3 Copyright (C) 2010-2013 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 Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser 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.
26 //#include "serverobject.h"
27 #include "content_sao.h"
29 #include "content_mapnode.h" // For content_mapnode_get_new_name
30 #include "voxelalgorithms.h"
32 #include "settings.h" // For g_settings
33 #include "main.h" // For g_profiler
35 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
42 FlagDesc flagdesc_mapgen_v6[] = {
43 {"jungles", MGV6_JUNGLES},
44 {"biomeblend", MGV6_BIOMEBLEND},
45 {"mudflow", MGV6_MUDFLOW},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->ystride = csize.X; //////fix this
58 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
59 this->spflags = sp->spflags;
60 this->freq_desert = sp->freq_desert;
61 this->freq_beach = sp->freq_beach;
63 np_cave = &sp->np_cave;
64 np_humidity = &sp->np_humidity;
65 np_trees = &sp->np_trees;
66 np_apple_trees = &sp->np_apple_trees;
68 //// Create noise objects
69 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
70 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
71 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
72 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
73 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
74 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
75 noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
77 //// Resolve nodes to be used
78 INodeDefManager *ndef = emerge->ndef;
80 c_stone = ndef->getId("mapgen_stone");
81 c_dirt = ndef->getId("mapgen_dirt");
82 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
83 c_sand = ndef->getId("mapgen_sand");
84 c_water_source = ndef->getId("mapgen_water_source");
85 c_lava_source = ndef->getId("mapgen_lava_source");
86 c_gravel = ndef->getId("mapgen_gravel");
87 c_cobble = ndef->getId("mapgen_cobble");
88 c_desert_sand = ndef->getId("mapgen_desert_sand");
89 c_desert_stone = ndef->getId("mapgen_desert_stone");
90 c_mossycobble = ndef->getId("mapgen_mossycobble");
91 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
92 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
93 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
94 if (c_desert_sand == CONTENT_IGNORE)
95 c_desert_sand = c_sand;
96 if (c_desert_stone == CONTENT_IGNORE)
97 c_desert_stone = c_stone;
98 if (c_mossycobble == CONTENT_IGNORE)
99 c_mossycobble = c_cobble;
100 if (c_sandbrick == CONTENT_IGNORE)
101 c_sandbrick = c_desert_stone;
102 if (c_stair_cobble == CONTENT_IGNORE)
103 c_stair_cobble = c_cobble;
104 if (c_stair_sandstone == CONTENT_IGNORE)
105 c_stair_sandstone = c_sandbrick;
109 MapgenV6::~MapgenV6() {
110 delete noise_terrain_base;
111 delete noise_terrain_higher;
112 delete noise_steepness;
113 delete noise_height_select;
120 MapgenV6Params::MapgenV6Params() {
121 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
125 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
126 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
127 np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
128 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
129 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
130 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
131 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
132 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
133 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
134 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
135 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
139 void MapgenV6Params::readParams(Settings *settings) {
140 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
141 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
142 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
144 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
145 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
146 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
147 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
148 settings->getNoiseParams("mgv6_np_mud", np_mud);
149 settings->getNoiseParams("mgv6_np_beach", np_beach);
150 settings->getNoiseParams("mgv6_np_biome", np_biome);
151 settings->getNoiseParams("mgv6_np_cave", np_cave);
152 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
153 settings->getNoiseParams("mgv6_np_trees", np_trees);
154 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
158 void MapgenV6Params::writeParams(Settings *settings) {
159 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
160 settings->setFloat("mgv6_freq_desert", freq_desert);
161 settings->setFloat("mgv6_freq_beach", freq_beach);
163 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
164 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
165 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
166 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
167 settings->setNoiseParams("mgv6_np_mud", np_mud);
168 settings->setNoiseParams("mgv6_np_beach", np_beach);
169 settings->setNoiseParams("mgv6_np_biome", np_biome);
170 settings->setNoiseParams("mgv6_np_cave", np_cave);
171 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
172 settings->setNoiseParams("mgv6_np_trees", np_trees);
173 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
177 //////////////////////// Some helper functions for the map generator
180 // Returns Y one under area minimum if not found
181 s16 MapgenV6::find_stone_level(v2s16 p2d) {
182 v3s16 em = vm->m_area.getExtent();
183 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
184 s16 y_nodes_min = vm->m_area.MinEdge.Y;
185 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
188 for (y = y_nodes_max; y >= y_nodes_min; y--) {
189 MapNode &n = vm->m_data[i];
190 content_t c = n.getContent();
191 if (c != CONTENT_IGNORE && (
192 c == c_stone || c == c_desert_stone))
195 vm->m_area.add_y(em, i, -1);
197 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
201 // Required by mapgen.h
202 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
204 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
205 seed, v2s16(blockpos.X, blockpos.Z));*/
206 // Nah, this is just a heuristic, just return something
207 s16 minimum_groundlevel = water_level;
209 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
216 //////////////////////// Base terrain height functions
218 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
219 float steepness, float height_select) {
220 float base = 1 + terrain_base;
221 float higher = 1 + terrain_higher;
223 // Limit higher ground level to at least base
227 // Steepness factor of cliffs
229 b = rangelim(b, 0.0, 1000.0);
230 b = 5 * b * b * b * b * b * b * b;
231 b = rangelim(b, 0.5, 1000.0);
233 // Values 1.5...100 give quite horrible looking slopes
234 if (b > 1.5 && b < 100.0)
235 b = (b < 10.0) ? 1.5 : 100.0;
237 float a_off = -0.20; // Offset to more low
238 float a = 0.5 + b * (a_off + height_select);
239 a = rangelim(a, 0.0, 1.0); // Limit
241 return base * (1.0 - a) + higher * a;
245 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
249 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
250 p.X, 0.5, p.Y, 0.5, seed);
251 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
252 p.X, 0.5, p.Y, 0.5, seed);
253 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
254 p.X, 0.5, p.Y, 0.5, seed);
255 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
256 p.X, 0.5, p.Y, 0.5, seed);
258 return baseTerrainLevel(terrain_base, terrain_higher,
259 steepness, height_select);
263 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
264 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
265 return baseTerrainLevelFromMap(index);
269 float MapgenV6::baseTerrainLevelFromMap(int index) {
273 float terrain_base = noise_terrain_base->result[index];
274 float terrain_higher = noise_terrain_higher->result[index];
275 float steepness = noise_steepness->result[index];
276 float height_select = noise_height_select->result[index];
278 return baseTerrainLevel(terrain_base, terrain_higher,
279 steepness, height_select);
283 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
284 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
288 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
289 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
293 //////////////////////// Noise functions
295 float MapgenV6::getMudAmount(v2s16 p) {
296 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
297 return getMudAmount(index);
301 bool MapgenV6::getHaveBeach(v2s16 p) {
302 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
303 return getHaveBeach(index);
307 BiomeV6Type MapgenV6::getBiome(v2s16 p) {
308 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
309 return getBiome(index, p);
313 float MapgenV6::getHumidity(v2s16 p)
315 /*double noise = noise2d_perlin(
316 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
317 seed+72384, 4, 0.66);
318 noise = (noise + 1.0)/2.0;*/
320 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
330 float MapgenV6::getTreeAmount(v2s16 p)
332 /*double noise = noise2d_perlin(
333 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
336 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
337 float zeroval = -0.39;
341 return 0.04 * (noise-zeroval) / (1.0-zeroval);
345 bool MapgenV6::getHaveAppleTree(v2s16 p)
347 /*is_apple_tree = noise2d_perlin(
348 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
349 data->seed+342902, 3, 0.45) > 0.2;*/
351 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
357 float MapgenV6::getMudAmount(int index)
360 return AVERAGE_MUD_AMOUNT;
362 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
363 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
364 seed+91013, 3, 0.55));*/
366 return noise_mud->result[index];
370 bool MapgenV6::getHaveBeach(int index)
372 // Determine whether to have sand here
373 /*double sandnoise = noise2d_perlin(
374 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
375 seed+59420, 3, 0.50);*/
377 float sandnoise = noise_beach->result[index];
378 return (sandnoise > freq_beach);
382 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
384 // Just do something very simple as for now
385 /*double d = noise2d_perlin(
386 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
387 seed+9130, 3, 0.50);*/
389 float d = noise_biome->result[index];
393 if ((spflags & MGV6_BIOMEBLEND) &&
394 (d > freq_desert - 0.10) &&
395 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
402 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
404 s32 x=p.X, y=p.Y, z=p.Z;
405 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
409 //////////////////////// Map generator
411 void MapgenV6::makeChunk(BlockMakeData *data) {
412 assert(data->vmanip);
413 assert(data->nodedef);
414 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
415 data->blockpos_requested.Y >= data->blockpos_min.Y &&
416 data->blockpos_requested.Z >= data->blockpos_min.Z);
417 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
418 data->blockpos_requested.Y <= data->blockpos_max.Y &&
419 data->blockpos_requested.Z <= data->blockpos_max.Z);
421 this->generating = true;
422 this->vm = data->vmanip;
423 this->ndef = data->nodedef;
425 // Hack: use minimum block coords for old code that assumes a single block
426 v3s16 blockpos = data->blockpos_requested;
427 v3s16 blockpos_min = data->blockpos_min;
428 v3s16 blockpos_max = data->blockpos_max;
430 // Area of central chunk
431 node_min = blockpos_min*MAP_BLOCKSIZE;
432 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
434 // Full allocated area
435 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
436 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
438 central_area_size = node_max - node_min + v3s16(1,1,1);
439 assert(central_area_size.X == central_area_size.Z);
441 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
442 * (blockpos_max.Y - blockpos_min.Y + 1)
443 * (blockpos_max.Z - blockpos_max.Z + 1);
445 volume_nodes = volume_blocks *
446 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
448 // Create a block-specific seed
449 blockseed = get_blockseed(data->seed, full_node_min);
454 // Maximum height of the stone surface and obstacles.
455 // This is used to guide the cave generation
456 s16 stone_surface_max_y;
458 // Generate general ground level to full area
459 stone_surface_max_y = generateGround();
461 generateExperimental();
463 const s16 max_spread_amount = MAP_BLOCKSIZE;
464 // Limit dirt flow area by 1 because mud is flown into neighbors.
465 s16 mudflow_minpos = -max_spread_amount + 1;
466 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
468 // Loop this part, it will make stuff look older and newer nicely
469 const u32 age_loops = 2;
470 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
471 // Make caves (this code is relatively horrible)
472 if (flags & MG_CAVES)
473 generateCaves(stone_surface_max_y);
475 // Add mud to the central chunk
478 // Add blobs of dirt and gravel underground
479 addDirtGravelBlobs();
481 // Flow mud away from steep edges
482 if (spflags & MGV6_MUDFLOW)
483 flowMud(mudflow_minpos, mudflow_maxpos);
488 if (flags & MG_DUNGEONS) {
491 dp.np_rarity = nparams_dungeon_rarity;
492 dp.np_density = nparams_dungeon_density;
493 dp.np_wetness = nparams_dungeon_wetness;
494 dp.c_water = c_water_source;
495 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
496 dp.c_cobble = c_cobble;
497 dp.c_moss = c_mossycobble;
498 dp.c_stair = c_stair_cobble;
500 dp.diagonal_dirs = false;
502 dp.holesize = v3s16(1, 2, 1);
503 dp.roomsize = v3s16(0, 0, 0);
504 dp.notifytype = GENNOTIFY_DUNGEON;
506 dp.c_cobble = c_sandbrick;
507 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
508 dp.c_stair = c_stair_sandstone;
510 dp.diagonal_dirs = true;
512 dp.holesize = v3s16(2, 3, 2);
513 dp.roomsize = v3s16(2, 5, 2);
514 dp.notifytype = GENNOTIFY_TEMPLE;
517 DungeonGen dgen(this, &dp);
518 dgen.generate(blockseed, full_node_min, full_node_max);
521 // Add top and bottom side of water to transforming_liquid queue
522 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
527 // Generate some trees, and add grass, if a jungle
528 if (flags & MG_TREES)
529 placeTreesAndJungleGrass();
531 // Generate the registered decorations
532 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
534 // Generate the registered ores
535 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
537 // Calculate lighting
538 if (flags & MG_LIGHT)
539 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
540 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
542 this->generating = false;
546 void MapgenV6::calculateNoise() {
550 if (!(flags & MG_FLAT)) {
551 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
552 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
553 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
554 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
555 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
558 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
559 noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
563 int MapgenV6::generateGround() {
564 //TimeTaker timer1("Generating ground level");
565 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
566 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
567 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
570 for (s16 z = node_min.Z; z <= node_max.Z; z++)
571 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
573 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
576 if (surface_y > stone_surface_max_y)
577 stone_surface_max_y = surface_y;
579 BiomeV6Type bt = getBiome(index, v2s16(x, z));
581 // Fill ground with stone
582 v3s16 em = vm->m_area.getExtent();
583 u32 i = vm->m_area.index(x, node_min.Y, z);
584 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
585 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
586 if (y <= surface_y) {
587 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
588 n_desert_stone : n_stone;
589 } else if (y <= water_level) {
590 vm->m_data[i] = n_water_source;
592 vm->m_data[i] = n_air;
595 vm->m_area.add_y(em, i, 1);
599 return stone_surface_max_y;
603 void MapgenV6::addMud() {
605 //TimeTaker timer1("add mud");
606 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
607 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
611 for (s16 z = node_min.Z; z <= node_max.Z; z++)
612 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
613 // Randomize mud amount
614 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
617 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
619 // Handle area not found
620 if (surface_y == vm->m_area.MinEdge.Y - 1)
623 BiomeV6Type bt = getBiome(index, v2s16(x, z));
624 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
626 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
628 } else if (mud_add_amount <= 0) {
629 mud_add_amount = 1 - mud_add_amount;
631 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
632 surface_y + mud_add_amount <= water_level + 2) {
636 if (bt == BT_DESERT && surface_y > 20)
637 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
639 // If topmost node is grass, change it to mud. It might be if it was
640 // flown to there from a neighboring chunk and then converted.
641 u32 i = vm->m_area.index(x, surface_y, z);
642 if (vm->m_data[i].getContent() == c_dirt_with_grass)
643 vm->m_data[i] = n_dirt;
647 v3s16 em = vm->m_area.getExtent();
648 s16 y_start = surface_y + 1;
649 i = vm->m_area.index(x, y_start, z);
650 for (s16 y = y_start; y <= node_max.Y; y++) {
651 if (mudcount >= mud_add_amount)
654 vm->m_data[i] = addnode;
657 vm->m_area.add_y(em, i, 1);
663 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
665 TimeTaker timer1("flow mud");
667 // Iterate a few times
668 for(s16 k = 0; k < 3; k++) {
669 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
670 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
671 // Invert coordinates every 2nd iteration
673 x = mudflow_maxpos - (x - mudflow_minpos);
674 z = mudflow_maxpos - (z - mudflow_minpos);
677 // Node position in 2d
678 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
680 v3s16 em = vm->m_area.getExtent();
681 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
684 while(y >= node_min.Y)
691 for(; y >= node_min.Y; y--) {
693 if (n->getContent() == c_dirt ||
694 n->getContent() == c_dirt_with_grass ||
695 n->getContent() == c_gravel)
698 vm->m_area.add_y(em, i, -1);
701 // Stop if out of area
702 //if(vmanip.m_area.contains(i) == false)
706 if (n->getContent() == c_dirt ||
707 n->getContent() == c_dirt_with_grass)
709 // Make it exactly mud
710 n->setContent(c_dirt);
712 // Don't flow it if the stuff under it is not mud
715 vm->m_area.add_y(em, i2, -1);
716 // Cancel if out of area
717 if(vm->m_area.contains(i2) == false)
719 MapNode *n2 = &vm->m_data[i2];
720 if (n2->getContent() != c_dirt &&
721 n2->getContent() != c_dirt_with_grass)
727 v3s16(0,0,1), // back
728 v3s16(1,0,0), // right
729 v3s16(0,0,-1), // front
730 v3s16(-1,0,0), // left
733 // Check that upper is air or doesn't exist.
734 // Cancel dropping if upper keeps it in place
736 vm->m_area.add_y(em, i3, 1);
737 if (vm->m_area.contains(i3) == true &&
738 ndef->get(vm->m_data[i3]).walkable)
742 for(u32 di=0; di<4; di++) {
743 v3s16 dirp = dirs4[di];
746 vm->m_area.add_p(em, i2, dirp);
747 // Fail if out of area
748 if (vm->m_area.contains(i2) == false)
750 // Check that side is air
751 MapNode *n2 = &vm->m_data[i2];
752 if (ndef->get(*n2).walkable)
754 // Check that under side is air
755 vm->m_area.add_y(em, i2, -1);
756 if (vm->m_area.contains(i2) == false)
758 n2 = &vm->m_data[i2];
759 if (ndef->get(*n2).walkable)
761 // Loop further down until not air
762 bool dropped_to_unknown = false;
764 vm->m_area.add_y(em, i2, -1);
765 n2 = &vm->m_data[i2];
766 // if out of known area
767 if(vm->m_area.contains(i2) == false ||
768 n2->getContent() == CONTENT_IGNORE) {
769 dropped_to_unknown = true;
772 } while (ndef->get(*n2).walkable == false);
773 // Loop one up so that we're in air
774 vm->m_area.add_y(em, i2, 1);
775 n2 = &vm->m_data[i2];
777 bool old_is_water = (n->getContent() == c_water_source);
778 // Move mud to new place
779 if (!dropped_to_unknown) {
781 // Set old place to be air (or water)
783 *n = MapNode(c_water_source);
785 *n = MapNode(CONTENT_AIR);
798 void MapgenV6::addDirtGravelBlobs() {
799 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
802 PseudoRandom pr(blockseed + 983);
803 for (int i = 0; i < volume_nodes/10/10/10; i++) {
804 bool only_fill_cave = (myrand_range(0,1) != 0);
811 pr.range(node_min.X, node_max.X) - size.X / 2,
812 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
813 pr.range(node_min.Z, node_max.Z) - size.Z / 2
816 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
817 for (int z1 = 0; z1 < size.Z; z1++)
818 for (int y1 = 0; y1 < size.Y; y1++)
819 for (int x1 = 0; x1 < size.X; x1++) {
820 v3s16 p = p0 + v3s16(x1, y1, z1);
821 u32 i = vm->m_area.index(p);
822 if (!vm->m_area.contains(i))
824 // Cancel if not stone and not cave air
825 if (vm->m_data[i].getContent() != c_stone &&
826 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
828 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
836 void MapgenV6::placeTreesAndJungleGrass() {
837 //TimeTaker t("placeTrees");
838 if (node_max.Y < water_level)
841 PseudoRandom grassrandom(blockseed + 53);
842 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
843 // if we don't have junglegrass, don't place cignore... that's bad
844 if (c_junglegrass == CONTENT_IGNORE)
845 c_junglegrass = CONTENT_AIR;
846 MapNode n_junglegrass(c_junglegrass);
847 v3s16 em = vm->m_area.getExtent();
849 // Divide area into parts
851 s16 sidelen = central_area_size.X / div;
852 double area = sidelen * sidelen;
854 // N.B. We must add jungle grass first, since tree leaves will
855 // obstruct the ground, giving us a false ground level
856 for (s16 z0 = 0; z0 < div; z0++)
857 for (s16 x0 = 0; x0 < div; x0++) {
858 // Center position of part of division
860 node_min.X + sidelen / 2 + sidelen * x0,
861 node_min.Z + sidelen / 2 + sidelen * z0
863 // Minimum edge of part of division
865 node_min.X + sidelen * x0,
866 node_min.Z + sidelen * z0
868 // Maximum edge of part of division
870 node_min.X + sidelen + sidelen * x0 - 1,
871 node_min.Z + sidelen + sidelen * z0 - 1
874 // Amount of trees, jungle area
875 u32 tree_count = area * getTreeAmount(p2d_center);
878 bool is_jungle = false;
879 if (spflags & MGV6_JUNGLES) {
880 humidity = getHumidity(p2d_center);
881 if (humidity > 0.75) {
889 u32 grass_count = 5 * humidity * tree_count;
890 for (u32 i = 0; i < grass_count; i++) {
891 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
892 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
894 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
895 if (y < water_level || y < node_min.Y || y > node_max.Y)
898 u32 vi = vm->m_area.index(x, y, z);
899 // place on dirt_with_grass, since we know it is exposed to sunlight
900 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
901 vm->m_area.add_y(em, vi, 1);
902 vm->m_data[vi] = n_junglegrass;
907 // Put trees in random places on part of division
908 for (u32 i = 0; i < tree_count; i++) {
909 s16 x = myrand_range(p2d_min.X, p2d_max.X);
910 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
911 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
912 // Don't make a tree under water level
913 // Don't make a tree so high that it doesn't fit
914 if(y < water_level || y > node_max.Y - 6)
918 // Trees grow only on mud and grass
920 u32 i = vm->m_area.index(p);
921 MapNode *n = &vm->m_data[i];
922 if (n->getContent() != c_dirt &&
923 n->getContent() != c_dirt_with_grass)
930 treegen::make_jungletree(*vm, p, ndef, myrand());
932 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
933 getHaveAppleTree(v2s16(x, z));
934 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
938 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
942 void MapgenV6::growGrass() {
943 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
944 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
945 // Find the lowest surface to which enough light ends up to make
946 // grass grow. Basically just wait until not air and not leaves.
949 v3s16 em = vm->m_area.getExtent();
950 u32 i = vm->m_area.index(x, node_max.Y, z);
952 // Go to ground level
953 for (y = node_max.Y; y >= full_node_min.Y; y--) {
954 MapNode &n = vm->m_data[i];
955 if (ndef->get(n).param_type != CPT_LIGHT ||
956 ndef->get(n).liquid_type != LIQUID_NONE)
958 vm->m_area.add_y(em, i, -1);
960 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
963 u32 i = vm->m_area.index(x, surface_y, z);
964 MapNode *n = &vm->m_data[i];
965 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
966 n->setContent(c_dirt_with_grass);
971 void MapgenV6::generateCaves(int max_stone_y) {
972 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
973 int volume_nodes = (node_max.X - node_min.X + 1) *
974 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
975 cave_amount = MYMAX(0.0, cave_amount);
976 u32 caves_count = cave_amount * volume_nodes / 50000;
977 u32 bruises_count = 1;
978 PseudoRandom ps(blockseed + 21343);
979 PseudoRandom ps2(blockseed + 1032);
981 if (ps.range(1, 6) == 1)
982 bruises_count = ps.range(0, ps.range(0, 2));
984 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
989 for (u32 i = 0; i < caves_count + bruises_count; i++) {
990 bool large_cave = (i >= caves_count);
991 CaveV6 cave(this, &ps, &ps2, large_cave);
993 cave.makeCave(node_min, node_max, max_stone_y);