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 MapNode addnode(c_dirt);
1794 BiomeType bt = get_biome(data->seed, p2d);
1796 addnode = MapNode(c_desert_sand);
1798 // Randomize mud amount
1799 s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
1801 // Find ground level
1802 s16 surface_y = find_stone_level(vmanip, p2d, ndef);
1803 // Handle area not found
1804 if(surface_y == vmanip.m_area.MinEdge.Y - 1)
1807 if(mud_add_amount <= 0){
1808 mud_add_amount = 1 - mud_add_amount;
1809 addnode = MapNode(c_gravel);
1810 } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
1811 surface_y + mud_add_amount <= WATER_LEVEL+2){
1812 addnode = MapNode(c_sand);
1815 if(bt == BT_DESERT){
1817 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
1822 If topmost node is grass, change it to mud.
1823 It might be if it was flown to there from a neighboring
1824 chunk and then converted.
1827 u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
1828 MapNode *n = &vmanip.m_data[i];
1829 if(n->getContent() == c_dirt_with_grass)
1830 *n = MapNode(c_dirt);
1838 v3s16 em = vmanip.m_area.getExtent();
1839 s16 y_start = surface_y+1;
1840 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
1841 for(s16 y=y_start; y<=node_max.Y; y++)
1843 if(mudcount >= mud_add_amount)
1846 MapNode &n = vmanip.m_data[i];
1850 vmanip.m_area.add_y(em, i, 1);
1860 Add blobs of dirt and gravel underground
1862 if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
1864 PseudoRandom pr(blockseed+983);
1865 for(int i=0; i<volume_nodes/10/10/10; i++)
1867 bool only_fill_cave = (myrand_range(0,1) != 0);
1874 pr.range(node_min.X, node_max.X)-size.X/2,
1875 pr.range(node_min.Y, node_max.Y)-size.Y/2,
1876 pr.range(node_min.Z, node_max.Z)-size.Z/2
1879 if(p0.Y > -32 && pr.range(0,1) == 0)
1880 n1 = MapNode(c_dirt);
1882 n1 = MapNode(c_gravel);
1883 for(int x1=0; x1<size.X; x1++)
1884 for(int y1=0; y1<size.Y; y1++)
1885 for(int z1=0; z1<size.Z; z1++)
1887 v3s16 p = p0 + v3s16(x1,y1,z1);
1888 u32 i = vmanip.m_area.index(p);
1889 if(!vmanip.m_area.contains(i))
1891 // Cancel if not stone and not cave air
1892 if(vmanip.m_data[i].getContent() != c_stone &&
1893 !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1895 if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1897 vmanip.m_data[i] = n1;
1905 TimeTaker timer1("flow mud");
1908 Flow mud away from steep edges
1911 // Iterate a few times
1912 for(s16 k=0; k<3; k++)
1915 for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
1916 for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
1918 // Invert coordinates every 2nd iteration
1921 x = mudflow_maxpos - (x-mudflow_minpos);
1922 z = mudflow_maxpos - (z-mudflow_minpos);
1925 // Node position in 2d
1926 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
1928 v3s16 em = vmanip.m_area.getExtent();
1929 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1932 while(y >= node_min.Y)
1939 for(; y>=node_min.Y; y--)
1941 n = &vmanip.m_data[i];
1942 //if(content_walkable(n->d))
1944 if(n->getContent() == c_dirt ||
1945 n->getContent() == c_dirt_with_grass ||
1946 n->getContent() == c_gravel)
1949 vmanip.m_area.add_y(em, i, -1);
1952 // Stop if out of area
1953 //if(vmanip.m_area.contains(i) == false)
1957 /*// If not mud, do nothing to it
1958 MapNode *n = &vmanip.m_data[i];
1959 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1962 if(n->getContent() == c_dirt ||
1963 n->getContent() == c_dirt_with_grass)
1965 // Make it exactly mud
1966 n->setContent(c_dirt);
1969 Don't flow it if the stuff under it is not mud
1973 vmanip.m_area.add_y(em, i2, -1);
1974 // Cancel if out of area
1975 if(vmanip.m_area.contains(i2) == false)
1977 MapNode *n2 = &vmanip.m_data[i2];
1978 if(n2->getContent() != c_dirt &&
1979 n2->getContent() != c_dirt_with_grass)
1984 /*s16 recurse_count = 0;
1988 v3s16(0,0,1), // back
1989 v3s16(1,0,0), // right
1990 v3s16(0,0,-1), // front
1991 v3s16(-1,0,0), // left
1994 // Theck that upper is air or doesn't exist.
1995 // Cancel dropping if upper keeps it in place
1997 vmanip.m_area.add_y(em, i3, 1);
1998 if(vmanip.m_area.contains(i3) == true
1999 && ndef->get(vmanip.m_data[i3]).walkable)
2006 for(u32 di=0; di<4; di++)
2008 v3s16 dirp = dirs4[di];
2011 vmanip.m_area.add_p(em, i2, dirp);
2012 // Fail if out of area
2013 if(vmanip.m_area.contains(i2) == false)
2015 // Check that side is air
2016 MapNode *n2 = &vmanip.m_data[i2];
2017 if(ndef->get(*n2).walkable)
2019 // Check that under side is air
2020 vmanip.m_area.add_y(em, i2, -1);
2021 if(vmanip.m_area.contains(i2) == false)
2023 n2 = &vmanip.m_data[i2];
2024 if(ndef->get(*n2).walkable)
2026 /*// Check that under that is air (need a drop of 2)
2027 vmanip.m_area.add_y(em, i2, -1);
2028 if(vmanip.m_area.contains(i2) == false)
2030 n2 = &vmanip.m_data[i2];
2031 if(content_walkable(n2->d))
2033 // Loop further down until not air
2034 bool dropped_to_unknown = false;
2036 vmanip.m_area.add_y(em, i2, -1);
2037 n2 = &vmanip.m_data[i2];
2038 // if out of known area
2039 if(vmanip.m_area.contains(i2) == false
2040 || n2->getContent() == CONTENT_IGNORE){
2041 dropped_to_unknown = true;
2044 }while(ndef->get(*n2).walkable == false);
2045 // Loop one up so that we're in air
2046 vmanip.m_area.add_y(em, i2, 1);
2047 n2 = &vmanip.m_data[i2];
2049 bool old_is_water = (n->getContent() == c_water_source);
2050 // Move mud to new place
2051 if(!dropped_to_unknown)
2053 // Set old place to be air (or water)
2055 *n = MapNode(c_water_source);
2057 *n = MapNode(CONTENT_AIR);
2072 /***********************
2074 ************************/
2077 Add top and bottom side of water to transforming_liquid queue
2080 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2081 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2086 bool water_found = false;
2087 // Use fast index incrementing
2088 v3s16 em = vmanip.m_area.getExtent();
2089 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2090 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2092 if(y == full_node_max.Y){
2094 (vmanip.m_data[i].getContent() == c_water_source ||
2095 vmanip.m_data[i].getContent() == c_lava_source);
2097 else if(water_found == false)
2099 if(vmanip.m_data[i].getContent() == c_water_source ||
2100 vmanip.m_data[i].getContent() == c_lava_source)
2102 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2103 data->transforming_liquid.push_back(p);
2109 // This can be done because water_found can only
2110 // turn to true and end up here after going through
2112 if(vmanip.m_data[i+1].getContent() != c_water_source ||
2113 vmanip.m_data[i+1].getContent() != c_lava_source)
2115 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2116 data->transforming_liquid.push_back(p);
2117 water_found = false;
2121 vmanip.m_area.add_y(em, i, -1);
2130 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2131 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2133 // Node position in 2d
2134 v2s16 p2d = v2s16(x,z);
2137 Find the lowest surface to which enough light ends up
2140 Basically just wait until not air and not leaves.
2144 v3s16 em = vmanip.m_area.getExtent();
2145 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2147 // Go to ground level
2148 for(y=node_max.Y; y>=full_node_min.Y; y--)
2150 MapNode &n = vmanip.m_data[i];
2151 if(ndef->get(n).param_type != CPT_LIGHT
2152 || ndef->get(n).liquid_type != LIQUID_NONE)
2154 vmanip.m_area.add_y(em, i, -1);
2156 if(y >= full_node_min.Y)
2159 surface_y = full_node_min.Y;
2162 u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
2163 MapNode *n = &vmanip.m_data[i];
2164 if(n->getContent() == c_dirt){
2165 // Well yeah, this can't be overground...
2166 if(surface_y < WATER_LEVEL - 20)
2168 n->setContent(c_dirt_with_grass);
2175 assert(central_area_size.X == central_area_size.Z);
2177 // Divide area into parts
2179 s16 sidelen = central_area_size.X / div;
2180 double area = sidelen * sidelen;
2181 for(s16 x0=0; x0<div; x0++)
2182 for(s16 z0=0; z0<div; z0++)
2184 // Center position of part of division
2186 node_min.X + sidelen/2 + sidelen*x0,
2187 node_min.Z + sidelen/2 + sidelen*z0
2189 // Minimum edge of part of division
2191 node_min.X + sidelen*x0,
2192 node_min.Z + sidelen*z0
2194 // Maximum edge of part of division
2196 node_min.X + sidelen + sidelen*x0 - 1,
2197 node_min.Z + sidelen + sidelen*z0 - 1
2200 u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
2201 // Put trees in random places on part of division
2202 for(u32 i=0; i<tree_count; i++)
2204 s16 x = myrand_range(p2d_min.X, p2d_max.X);
2205 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
2206 s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
2207 // Don't make a tree under water level
2210 // Don't make a tree so high that it doesn't fit
2211 if(y > node_max.Y - 6)
2215 Trees grow only on mud and grass
2218 u32 i = vmanip.m_area.index(v3s16(p));
2219 MapNode *n = &vmanip.m_data[i];
2220 if(n->getContent() != c_dirt
2221 && n->getContent() != c_dirt_with_grass)
2226 make_tree(vmanip, p, false, ndef);
2233 Make base ground level
2236 for(s16 x=node_min.X; x<=node_max.X; x++)
2237 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2242 // Use fast index incrementing
2243 v3s16 em = vmanip.m_area.getExtent();
2244 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
2245 for(s16 y=node_min.Y; y<=node_max.Y; y++)
2247 // Only modify places that have no content
2248 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
2250 // First priority: make air and water.
2251 // This avoids caves inside water.
2252 if(all_is_ground_except_caves == false
2253 && val_is_ground(noisebuf_ground.get(x,y,z),
2254 v3s16(x,y,z), data->seed) == false)
2256 if(y <= WATER_LEVEL)
2257 vmanip.m_data[i] = n_water_source;
2259 vmanip.m_data[i] = n_air;
2261 else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
2262 vmanip.m_data[i] = n_air;
2264 vmanip.m_data[i] = n_stone;
2267 vmanip->m_area.add_y(em, i, 1);
2273 Add mud and sand and others underground (in place of stone)
2276 for(s16 x=node_min.X; x<=node_max.X; x++)
2277 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2282 // Use fast index incrementing
2283 v3s16 em = vmanip.m_area.getExtent();
2284 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2285 for(s16 y=node_max.Y; y>=node_min.Y; y--)
2287 if(vmanip.m_data[i].getContent() == c_stone)
2289 if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
2291 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2292 vmanip.m_data[i] = n_dirt;
2294 vmanip.m_data[i] = n_sand;
2296 else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
2298 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
2299 vmanip.m_data[i] = n_gravel;
2301 else if(noisebuf_ground_crumbleness.get(x,y,z) <
2302 -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
2304 vmanip.m_data[i] = n_lava_source;
2305 for(s16 x1=-1; x1<=1; x1++)
2306 for(s16 y1=-1; y1<=1; y1++)
2307 for(s16 z1=-1; z1<=1; z1++)
2308 data->transforming_liquid.push_back(
2309 v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
2313 vmanip->m_area.add_y(em, i, -1);
2322 //if(node_min.Y < approx_groundlevel)
2323 //if(myrand() % 3 == 0)
2324 //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
2325 //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
2326 //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
2327 float dungeon_rarity = 0.02;
2328 if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
2330 && node_min.Y < approx_groundlevel)
2332 // Dungeon generator doesn't modify places which have this set
2333 vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
2334 | VMANIP_FLAG_DUNGEON_PRESERVE);
2336 // Set all air and water to be untouchable to make dungeons open
2337 // to caves and open air
2338 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2339 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2344 // Use fast index incrementing
2345 v3s16 em = vmanip.m_area.getExtent();
2346 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2347 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2349 if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2350 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2351 else if(vmanip.m_data[i].getContent() == c_water_source)
2352 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2353 vmanip->m_area.add_y(em, i, -1);
2358 PseudoRandom random(blockseed+2);
2361 make_dungeon1(vmanip, random, ndef);
2363 // Convert some cobble to mossy cobble
2364 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2365 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2370 // Use fast index incrementing
2371 v3s16 em = vmanip.m_area.getExtent();
2372 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2373 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2375 // (noisebuf not used because it doesn't contain the
2377 double wetness = noise3d_param(
2378 get_ground_wetness_params(data->seed), x,y,z);
2379 double d = noise3d_perlin((float)x/2.5,
2380 (float)y/2.5,(float)z/2.5,
2382 if(vmanip.m_data[i].getContent() == c_cobble)
2386 vmanip.m_data[i].setContent(c_mossycobble);
2389 /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
2392 vmanip.m_data[i].setContent(c_dirt);
2394 vmanip->m_area.add_y(em, i, -1);
2404 PseudoRandom ncrandom(blockseed+9324342);
2405 if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
2407 make_nc(vmanip, ncrandom, ndef);
2412 Add top and bottom side of water to transforming_liquid queue
2415 for(s16 x=node_min.X; x<=node_max.X; x++)
2416 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2421 bool water_found = false;
2422 // Use fast index incrementing
2423 v3s16 em = vmanip.m_area.getExtent();
2424 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2425 for(s16 y=node_max.Y; y>=node_min.Y; y--)
2427 if(water_found == false)
2429 if(vmanip.m_data[i].getContent() == c_water_source)
2431 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2432 data->transforming_liquid.push_back(p);
2438 // This can be done because water_found can only
2439 // turn to true and end up here after going through
2441 if(vmanip.m_data[i+1].getContent() != c_water_source)
2443 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2444 data->transforming_liquid.push_back(p);
2445 water_found = false;
2449 vmanip->m_area.add_y(em, i, -1);
2455 If close to ground level
2458 //if(abs(approx_ground_depth) < 30)
2459 if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
2465 for(s16 x=node_min.X; x<=node_max.X; x++)
2466 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2471 bool possibly_have_sand = get_have_beach(data->seed, p2d);
2472 bool have_sand = false;
2473 u32 current_depth = 0;
2474 bool air_detected = false;
2475 bool water_detected = false;
2476 bool have_clay = false;
2478 // Use fast index incrementing
2479 s16 start_y = node_max.Y+2;
2480 v3s16 em = vmanip.m_area.getExtent();
2481 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
2482 for(s16 y=start_y; y>=node_min.Y-3; y--)
2484 if(vmanip.m_data[i].getContent() == c_water_source)
2485 water_detected = true;
2486 if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2487 air_detected = true;
2489 if((vmanip.m_data[i].getContent() == c_stone
2490 || vmanip.m_data[i].getContent() == c_dirt_with_grass
2491 || vmanip.m_data[i].getContent() == c_dirt
2492 || vmanip.m_data[i].getContent() == c_sand
2493 || vmanip.m_data[i].getContent() == c_gravel
2494 ) && (air_detected || water_detected))
2496 if(current_depth == 0 && y <= WATER_LEVEL+2
2497 && possibly_have_sand)
2500 if(current_depth < 4)
2504 // Determine whether to have clay in the sand here
2505 double claynoise = noise2d_perlin(
2506 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
2507 data->seed+4321, 6, 0.95) + 0.5;
2509 have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
2510 ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
2511 ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
2514 vmanip.m_data[i] = MapNode(c_clay);
2516 vmanip.m_data[i] = MapNode(c_sand);
2519 else if(current_depth==0 && !water_detected
2520 && y >= WATER_LEVEL && air_detected)
2521 vmanip.m_data[i] = MapNode(c_dirt_with_grass);
2524 vmanip.m_data[i] = MapNode(c_dirt);
2528 if(vmanip.m_data[i].getContent() == c_dirt
2529 || vmanip.m_data[i].getContent() == c_dirt_with_grass)
2530 vmanip.m_data[i] = MapNode(c_stone);
2535 if(current_depth >= 8)
2538 else if(current_depth != 0)
2541 vmanip->m_area.add_y(em, i, -1);
2547 Calculate some stuff
2550 float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
2551 bool is_jungle = surface_humidity > 0.75;
2553 u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
2560 PseudoRandom treerandom(blockseed);
2561 // Put trees in random places on part of division
2562 for(u32 i=0; i<tree_count; i++)
2564 s16 x = treerandom.range(node_min.X, node_max.X);
2565 s16 z = treerandom.range(node_min.Z, node_max.Z);
2566 //s16 y = find_ground_level(vmanip, v2s16(x,z));
2567 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2568 // Don't make a tree under water level
2571 // Make sure tree fits (only trees whose starting point is
2572 // at this block are added)
2573 if(y < node_min.Y || y > node_max.Y)
2576 Find exact ground level
2580 for(; p.Y >= y-6; p.Y--)
2582 u32 i = vmanip->m_area.index(p);
2583 MapNode *n = &vmanip->m_data[i];
2584 if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
2590 // If not found, handle next one
2595 u32 i = vmanip->m_area.index(p);
2596 MapNode *n = &vmanip->m_data[i];
2598 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
2601 // Papyrus grows only on mud and in water
2602 if(n->getContent() == c_dirt && y <= WATER_LEVEL)
2605 make_papyrus(vmanip, p, ndef);
2607 // Trees grow only on mud and grass, on land
2608 else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
2611 //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
2612 if(is_jungle == false)
2615 if(myrand_range(0,4) != 0)
2616 is_apple_tree = false;
2618 is_apple_tree = noise2d_perlin(
2619 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
2620 data->seed+342902, 3, 0.45) > 0.2;
2621 make_tree(vmanip, p, is_apple_tree, ndef);
2624 make_jungletree(vmanip, p, ndef);
2626 // Cactii grow only on sand, on land
2627 else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
2630 make_cactus(vmanip, p, ndef);
2640 PseudoRandom grassrandom(blockseed);
2641 for(u32 i=0; i<surface_humidity*5*tree_count; i++)
2643 s16 x = grassrandom.range(node_min.X, node_max.X);
2644 s16 z = grassrandom.range(node_min.Z, node_max.Z);
2645 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2648 if(y < node_min.Y || y > node_max.Y)
2651 Find exact ground level
2655 for(; p.Y >= y-6; p.Y--)
2657 u32 i = vmanip->m_area.index(p);
2658 MapNode *n = &vmanip->m_data[i];
2659 if(data->nodedef->get(*n).is_ground_content)
2665 // If not found, handle next one
2669 if(vmanip.m_area.contains(p) == false)
2671 if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
2674 if(vmanip.m_area.contains(p))
2675 vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
2677 if(vmanip.m_area.contains(p))
2678 vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
2684 Add some kind of random stones
2687 u32 random_stone_count = gen_area_nodes *
2688 randomstone_amount_2d(data->seed, p2d_center);
2689 // Put in random places on part of division
2690 for(u32 i=0; i<random_stone_count; i++)
2692 s16 x = myrand_range(node_min.X, node_max.X);
2693 s16 z = myrand_range(node_min.Z, node_max.Z);
2694 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2695 // Don't add under water level
2696 /*if(y < WATER_LEVEL)
2698 // Don't add if doesn't belong to this block
2699 if(y < node_min.Y || y > node_max.Y)
2704 u32 i = vmanip->m_area.index(v3s16(p));
2705 MapNode *n = &vmanip->m_data[i];
2706 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2709 // Will be placed one higher
2712 make_randomstone(vmanip, p);
2721 u32 large_stone_count = gen_area_nodes *
2722 largestone_amount_2d(data->seed, p2d_center);
2723 //u32 large_stone_count = 1;
2724 // Put in random places on part of division
2725 for(u32 i=0; i<large_stone_count; i++)
2727 s16 x = myrand_range(node_min.X, node_max.X);
2728 s16 z = myrand_range(node_min.Z, node_max.Z);
2729 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2730 // Don't add under water level
2731 /*if(y < WATER_LEVEL)
2733 // Don't add if doesn't belong to this block
2734 if(y < node_min.Y || y > node_max.Y)
2739 u32 i = vmanip->m_area.index(v3s16(p));
2740 MapNode *n = &vmanip->m_data[i];
2741 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2744 // Will be placed one lower
2747 make_largestone(vmanip, p);
2757 PseudoRandom mineralrandom(blockseed);
2762 for(s16 i=0; i<approx_ground_depth/4; i++)
2764 if(mineralrandom.next()%50 == 0)
2766 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2767 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2768 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2769 for(u16 i=0; i<27; i++)
2771 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2772 u32 vi = vmanip.m_area.index(p);
2773 if(vmanip.m_data[vi].getContent() == c_stone)
2774 if(mineralrandom.next()%8 == 0)
2775 vmanip.m_data[vi] = MapNode(c_mese);
2784 u16 a = mineralrandom.range(0,15);
2786 u16 amount = 20 * a/1000;
2787 for(s16 i=0; i<amount; i++)
2789 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2790 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2791 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2793 u8 base_content = c_stone;
2794 MapNode new_content(CONTENT_IGNORE);
2797 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
2799 new_content = MapNode(c_stone_with_coal);
2803 if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
2804 new_content = MapNode(c_stone_with_iron);
2805 /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2806 vmanip.m_data[i] = MapNode(c_dirt);
2808 vmanip.m_data[i] = MapNode(c_sand);*/
2810 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
2814 if(new_content.getContent() != CONTENT_IGNORE)
2816 for(u16 i=0; i<27; i++)
2818 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2819 u32 vi = vmanip.m_area.index(p);
2820 if(vmanip.m_data[vi].getContent() == base_content)
2822 if(mineralrandom.next()%sparseness == 0)
2823 vmanip.m_data[vi] = new_content;
2832 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
2833 //for(s16 i=0; i<50; i++)
2834 u16 coal_amount = 30;
2835 u16 coal_rareness = 60 / coal_amount;
2836 if(coal_rareness == 0)
2838 if(mineralrandom.next()%coal_rareness == 0)
2840 u16 a = mineralrandom.next() % 16;
2841 u16 amount = coal_amount * a*a*a / 1000;
2842 for(s16 i=0; i<amount; i++)
2844 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2845 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2846 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2847 for(u16 i=0; i<27; i++)
2849 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2850 u32 vi = vmanip.m_area.index(p);
2851 if(vmanip.m_data[vi].getContent() == c_stone)
2852 if(mineralrandom.next()%8 == 0)
2853 vmanip.m_data[vi] = MapNode(c_stone_with_coal);
2860 u16 iron_amount = 8;
2861 u16 iron_rareness = 60 / iron_amount;
2862 if(iron_rareness == 0)
2864 if(mineralrandom.next()%iron_rareness == 0)
2866 u16 a = mineralrandom.next() % 16;
2867 u16 amount = iron_amount * a*a*a / 1000;
2868 for(s16 i=0; i<amount; i++)
2870 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2871 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2872 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2873 for(u16 i=0; i<27; i++)
2875 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2876 u32 vi = vmanip.m_area.index(p);
2877 if(vmanip.m_data[vi].getContent() == c_stone)
2878 if(mineralrandom.next()%8 == 0)
2879 vmanip.m_data[vi] = MapNode(c_stone_with_iron);
2890 ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
2892 //VoxelArea a(node_min, node_max);
2893 VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
2894 node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
2895 /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
2896 node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
2897 enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
2898 for(int i=0; i<2; i++)
2900 enum LightBank bank = banks[i];
2902 core::map<v3s16, bool> light_sources;
2903 core::map<v3s16, u8> unlight_from;
2905 voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
2906 light_sources, unlight_from);
2908 bool inexistent_top_provides_sunlight = !block_is_underground;
2909 voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
2910 vmanip, a, inexistent_top_provides_sunlight,
2911 light_sources, ndef);
2912 // TODO: Do stuff according to bottom_sunlight_valid
2914 vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
2916 vmanip.spreadLight(bank, light_sources, ndef);
2921 BlockMakeData::BlockMakeData():
2928 BlockMakeData::~BlockMakeData()
2933 }; // namespace mapgen