
628 == m_ndef->getId("mapgen_cobble"))
630 // Found wall, this is a good place!
633 // Randomize next direction
638 Determine where to move next
640 // Jump one up if the actual space is there
641 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
642 == m_ndef->getId("mapgen_cobble")
643 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
645 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
648 // Jump one down if the actual space is there
649 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
650 == m_ndef->getId("mapgen_cobble")
651 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
653 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
656 // Check if walking is now possible
657 if(vmanip.getNodeNoExNoEmerge(p).getContent()
659 || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
662 // Cannot continue walking here
672 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
673 v3s16 &result_doordir, v3s16 &result_roomplace)
675 for(s16 trycount=0; trycount<30; trycount++)
679 bool r = findPlaceForDoor(doorplace, doordir);
683 // X east, Z north, Y up
685 if(doordir == v3s16(1,0,0)) // X+
686 roomplace = doorplace +
687 v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
688 if(doordir == v3s16(-1,0,0)) // X-
689 roomplace = doorplace +
690 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
691 if(doordir == v3s16(0,0,1)) // Z+
692 roomplace = doorplace +
693 v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
694 if(doordir == v3s16(0,0,-1)) // Z-
695 roomplace = doorplace +
696 v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
699 if(doordir == v3s16(1,0,0)) // X+
700 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
701 if(doordir == v3s16(-1,0,0)) // X-
702 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
703 if(doordir == v3s16(0,0,1)) // Z+
704 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
705 if(doordir == v3s16(0,0,-1)) // Z-
706 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
711 for(s16 z=1; z<roomsize.Z-1; z++)
712 for(s16 y=1; y<roomsize.Y-1; y++)
713 for(s16 x=1; x<roomsize.X-1; x++)
715 v3s16 p = roomplace + v3s16(x,y,z);
716 if(vmanip.m_area.contains(p) == false)
721 if(vmanip.m_flags[vmanip.m_area.index(p)]
722 & VMANIP_FLAG_DUNGEON_INSIDE)
733 result_doorplace = doorplace;
734 result_doordir = doordir;
735 result_roomplace = roomplace;
742 VoxelManipulator &vmanip;
745 PseudoRandom &m_random;
746 INodeDefManager *m_ndef;
749 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
750 INodeDefManager *ndef)
752 v3s16 areasize = vmanip.m_area.getExtent();
757 Find place for first room
760 for(u32 i=0; i<100; i++)
762 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
763 roomplace = vmanip.m_area.MinEdge + v3s16(
764 random.range(0,areasize.X-roomsize.X-1),
765 random.range(0,areasize.Y-roomsize.Y-1),
766 random.range(0,areasize.Z-roomsize.Z-1));
768 Check that we're not putting the room to an unknown place,
769 otherwise it might end up floating in the air
772 for(s16 z=1; z<roomsize.Z-1; z++)
773 for(s16 y=1; y<roomsize.Y-1; y++)
774 for(s16 x=1; x<roomsize.X-1; x++)
776 v3s16 p = roomplace + v3s16(x,y,z);
777 u32 vi = vmanip.m_area.index(p);
778 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
783 if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
797 Stores the center position of the last room made, so that
798 a new corridor can be started from the last room instead of
799 the new room, if chosen so.
801 v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
803 u32 room_count = random.range(2,7);
804 for(u32 i=0; i<room_count; i++)
806 // Make a room to the determined place
807 make_room1(vmanip, roomsize, roomplace, ndef);
809 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
811 // Place torch at room center (for testing)
812 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
815 if(i == room_count-1)
818 // Determine walker start position
820 bool start_in_last_room = (random.range(0,2)!=0);
821 //bool start_in_last_room = true;
823 v3s16 walker_start_place;
825 if(start_in_last_room)
827 walker_start_place = last_room_center;
831 walker_start_place = room_center;
832 // Store center of current room as the last one
833 last_room_center = room_center;
836 // Create walker and find a place for a door
837 RoomWalker walker(vmanip, walker_start_place, random, ndef);
840 bool r = walker.findPlaceForDoor(doorplace, doordir);
844 if(random.range(0,1)==0)
846 make_door1(vmanip, doorplace, doordir, ndef);
848 // Don't actually make a door
849 doorplace -= doordir;
851 // Make a random corridor starting from the door
853 v3s16 corridor_end_dir;
854 make_corridor(vmanip, doorplace, doordir, corridor_end,
855 corridor_end_dir, random, ndef);
857 // Find a place for a random sized room
858 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
859 walker.setPos(corridor_end);
860 walker.setDir(corridor_end_dir);
861 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
865 if(random.range(0,1)==0)
867 make_door1(vmanip, doorplace, doordir, ndef);
869 // Don't actually make a door
870 roomplace -= doordir;
877 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
878 INodeDefManager *ndef)
882 s32 r = random.range(0, 3);
884 dir = v3s16( 1, 0, 0);
888 dir = v3s16(-1, 0, 0);
892 dir = v3s16( 0, 0, 1);
896 dir = v3s16( 0, 0,-1);
899 v3s16 p = vmanip.m_area.MinEdge + v3s16(
900 16+random.range(0,15),
901 16+random.range(0,15),
902 16+random.range(0,15));
903 vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
904 u32 length = random.range(3,15);
905 for(u32 j=0; j<length; j++)
908 vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
914 Noise functions. Make sure seed is mangled differently in each one.
919 Scaling the output of the noise function affects the overdrive of the
920 contour function, which affects the shape of the output considerably.
922 #define CAVE_NOISE_SCALE 12.0
923 //#define CAVE_NOISE_SCALE 10.0
924 //#define CAVE_NOISE_SCALE 7.5
925 //#define CAVE_NOISE_SCALE 5.0
926 //#define CAVE_NOISE_SCALE 1.0
928 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
929 #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
931 NoiseParams get_cave_noise1_params(u64 seed)
933 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
934 200, CAVE_NOISE_SCALE);*/
935 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
936 100, CAVE_NOISE_SCALE);*/
937 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
938 100, CAVE_NOISE_SCALE);*/
939 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
940 100, CAVE_NOISE_SCALE);*/
941 return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
942 50, CAVE_NOISE_SCALE);
943 //return NoiseParams(NOISE_CONSTANT_ONE);
946 NoiseParams get_cave_noise2_params(u64 seed)
948 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
949 200, CAVE_NOISE_SCALE);*/
950 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
951 100, CAVE_NOISE_SCALE);*/
952 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
953 100, CAVE_NOISE_SCALE);*/
954 return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
955 50, CAVE_NOISE_SCALE);
956 //return NoiseParams(NOISE_CONSTANT_ONE);
959 NoiseParams get_ground_noise1_params(u64 seed)
961 return NoiseParams(NOISE_PERLIN, seed+983240, 4,
965 NoiseParams get_ground_crumbleness_params(u64 seed)
967 return NoiseParams(NOISE_PERLIN, seed+34413, 3,
971 NoiseParams get_ground_wetness_params(u64 seed)
973 return NoiseParams(NOISE_PERLIN, seed+32474, 4,
977 bool is_cave(u64 seed, v3s16 p)
979 double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
980 double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
981 return d1*d2 > CAVE_NOISE_THRESHOLD;
985 Ground density noise shall be interpreted by using this.
987 TODO: No perlin noises here, they should be outsourced
989 NOTE: The speed of these actually isn't terrible
991 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
993 //return ((double)p.Y < ground_noise1_val);
995 double f = 0.55 + noise2d_perlin(
996 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
997 seed+920381, 3, 0.45);
1002 double h = WATER_LEVEL + 10 * noise2d_perlin(
1003 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1004 seed+84174, 4, 0.5);
1007 return ((double)p.Y - h < ground_noise1_val * f);
1011 Queries whether a position is ground or not.
1013 bool is_ground(u64 seed, v3s16 p)
1015 double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
1016 return val_is_ground(val1, p, seed);
1020 // Amount of trees per area in nodes
1021 double tree_amount_2d(u64 seed, v2s16 p)
1023 /*double noise = noise2d_perlin(
1024 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1026 double noise = noise2d_perlin(
1027 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
1029 double zeroval = -0.39;
1033 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1037 double surface_humidity_2d(u64 seed, v2s16 p)
1039 double noise = noise2d_perlin(
1040 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
1041 seed+72384, 4, 0.66);
1042 noise = (noise + 1.0)/2.0;
1051 Incrementally find ground level from 3d noise
1053 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1055 // Start a bit fuzzy to make averaging lower precision values
1057 s16 level = myrand_range(-precision/2, precision/2);
1058 s16 dec[] = {31000, 100, 20, 4, 1, 0};
1060 for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1062 // First find non-ground by going upwards
1063 // Don't stop in caves.
1065 s16 max = level+dec[i-1]*2;
1066 v3s16 p(p2d.X, level, p2d.Y);
1067 for(; p.Y < max; p.Y += dec[i])
1069 if(!is_ground(seed, p))
1076 // Then find ground by going downwards from there.
1077 // Go in caves, too, when precision is 1.
1079 s16 min = level-dec[i-1]*2;
1080 v3s16 p(p2d.X, level, p2d.Y);
1081 for(; p.Y>min; p.Y-=dec[i])
1083 bool ground = is_ground(seed, p);
1084 /*if(dec[i] == 1 && is_cave(seed, p))
1095 // This is more like the actual ground level
1096 level += dec[i-1]/2;
1101 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1103 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1105 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1106 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1108 a += find_ground_level_from_noise(seed,
1109 v2s16(node_min.X, node_min.Y), p);
1110 a += find_ground_level_from_noise(seed,
1111 v2s16(node_min.X, node_max.Y), p);
1112 a += find_ground_level_from_noise(seed,
1113 v2s16(node_max.X, node_max.Y), p);
1114 a += find_ground_level_from_noise(seed,
1115 v2s16(node_max.X, node_min.Y), p);
1116 a += find_ground_level_from_noise(seed,
1117 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1122 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1124 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1126 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1127 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1130 a = MYMAX(a, find_ground_level_from_noise(seed,
1131 v2s16(node_min.X, node_min.Y), p));
1132 a = MYMAX(a, find_ground_level_from_noise(seed,
1133 v2s16(node_min.X, node_max.Y), p));
1134 a = MYMAX(a, find_ground_level_from_noise(seed,
1135 v2s16(node_max.X, node_max.Y), p));
1136 a = MYMAX(a, find_ground_level_from_noise(seed,
1137 v2s16(node_min.X, node_min.Y), p));
1139 a = MYMAX(a, find_ground_level_from_noise(seed,
1140 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1141 // Side middle points
1142 a = MYMAX(a, find_ground_level_from_noise(seed,
1143 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1144 a = MYMAX(a, find_ground_level_from_noise(seed,
1145 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1146 a = MYMAX(a, find_ground_level_from_noise(seed,
1147 v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1148 a = MYMAX(a, find_ground_level_from_noise(seed,
1149 v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1153 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1155 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1157 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1158 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1161 a = MYMIN(a, find_ground_level_from_noise(seed,
1162 v2s16(node_min.X, node_min.Y), p));
1163 a = MYMIN(a, find_ground_level_from_noise(seed,
1164 v2s16(node_min.X, node_max.Y), p));
1165 a = MYMIN(a, find_ground_level_from_noise(seed,
1166 v2s16(node_max.X, node_max.Y), p));
1167 a = MYMIN(a, find_ground_level_from_noise(seed,
1168 v2s16(node_min.X, node_min.Y), p));
1170 a = MYMIN(a, find_ground_level_from_noise(seed,
1171 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1172 // Side middle points
1173 a = MYMIN(a, find_ground_level_from_noise(seed,
1174 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1175 a = MYMIN(a, find_ground_level_from_noise(seed,
1176 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1177 a = MYMIN(a, find_ground_level_from_noise(seed,
1178 v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1179 a = MYMIN(a, find_ground_level_from_noise(seed,
1180 v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1185 // Required by mapgen.h
1186 bool block_is_underground(u64 seed, v3s16 blockpos)
1188 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1189 seed, v2s16(blockpos.X, blockpos.Z));*/
1190 // Nah, this is just a heuristic, just return something
1191 s16 minimum_groundlevel = WATER_LEVEL;
1193 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1199 #define AVERAGE_MUD_AMOUNT 4
1201 double base_rock_level_2d(u64 seed, v2s16 p)
1203 // The base ground level
1204 double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1205 + 20. * noise2d_perlin(
1206 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1207 seed+82341, 5, 0.6);
1209 /*// A bit hillier one
1210 double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1211 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1212 seed+93413, 6, 0.69);
1216 // Higher ground level
1217 double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
1218 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1219 seed+85039, 5, 0.6);
1220 //higher = 30; // For debugging
1222 // Limit higher to at least base
1226 // Steepness factor of cliffs
1227 double b = 0.85 + 0.5 * noise2d_perlin(
1228 0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
1230 b = rangelim(b, 0.0, 1000.0);
1233 b = rangelim(b, 0.5, 1000.0);
1234 // Values 1.5...100 give quite horrible looking slopes
1235 if(b > 1.5 && b < 100.0){
1241 //dstream<<"b="<<b<<std::endl;
1245 // Offset to more low
1246 double a_off = -0.20;
1247 // High/low selector
1248 /*double a = 0.5 + b * (a_off + noise2d_perlin(
1249 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1250 seed+4213, 6, 0.7));*/
1251 double a = (double)0.5 + b * (a_off + noise2d_perlin(
1252 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1253 seed+4213, 5, 0.69));
1255 a = rangelim(a, 0.0, 1.0);
1257 //dstream<<"a="<<a<<std::endl;
1259 double h = base*(1.0-a) + higher*a;
1266 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1268 return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
1271 double get_mud_add_amount(u64 seed, v2s16 p)
1273 return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
1274 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1275 seed+91013, 3, 0.55));
1278 bool get_have_beach(u64 seed, v2s16 p2d)
1280 // Determine whether to have sand here
1281 double sandnoise = noise2d_perlin(
1282 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
1283 seed+59420, 3, 0.50);
1285 return (sandnoise > 0.15);
1294 BiomeType get_biome(u64 seed, v2s16 p2d)
1296 // Just do something very simple as for now
1297 double d = noise2d_perlin(
1298 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
1299 seed+9130, 3, 0.50);
1305 u32 get_blockseed(u64 seed, v3s16 p)
1307 s32 x=p.X, y=p.Y, z=p.Z;
1308 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
1311 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
1313 void make_block(BlockMakeData *data)
1317 //dstream<<"makeBlock: no-op"<<std::endl;
1321 assert(data->vmanip);
1322 assert(data->nodedef);
1323 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
1324 data->blockpos_requested.Y >= data->blockpos_min.Y &&
1325 data->blockpos_requested.Z >= data->blockpos_min.Z);
1326 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
1327 data->blockpos_requested.Y <= data->blockpos_max.Y &&
1328 data->blockpos_requested.Z <= data->blockpos_max.Z);
1330 INodeDefManager *ndef = data->nodedef;
1332 // Hack: use minimum block coordinates for old code that assumes
1334 v3s16 blockpos = data->blockpos_requested;
1336 /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1337 <<blockpos.Z<<")"<<std::endl;*/
1339 v3s16 blockpos_min = data->blockpos_min;
1340 v3s16 blockpos_max = data->blockpos_max;
1341 v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
1342 v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
1344 ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1345 // Area of central chunk
1346 v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
1347 v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1348 // Full allocated area
1349 v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
1350 v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1352 v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
1354 const s16 max_spread_amount = MAP_BLOCKSIZE;
1356 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
1357 * (blockpos_max.Y - blockpos_min.Y + 1)
1358 * (blockpos_max.Z - blockpos_max.Z + 1);
1360 int volume_nodes = volume_blocks *
1361 MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1363 // Generated surface area
1364 //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
1366 // Horribly wrong heuristic, but better than nothing
1367 bool block_is_underground = (WATER_LEVEL > node_max.Y);
1370 Create a block-specific seed
1372 u32 blockseed = get_blockseed(data->seed, full_node_min);
1375 Cache some ground type values for speed
1378 // Creates variables c_name=id and n_name=node
1379 #define CONTENT_VARIABLE(ndef, name)\
1380 content_t c_##name = ndef->getId("mapgen_" #name);\
1381 MapNode n_##name(c_##name);
1382 // Default to something else if was CONTENT_IGNORE
1383 #define CONTENT_VARIABLE_FALLBACK(name, dname)\
1384 if(c_##name == CONTENT_IGNORE){\
1385 c_##name = c_##dname;\
1386 n_##name = n_##dname;\
1389 CONTENT_VARIABLE(ndef, stone);
1390 CONTENT_VARIABLE(ndef, air);
1391 CONTENT_VARIABLE(ndef, water_source);
1392 CONTENT_VARIABLE(ndef, dirt);
1393 CONTENT_VARIABLE(ndef, sand);
1394 CONTENT_VARIABLE(ndef, gravel);
1395 CONTENT_VARIABLE(ndef, clay);
1396 CONTENT_VARIABLE(ndef, lava_source);
1397 CONTENT_VARIABLE(ndef, cobble);
1398 CONTENT_VARIABLE(ndef, mossycobble);
1399 CONTENT_VARIABLE(ndef, dirt_with_grass);
1400 CONTENT_VARIABLE(ndef, junglegrass);
1401 CONTENT_VARIABLE(ndef, stone_with_coal);
1402 CONTENT_VARIABLE(ndef, stone_with_iron);
1403 CONTENT_VARIABLE(ndef, mese);
1404 CONTENT_VARIABLE(ndef, desert_sand);
1405 CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
1406 CONTENT_VARIABLE(ndef, desert_stone);
1407 CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
1409 // Maximum height of the stone surface and obstacles.
1410 // This is used to guide the cave generation
1411 s16 stone_surface_max_y = 0;
1414 Generate general ground level to full area
1418 TimeTaker timer1("Generating ground level");
1420 for(s16 x=node_min.X; x<=node_max.X; x++)
1421 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1424 v2s16 p2d = v2s16(x,z);
1427 Skip of already generated
1430 v3s16 p(p2d.X, node_min.Y, p2d.Y);
1431 if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
1435 // Ground height at this point
1436 float surface_y_f = 0.0;
1438 // Use perlin noise for ground height
1439 surface_y_f = base_rock_level_2d(data->seed, p2d);
1441 /*// Experimental stuff
1443 float a = highlands_level_2d(data->seed, p2d);
1448 // Convert to integer
1449 s16 surface_y = (s16)surface_y_f;
1452 if(surface_y > stone_surface_max_y)
1453 stone_surface_max_y = surface_y;
1455 BiomeType bt = get_biome(data->seed, p2d);
1457 Fill ground with stone
1460 // Use fast index incrementing
1461 v3s16 em = vmanip.m_area.getExtent();
1462 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1463 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1465 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
1467 if(y > WATER_LEVEL && bt == BT_DESERT)
1468 vmanip.m_data[i] = n_desert_stone;
1470 vmanip.m_data[i] = n_stone;
1471 } else if(y <= WATER_LEVEL){
1472 vmanip.m_data[i] = MapNode(c_water_source);
1474 vmanip.m_data[i] = MapNode(c_air);
1477 vmanip.m_area.add_y(em, i, 1);
1485 // Limit dirt flow area by 1 because mud is flown into neighbors.
1486 assert(central_area_size.X == central_area_size.Z);
1487 s16 mudflow_minpos = 0-max_spread_amount+1;
1488 s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
1491 Loop this part, it will make stuff look older and newer nicely
1494 const u32 age_loops = 2;
1495 for(u32 i_age=0; i_age<age_loops; i_age++)
1497 /******************************
1498 BEGINNING OF AGING LOOP
1499 ******************************/
1504 //TimeTaker timer1("caves");
1507 Make caves (this code is relatively horrible)
1509 double cave_amount = 6.0 + 6.0 * noise2d_perlin(
1510 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
1511 data->seed+34329, 3, 0.50);
1512 cave_amount = MYMAX(0.0, cave_amount);
1513 u32 caves_count = cave_amount * volume_nodes / 20000;
1514 u32 bruises_count = 1;
1515 PseudoRandom ps(blockseed+21343);
1516 if(ps.range(1, 4) == 1)
1517 bruises_count = ps.range(0, ps.range(0, 2));
1518 if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
1522 for(u32 jj=0; jj<caves_count+bruises_count; jj++)
1524 bool large_cave = (jj >= caves_count);
1525 s16 min_tunnel_diameter = 2;
1526 s16 max_tunnel_diameter = ps.range(2,5);
1527 int dswitchint = ps.range(1,14);
1528 u16 tunnel_routepoints = 0;
1529 int part_max_length_rs = 0;
1531 part_max_length_rs = ps.range(2,4);
1532 tunnel_routepoints = ps.range(5, ps.range(15,30));
1533 min_tunnel_diameter = 5;
1534 max_tunnel_diameter = ps.range(7, ps.range(8,24));
1536 part_max_length_rs = ps.range(2,9);
1537 tunnel_routepoints = ps.range(10, ps.range(15,30));
1539 bool large_cave_is_flat = (ps.range(0,1) == 0);
1541 v3f main_direction(0,0,0);
1543 // Allowed route area size in nodes
1544 v3s16 ar = central_area_size;
1546 // Area starting point in nodes
1547 v3s16 of = node_min;
1550 //(this should be more than the maximum radius of the tunnel)
1551 //s16 insure = 5; // Didn't work with max_d = 20
1553 s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
1554 ar += v3s16(1,0,1) * more * 2;
1555 of -= v3s16(1,0,1) * more;
1557 s16 route_y_min = 0;
1558 // Allow half a diameter + 7 over stone surface
1559 s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
1561 /*// If caves, don't go through surface too often
1562 if(large_cave == false)
1563 route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
1565 // Limit maximum to area
1566 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
1570 /*// Minimum is at y=0
1571 route_y_min = -of.Y - 0;*/
1572 // Minimum is at y=max_tunnel_diameter/4
1573 //route_y_min = -of.Y + max_tunnel_diameter/4;
1574 //s16 min = -of.Y + max_tunnel_diameter/4;
1575 //s16 min = -of.Y + 0;
1577 if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
1579 min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
1580 route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
1582 route_y_min = ps.range(min, min + max_tunnel_diameter);
1583 route_y_min = rangelim(route_y_min, 0, route_y_max);
1586 /*dstream<<"route_y_min = "<<route_y_min
1587 <<", route_y_max = "<<route_y_max<<std::endl;*/
1589 s16 route_start_y_min = route_y_min;
1590 s16 route_start_y_max = route_y_max;
1592 // Start every 4th cave from surface when applicable
1593 /*bool coming_from_surface = false;
1594 if(node_min.Y <= 0 && node_max.Y >= 0){
1595 coming_from_surface = (jj % 4 == 0 && large_cave == false);
1596 if(coming_from_surface)
1597 route_start_y_min = -of.Y + stone_surface_max_y + 10;
1600 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
1601 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
1603 // Randomize starting position
1605 (float)(ps.next()%ar.X)+0.5,
1606 (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
1607 (float)(ps.next()%ar.Z)+0.5
1610 v3s16 startp(orp.X, orp.Y, orp.Z);
1613 MapNode airnode(CONTENT_AIR);
1614 MapNode waternode(c_water_source);
1615 MapNode lavanode(c_lava_source);
1618 Generate some tunnel starting from orp
1621 for(u16 j=0; j<tunnel_routepoints; j++)
1623 if(j%dswitchint==0 && large_cave == false)
1625 main_direction = v3f(
1626 ((float)(ps.next()%20)-(float)10)/10,
1627 ((float)(ps.next()%20)-(float)10)/30,
1628 ((float)(ps.next()%20)-(float)10)/10
1630 main_direction *= (float)ps.range(0, 10)/10;
1634 s16 min_d = min_tunnel_diameter;
1635 s16 max_d = max_tunnel_diameter;
1636 s16 rs = ps.range(min_d, max_d);
1642 rs*part_max_length_rs,
1643 rs*part_max_length_rs/2,
1644 rs*part_max_length_rs
1650 rs*part_max_length_rs,
1651 ps.range(1, rs*part_max_length_rs),
1652 rs*part_max_length_rs
1659 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1660 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1661 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1664 // Jump downward sometimes
1665 if(!large_cave && ps.range(0,12) == 0)
1668 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1669 (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1670 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1676 s16 h = find_ground_level_clever(vmanip,
1677 v2s16(p.X, p.Z), ndef);
1678 route_y_min = h - rs/3;
1679 route_y_max = h + rs;
1682 vec += main_direction;
1687 else if(rp.X >= ar.X)
1689 if(rp.Y < route_y_min)
1691 else if(rp.Y >= route_y_max)
1692 rp.Y = route_y_max-1;
1695 else if(rp.Z >= ar.Z)
1699 for(float f=0; f<1.0; f+=1.0/vec.getLength())
1701 v3f fp = orp + vec * f;
1702 fp.X += 0.1*ps.range(-10,10);
1703 fp.Z += 0.1*ps.range(-10,10);
1704 v3s16 cp(fp.X, fp.Y, fp.Z);
1706 s16 d0 = -rs/2 + ps.range(-1,1);
1707 s16 d1 = d0 + rs + ps.range(-1,1);
1708 for(s16 z0=d0; z0<=d1; z0++)
1710 s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1711 for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1713 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1714 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1715 for(s16 y0=-si2; y0<=si2; y0++)
1717 /*// Make better floors in small caves
1718 if(y0 <= -rs/2 && rs<=7)
1720 if(large_cave_is_flat){
1721 // Make large caves not so tall
1722 if(rs > 7 && abs(y0) >= rs/3)
1732 if(vmanip.m_area.contains(p) == false)
1735 u32 i = vmanip.m_area.index(p);
1739 if(full_node_min.Y < WATER_LEVEL &&
1740 full_node_max.Y > WATER_LEVEL){
1741 if(p.Y <= WATER_LEVEL)
1742 vmanip.m_data[i] = waternode;
1744 vmanip.m_data[i] = airnode;
1745 } else if(full_node_max.Y < WATER_LEVEL){
1746 if(p.Y < startp.Y - 2)
1747 vmanip.m_data[i] = lavanode;
1749 vmanip.m_data[i] = airnode;
1751 vmanip.m_data[i] = airnode;
1754 // Don't replace air or water or lava
1755 if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
1756 vmanip.m_data[i].getContent() == c_water_source ||
1757 vmanip.m_data[i].getContent() == c_lava_source)
1760 vmanip.m_data[i] = airnode;
1763 vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
1781 TimeTaker timer1("add mud");
1784 Add mud to the central chunk
1787 for(s16 x=node_min.X; x<=node_max.X; x++)
1788 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1790 // Node position in 2d
1791 v2s16 p2d = v2s16(x,z);
1793 // Randomize mud amount
1794 s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
1796 // Find ground level
1797 s16 surface_y = find_stone_level(vmanip, p2d, ndef);
1798 // Handle area not found
1799 if(surface_y == vmanip.m_area.MinEdge.Y - 1)
1802 MapNode addnode(c_dirt);
1803 BiomeType bt = get_biome(data->seed, p2d);
1806 addnode = MapNode(c_desert_sand);
1808 if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
1809 addnode = MapNode(c_sand);
1810 } else if(mud_add_amount <= 0){
1811 mud_add_amount = 1 - mud_add_amount;
1812 addnode = MapNode(c_gravel);
1813 } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
1814 surface_y + mud_add_amount <= WATER_LEVEL+2){
1815 addnode = MapNode(c_sand);
1818 if(bt == BT_DESERT){
1820 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
1825 If topmost node is grass, change it to mud.
1826 It might be if it was flown to there from a neighboring
1827 chunk and then converted.
1830 u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
1831 MapNode *n = &vmanip.m_data[i];
1832 if(n->getContent() == c_dirt_with_grass)
1833 *n = MapNode(c_dirt);
1841 v3s16 em = vmanip.m_area.getExtent();
1842 s16 y_start = surface_y+1;
1843 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
1844 for(s16 y=y_start; y<=node_max.Y; y++)
1846 if(mudcount >= mud_add_amount)
1849 MapNode &n = vmanip.m_data[i];
1853 vmanip.m_area.add_y(em, i, 1);
1863 Add blobs of dirt and gravel underground
1865 if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
1867 PseudoRandom pr(blockseed+983);
1868 for(int i=0; i<volume_nodes/10/10/10; i++)
1870 bool only_fill_cave = (myrand_range(0,1) != 0);
1877 pr.range(node_min.X, node_max.X)-size.X/2,
1878 pr.range(node_min.Y, node_max.Y)-size.Y/2,
1879 pr.range(node_min.Z, node_max.Z)-size.Z/2
1882 if(p0.Y > -32 && pr.range(0,1) == 0)
1883 n1 = MapNode(c_dirt);
1885 n1 = MapNode(c_gravel);
1886 for(int x1=0; x1<size.X; x1++)
1887 for(int y1=0; y1<size.Y; y1++)
1888 for(int z1=0; z1<size.Z; z1++)
1890 v3s16 p = p0 + v3s16(x1,y1,z1);
1891 u32 i = vmanip.m_area.index(p);
1892 if(!vmanip.m_area.contains(i))
1894 // Cancel if not stone and not cave air
1895 if(vmanip.m_data[i].getContent() != c_stone &&
1896 !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1898 if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1900 vmanip.m_data[i] = n1;
1908 TimeTaker timer1("flow mud");
1911 Flow mud away from steep edges
1914 // Iterate a few times
1915 for(s16 k=0; k<3; k++)
1918 for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
1919 for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
1921 // Invert coordinates every 2nd iteration
1924 x = mudflow_maxpos - (x-mudflow_minpos);
1925 z = mudflow_maxpos - (z-mudflow_minpos);
1928 // Node position in 2d
1929 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
1931 v3s16 em = vmanip.m_area.getExtent();
1932 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1935 while(y >= node_min.Y)
1942 for(; y>=node_min.Y; y--)
1944 n = &vmanip.m_data[i];
1945 //if(content_walkable(n->d))
1947 if(n->getContent() == c_dirt ||
1948 n->getContent() == c_dirt_with_grass ||
1949 n->getContent() == c_gravel)
1952 vmanip.m_area.add_y(em, i, -1);
1955 // Stop if out of area
1956 //if(vmanip.m_area.contains(i) == false)
1960 /*// If not mud, do nothing to it
1961 MapNode *n = &vmanip.m_data[i];
1962 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1965 if(n->getContent() == c_dirt ||
1966 n->getContent() == c_dirt_with_grass)
1968 // Make it exactly mud
1969 n->setContent(c_dirt);
1972 Don't flow it if the stuff under it is not mud
1976 vmanip.m_area.add_y(em, i2, -1);
1977 // Cancel if out of area
1978 if(vmanip.m_area.contains(i2) == false)
1980 MapNode *n2 = &vmanip.m_data[i2];
1981 if(n2->getContent() != c_dirt &&
1982 n2->getContent() != c_dirt_with_grass)
1987 /*s16 recurse_count = 0;
1991 v3s16(0,0,1), // back
1992 v3s16(1,0,0), // right
1993 v3s16(0,0,-1), // front
1994 v3s16(-1,0,0), // left
1997 // Theck that upper is air or doesn't exist.
1998 // Cancel dropping if upper keeps it in place
2000 vmanip.m_area.add_y(em, i3, 1);
2001 if(vmanip.m_area.contains(i3) == true
2002 && ndef->get(vmanip.m_data[i3]).walkable)
2009 for(u32 di=0; di<4; di++)
2011 v3s16 dirp = dirs4[di];
2014 vmanip.m_area.add_p(em, i2, dirp);
2015 // Fail if out of area
2016 if(vmanip.m_area.contains(i2) == false)
2018 // Check that side is air
2019 MapNode *n2 = &vmanip.m_data[i2];
2020 if(ndef->get(*n2).walkable)
2022 // Check that under side is air
2023 vmanip.m_area.add_y(em, i2, -1);
2024 if(vmanip.m_area.contains(i2) == false)
2026 n2 = &vmanip.m_data[i2];
2027 if(ndef->get(*n2).walkable)
2029 /*// Check that under that is air (need a drop of 2)
2030 vmanip.m_area.add_y(em, i2, -1);
2031 if(vmanip.m_area.contains(i2) == false)
2033 n2 = &vmanip.m_data[i2];
2034 if(content_walkable(n2->d))
2036 // Loop further down until not air
2037 bool dropped_to_unknown = false;
2039 vmanip.m_area.add_y(em, i2, -1);
2040 n2 = &vmanip.m_data[i2];
2041 // if out of known area
2042 if(vmanip.m_area.contains(i2) == false
2043 || n2->getContent() == CONTENT_IGNORE){
2044 dropped_to_unknown = true;
2047 }while(ndef->get(*n2).walkable == false);
2048 // Loop one up so that we're in air
2049 vmanip.m_area.add_y(em, i2, 1);
2050 n2 = &vmanip.m_data[i2];
2052 bool old_is_water = (n->getContent() == c_water_source);
2053 // Move mud to new place
2054 if(!dropped_to_unknown)
2056 // Set old place to be air (or water)
2058 *n = MapNode(c_water_source);
2060 *n = MapNode(CONTENT_AIR);
2075 /***********************
2077 ************************/
2080 Add top and bottom side of water to transforming_liquid queue
2083 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2084 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2089 bool water_found = false;
2090 // Use fast index incrementing
2091 v3s16 em = vmanip.m_area.getExtent();
2092 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2093 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2095 if(y == full_node_max.Y){
2097 (vmanip.m_data[i].getContent() == c_water_source ||
2098 vmanip.m_data[i].getContent() == c_lava_source);
2100 else if(water_found == false)
2102 if(vmanip.m_data[i].getContent() == c_water_source ||
2103 vmanip.m_data[i].getContent() == c_lava_source)
2105 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2106 data->transforming_liquid.push_back(p);
2112 // This can be done because water_found can only
2113 // turn to true and end up here after going through
2115 if(vmanip.m_data[i+1].getContent() != c_water_source ||
2116 vmanip.m_data[i+1].getContent() != c_lava_source)
2118 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2119 data->transforming_liquid.push_back(p);
2120 water_found = false;
2124 vmanip.m_area.add_y(em, i, -1);
2133 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2134 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2136 // Node position in 2d
2137 v2s16 p2d = v2s16(x,z);
2140 Find the lowest surface to which enough light ends up
2143 Basically just wait until not air and not leaves.
2147 v3s16 em = vmanip.m_area.getExtent();
2148 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2150 // Go to ground level
2151 for(y=node_max.Y; y>=full_node_min.Y; y--)
2153 MapNode &n = vmanip.m_data[i];
2154 if(ndef->get(n).param_type != CPT_LIGHT
2155 || ndef->get(n).liquid_type != LIQUID_NONE)
2157 vmanip.m_area.add_y(em, i, -1);
2159 if(y >= full_node_min.Y)
2162 surface_y = full_node_min.Y;
2165 u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
2166 MapNode *n = &vmanip.m_data[i];
2167 if(n->getContent() == c_dirt){
2168 // Well yeah, this can't be overground...
2169 if(surface_y < WATER_LEVEL - 20)
2171 n->setContent(c_dirt_with_grass);
2178 assert(central_area_size.X == central_area_size.Z);
2180 // Divide area into parts
2182 s16 sidelen = central_area_size.X / div;
2183 double area = sidelen * sidelen;
2184 for(s16 x0=0; x0<div; x0++)
2185 for(s16 z0=0; z0<div; z0++)
2187 // Center position of part of division
2189 node_min.X + sidelen/2 + sidelen*x0,
2190 node_min.Z + sidelen/2 + sidelen*z0
2192 // Minimum edge of part of division
2194 node_min.X + sidelen*x0,
2195 node_min.Z + sidelen*z0
2197 // Maximum edge of part of division
2199 node_min.X + sidelen + sidelen*x0 - 1,
2200 node_min.Z + sidelen + sidelen*z0 - 1
2203 u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
2204 // Put trees in random places on part of division
2205 for(u32 i=0; i<tree_count; i++)
2207 s16 x = myrand_range(p2d_min.X, p2d_max.X);
2208 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
2209 s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
2210 // Don't make a tree under water level
2213 // Don't make a tree so high that it doesn't fit
2214 if(y > node_max.Y - 6)
2218 Trees grow only on mud and grass
2221 u32 i = vmanip.m_area.index(v3s16(p));
2222 MapNode *n = &vmanip.m_data[i];
2223 if(n->getContent() != c_dirt
2224 && n->getContent() != c_dirt_with_grass)
2229 make_tree(vmanip, p, false, ndef);
2236 Make base ground level
2239 for(s16 x=node_min.X; x<=node_max.X; x++)
2240 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2245 // Use fast index incrementing
2246 v3s16 em = vmanip.m_area.getExtent();
2247 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
2248 for(s16 y=node_min.Y; y<=node_max.Y; y++)
2250 // Only modify places that have no content
2251 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
2253 // First priority: make air and water.
2254 // This avoids caves inside water.
2255 if(all_is_ground_except_caves == false
2256 && val_is_ground(noisebuf_ground.get(x,y,z),
2257 v3s16(x,y,z), data->seed) == false)
2259 if(y <= WATER_LEVEL)
2260 vmanip.m_data[i] = n_water_source;
2262 vmanip.m_data[i] = n_air;
2264 else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
2265 vmanip.m_data[i] = n_air;
2267 vmanip.m_data[i] = n_stone;
2270 vmanip->m_area.add_y(em, i, 1);
2276 Add mud and sand and others underground (in place of stone)
2279 for(s16 x=node_min.X; x<=node_max.X; x++)
2280 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2285 // Use fast index incrementing
2286 v3s16 em = vmanip.m_area.getExtent();
2287 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2288 for(s16 y=node_max.Y; y>=node_min.Y; y--)
2290 if(vmanip.m_data[i].getContent() == c_stone)
2292 if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
2294 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2295 vmanip.m_data[i] = n_dirt;
2297 vmanip.m_data[i] = n_sand;
2299 else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
2301 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
2302 vmanip.m_data[i] = n_gravel;
2304 else if(noisebuf_ground_crumbleness.get(x,y,z) <
2305 -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
2307 vmanip.m_data[i] = n_lava_source;
2308 for(s16 x1=-1; x1<=1; x1++)
2309 for(s16 y1=-1; y1<=1; y1++)
2310 for(s16 z1=-1; z1<=1; z1++)
2311 data->transforming_liquid.push_back(
2312 v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
2316 vmanip->m_area.add_y(em, i, -1);
2325 //if(node_min.Y < approx_groundlevel)
2326 //if(myrand() % 3 == 0)
2327 //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
2328 //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
2329 //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
2330 float dungeon_rarity = 0.02;
2331 if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
2333 && node_min.Y < approx_groundlevel)
2335 // Dungeon generator doesn't modify places which have this set
2336 vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
2337 | VMANIP_FLAG_DUNGEON_PRESERVE);
2339 // Set all air and water to be untouchable to make dungeons open
2340 // to caves and open air
2341 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2342 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2347 // Use fast index incrementing
2348 v3s16 em = vmanip.m_area.getExtent();
2349 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2350 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2352 if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2353 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2354 else if(vmanip.m_data[i].getContent() == c_water_source)
2355 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2356 vmanip->m_area.add_y(em, i, -1);
2361 PseudoRandom random(blockseed+2);
2364 make_dungeon1(vmanip, random, ndef);
2366 // Convert some cobble to mossy cobble
2367 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2368 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2373 // Use fast index incrementing
2374 v3s16 em = vmanip.m_area.getExtent();
2375 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2376 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2378 // (noisebuf not used because it doesn't contain the
2380 double wetness = noise3d_param(
2381 get_ground_wetness_params(data->seed), x,y,z);
2382 double d = noise3d_perlin((float)x/2.5,
2383 (float)y/2.5,(float)z/2.5,
2385 if(vmanip.m_data[i].getContent() == c_cobble)
2389 vmanip.m_data[i].setContent(c_mossycobble);
2392 /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
2395 vmanip.m_data[i].setContent(c_dirt);
2397 vmanip->m_area.add_y(em, i, -1);
2407 PseudoRandom ncrandom(blockseed+9324342);
2408 if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
2410 make_nc(vmanip, ncrandom, ndef);
2415 Add top and bottom side of water to transforming_liquid queue
2418 for(s16 x=node_min.X; x<=node_max.X; x++)
2419 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2424 bool water_found = false;
2425 // Use fast index incrementing
2426 v3s16 em = vmanip.m_area.getExtent();
2427 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2428 for(s16 y=node_max.Y; y>=node_min.Y; y--)
2430 if(water_found == false)
2432 if(vmanip.m_data[i].getContent() == c_water_source)
2434 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2435 data->transforming_liquid.push_back(p);
2441 // This can be done because water_found can only
2442 // turn to true and end up here after going through
2444 if(vmanip.m_data[i+1].getContent() != c_water_source)
2446 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2447 data->transforming_liquid.push_back(p);
2448 water_found = false;
2452 vmanip->m_area.add_y(em, i, -1);
2458 If close to ground level
2461 //if(abs(approx_ground_depth) < 30)
2462 if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
2468 for(s16 x=node_min.X; x<=node_max.X; x++)
2469 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2474 bool possibly_have_sand = get_have_beach(data->seed, p2d);
2475 bool have_sand = false;
2476 u32 current_depth = 0;
2477 bool air_detected = false;
2478 bool water_detected = false;
2479 bool have_clay = false;
2481 // Use fast index incrementing
2482 s16 start_y = node_max.Y+2;
2483 v3s16 em = vmanip.m_area.getExtent();
2484 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
2485 for(s16 y=start_y; y>=node_min.Y-3; y--)
2487 if(vmanip.m_data[i].getContent() == c_water_source)
2488 water_detected = true;
2489 if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2490 air_detected = true;
2492 if((vmanip.m_data[i].getContent() == c_stone
2493 || vmanip.m_data[i].getContent() == c_dirt_with_grass
2494 || vmanip.m_data[i].getContent() == c_dirt
2495 || vmanip.m_data[i].getContent() == c_sand
2496 || vmanip.m_data[i].getContent() == c_gravel
2497 ) && (air_detected || water_detected))
2499 if(current_depth == 0 && y <= WATER_LEVEL+2
2500 && possibly_have_sand)
2503 if(current_depth < 4)
2507 // Determine whether to have clay in the sand here
2508 double claynoise = noise2d_perlin(
2509 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
2510 data->seed+4321, 6, 0.95) + 0.5;
2512 have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
2513 ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
2514 ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
2517 vmanip.m_data[i] = MapNode(c_clay);
2519 vmanip.m_data[i] = MapNode(c_sand);
2522 else if(current_depth==0 && !water_detected
2523 && y >= WATER_LEVEL && air_detected)
2524 vmanip.m_data[i] = MapNode(c_dirt_with_grass);
2527 vmanip.m_data[i] = MapNode(c_dirt);
2531 if(vmanip.m_data[i].getContent() == c_dirt
2532 || vmanip.m_data[i].getContent() == c_dirt_with_grass)
2533 vmanip.m_data[i] = MapNode(c_stone);
2538 if(current_depth >= 8)
2541 else if(current_depth != 0)
2544 vmanip->m_area.add_y(em, i, -1);
2550 Calculate some stuff
2553 float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
2554 bool is_jungle = surface_humidity > 0.75;
2556 u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
2563 PseudoRandom treerandom(blockseed);
2564 // Put trees in random places on part of division
2565 for(u32 i=0; i<tree_count; i++)
2567 s16 x = treerandom.range(node_min.X, node_max.X);
2568 s16 z = treerandom.range(node_min.Z, node_max.Z);
2569 //s16 y = find_ground_level(vmanip, v2s16(x,z));
2570 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2571 // Don't make a tree under water level
2574 // Make sure tree fits (only trees whose starting point is
2575 // at this block are added)
2576 if(y < node_min.Y || y > node_max.Y)
2579 Find exact ground level
2583 for(; p.Y >= y-6; p.Y--)
2585 u32 i = vmanip->m_area.index(p);
2586 MapNode *n = &vmanip->m_data[i];
2587 if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
2593 // If not found, handle next one
2598 u32 i = vmanip->m_area.index(p);
2599 MapNode *n = &vmanip->m_data[i];
2601 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
2604 // Papyrus grows only on mud and in water
2605 if(n->getContent() == c_dirt && y <= WATER_LEVEL)
2608 make_papyrus(vmanip, p, ndef);
2610 // Trees grow only on mud and grass, on land
2611 else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
2614 //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
2615 if(is_jungle == false)
2618 if(myrand_range(0,4) != 0)
2619 is_apple_tree = false;
2621 is_apple_tree = noise2d_perlin(
2622 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
2623 data->seed+342902, 3, 0.45) > 0.2;
2624 make_tree(vmanip, p, is_apple_tree, ndef);
2627 make_jungletree(vmanip, p, ndef);
2629 // Cactii grow only on sand, on land
2630 else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
2633 make_cactus(vmanip, p, ndef);
2643 PseudoRandom grassrandom(blockseed);
2644 for(u32 i=0; i<surface_humidity*5*tree_count; i++)
2646 s16 x = grassrandom.range(node_min.X, node_max.X);
2647 s16 z = grassrandom.range(node_min.Z, node_max.Z);
2648 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2651 if(y < node_min.Y || y > node_max.Y)
2654 Find exact ground level
2658 for(; p.Y >= y-6; p.Y--)
2660 u32 i = vmanip->m_area.index(p);
2661 MapNode *n = &vmanip->m_data[i];
2662 if(data->nodedef->get(*n).is_ground_content)
2668 // If not found, handle next one
2672 if(vmanip.m_area.contains(p) == false)
2674 if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
2677 if(vmanip.m_area.contains(p))
2678 vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
2680 if(vmanip.m_area.contains(p))
2681 vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
2687 Add some kind of random stones
2690 u32 random_stone_count = gen_area_nodes *
2691 randomstone_amount_2d(data->seed, p2d_center);
2692 // Put in random places on part of division
2693 for(u32 i=0; i<random_stone_count; i++)
2695 s16 x = myrand_range(node_min.X, node_max.X);
2696 s16 z = myrand_range(node_min.Z, node_max.Z);
2697 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2698 // Don't add under water level
2699 /*if(y < WATER_LEVEL)
2701 // Don't add if doesn't belong to this block
2702 if(y < node_min.Y || y > node_max.Y)
2707 u32 i = vmanip->m_area.index(v3s16(p));
2708 MapNode *n = &vmanip->m_data[i];
2709 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2712 // Will be placed one higher
2715 make_randomstone(vmanip, p);
2724 u32 large_stone_count = gen_area_nodes *
2725 largestone_amount_2d(data->seed, p2d_center);
2726 //u32 large_stone_count = 1;
2727 // Put in random places on part of division
2728 for(u32 i=0; i<large_stone_count; i++)
2730 s16 x = myrand_range(node_min.X, node_max.X);
2731 s16 z = myrand_range(node_min.Z, node_max.Z);
2732 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2733 // Don't add under water level
2734 /*if(y < WATER_LEVEL)
2736 // Don't add if doesn't belong to this block
2737 if(y < node_min.Y || y > node_max.Y)
2742 u32 i = vmanip->m_area.index(v3s16(p));
2743 MapNode *n = &vmanip->m_data[i];
2744 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2747 // Will be placed one lower
2750 make_largestone(vmanip, p);
2760 PseudoRandom mineralrandom(blockseed);
2765 for(s16 i=0; i<approx_ground_depth/4; i++)
2767 if(mineralrandom.next()%50 == 0)
2769 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2770 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2771 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2772 for(u16 i=0; i<27; i++)
2774 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2775 u32 vi = vmanip.m_area.index(p);
2776 if(vmanip.m_data[vi].getContent() == c_stone)
2777 if(mineralrandom.next()%8 == 0)
2778 vmanip.m_data[vi] = MapNode(c_mese);
2787 u16 a = mineralrandom.range(0,15);
2789 u16 amount = 20 * a/1000;
2790 for(s16 i=0; i<amount; i++)
2792 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2793 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2794 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2796 u8 base_content = c_stone;
2797 MapNode new_content(CONTENT_IGNORE);
2800 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
2802 new_content = MapNode(c_stone_with_coal);
2806 if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
2807 new_content = MapNode(c_stone_with_iron);
2808 /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2809 vmanip.m_data[i] = MapNode(c_dirt);
2811 vmanip.m_data[i] = MapNode(c_sand);*/
2813 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
2817 if(new_content.getContent() != CONTENT_IGNORE)
2819 for(u16 i=0; i<27; i++)
2821 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2822 u32 vi = vmanip.m_area.index(p);
2823 if(vmanip.m_data[vi].getContent() == base_content)
2825 if(mineralrandom.next()%sparseness == 0)
2826 vmanip.m_data[vi] = new_content;
2835 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
2836 //for(s16 i=0; i<50; i++)
2837 u16 coal_amount = 30;
2838 u16 coal_rareness = 60 / coal_amount;
2839 if(coal_rareness == 0)
2841 if(mineralrandom.next()%coal_rareness == 0)
2843 u16 a = mineralrandom.next() % 16;
2844 u16 amount = coal_amount * a*a*a / 1000;
2845 for(s16 i=0; i<amount; i++)
2847 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2848 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2849 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2850 for(u16 i=0; i<27; i++)
2852 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2853 u32 vi = vmanip.m_area.index(p);
2854 if(vmanip.m_data[vi].getContent() == c_stone)
2855 if(mineralrandom.next()%8 == 0)
2856 vmanip.m_data[vi] = MapNode(c_stone_with_coal);
2863 u16 iron_amount = 8;
2864 u16 iron_rareness = 60 / iron_amount;
2865 if(iron_rareness == 0)
2867 if(mineralrandom.next()%iron_rareness == 0)
2869 u16 a = mineralrandom.next() % 16;
2870 u16 amount = iron_amount * a*a*a / 1000;
2871 for(s16 i=0; i<amount; i++)
2873 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2874 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2875 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2876 for(u16 i=0; i<27; i++)
2878 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2879 u32 vi = vmanip.m_area.index(p);
2880 if(vmanip.m_data[vi].getContent() == c_stone)
2881 if(mineralrandom.next()%8 == 0)
2882 vmanip.m_data[vi] = MapNode(c_stone_with_iron);
2893 ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
2895 //VoxelArea a(node_min, node_max);
2896 VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
2897 node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
2898 /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
2899 node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
2900 enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
2901 for(int i=0; i<2; i++)
2903 enum LightBank bank = banks[i];
2905 core::map<v3s16, bool> light_sources;
2906 core::map<v3s16, u8> unlight_from;
2908 voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
2909 light_sources, unlight_from);
2911 bool inexistent_top_provides_sunlight = !block_is_underground;
2912 voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
2913 vmanip, a, inexistent_top_provides_sunlight,
2914 light_sources, ndef);
2915 // TODO: Do stuff according to bottom_sunlight_valid
2917 vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
2919 vmanip.spreadLight(bank, light_sources, ndef);
2924 BlockMakeData::BlockMakeData():
2931 BlockMakeData::~BlockMakeData()
2936 }; // namespace mapgen