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"
31 #include "settings.h" // For g_settings
33 #include "dungeongen.h"
37 #include "mg_decoration.h"
38 #include "mapgen_v6.h"
40 FlagDesc flagdesc_mapgen_v6[] = {
41 {"jungles", MGV6_JUNGLES},
42 {"biomeblend", MGV6_BIOMEBLEND},
43 {"mudflow", MGV6_MUDFLOW},
44 {"snowbiomes", MGV6_SNOWBIOMES},
48 ///////////////////////////////////////////////////////////////////////////////
51 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52 : Mapgen(mapgenid, params, emerge)
54 this->m_emerge = emerge;
55 this->ystride = csize.X; //////fix this
57 this->heightmap = new s16[csize.X * csize.Z];
59 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
60 this->spflags = sp->spflags;
61 this->freq_desert = sp->freq_desert;
62 this->freq_beach = sp->freq_beach;
64 np_cave = &sp->np_cave;
65 np_humidity = &sp->np_humidity;
66 np_trees = &sp->np_trees;
67 np_apple_trees = &sp->np_apple_trees;
69 //// Create noise objects
70 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
71 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
72 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
73 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
74 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
75 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
76 noise_biome = new Noise(&sp->np_biome, seed,
77 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
78 noise_humidity = new Noise(&sp->np_humidity, seed,
79 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
81 //// Resolve nodes to be used
82 INodeDefManager *ndef = emerge->ndef;
84 c_stone = ndef->getId("mapgen_stone");
85 c_dirt = ndef->getId("mapgen_dirt");
86 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
87 c_sand = ndef->getId("mapgen_sand");
88 c_water_source = ndef->getId("mapgen_water_source");
89 c_lava_source = ndef->getId("mapgen_lava_source");
90 c_gravel = ndef->getId("mapgen_gravel");
91 c_desert_stone = ndef->getId("mapgen_desert_stone");
92 c_desert_sand = ndef->getId("mapgen_desert_sand");
93 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
94 c_snow = ndef->getId("mapgen_snow");
95 c_snowblock = ndef->getId("mapgen_snowblock");
96 c_ice = ndef->getId("mapgen_ice");
98 c_cobble = ndef->getId("mapgen_cobble");
99 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
100 c_mossycobble = ndef->getId("mapgen_mossycobble");
102 if (c_desert_sand == CONTENT_IGNORE)
103 c_desert_sand = c_sand;
104 if (c_desert_stone == CONTENT_IGNORE)
105 c_desert_stone = c_stone;
106 if (c_mossycobble == CONTENT_IGNORE)
107 c_mossycobble = c_cobble;
108 if (c_stair_cobble == CONTENT_IGNORE)
109 c_stair_cobble = c_cobble;
110 if (c_dirt_with_snow == CONTENT_IGNORE)
111 c_dirt_with_snow = c_dirt_with_grass;
112 if (c_snow == CONTENT_IGNORE)
113 c_snow = CONTENT_AIR;
114 if (c_snowblock == CONTENT_IGNORE)
115 c_snowblock = c_dirt_with_grass;
116 if (c_ice == CONTENT_IGNORE)
117 c_ice = c_water_source;
121 MapgenV6::~MapgenV6()
123 delete noise_terrain_base;
124 delete noise_terrain_higher;
125 delete noise_steepness;
126 delete noise_height_select;
130 delete noise_humidity;
136 MapgenV6Params::MapgenV6Params()
138 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
142 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
143 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
144 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
145 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
146 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
147 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
148 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
149 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
150 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
151 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
152 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
156 void MapgenV6Params::readParams(const Settings *settings)
158 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
159 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
160 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
162 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
163 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
164 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
165 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
166 settings->getNoiseParams("mgv6_np_mud", np_mud);
167 settings->getNoiseParams("mgv6_np_beach", np_beach);
168 settings->getNoiseParams("mgv6_np_biome", np_biome);
169 settings->getNoiseParams("mgv6_np_cave", np_cave);
170 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
171 settings->getNoiseParams("mgv6_np_trees", np_trees);
172 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
176 void MapgenV6Params::writeParams(Settings *settings) const
178 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
179 settings->setFloat("mgv6_freq_desert", freq_desert);
180 settings->setFloat("mgv6_freq_beach", freq_beach);
182 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
183 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
184 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
185 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
186 settings->setNoiseParams("mgv6_np_mud", np_mud);
187 settings->setNoiseParams("mgv6_np_beach", np_beach);
188 settings->setNoiseParams("mgv6_np_biome", np_biome);
189 settings->setNoiseParams("mgv6_np_cave", np_cave);
190 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
191 settings->setNoiseParams("mgv6_np_trees", np_trees);
192 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
196 //////////////////////// Some helper functions for the map generator
199 // Returns Y one under area minimum if not found
200 s16 MapgenV6::find_stone_level(v2s16 p2d)
202 v3s16 em = vm->m_area.getExtent();
203 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
204 s16 y_nodes_min = vm->m_area.MinEdge.Y;
205 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
208 for (y = y_nodes_max; y >= y_nodes_min; y--) {
209 content_t c = vm->m_data[i].getContent();
210 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
213 vm->m_area.add_y(em, i, -1);
215 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
219 // Required by mapgen.h
220 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
222 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
223 seed, v2s16(blockpos.X, blockpos.Z));*/
224 // Nah, this is just a heuristic, just return something
225 s16 minimum_groundlevel = water_level;
227 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
234 //////////////////////// Base terrain height functions
236 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
237 float steepness, float height_select)
239 float base = 1 + terrain_base;
240 float higher = 1 + terrain_higher;
242 // Limit higher ground level to at least base
246 // Steepness factor of cliffs
248 b = rangelim(b, 0.0, 1000.0);
249 b = 5 * b * b * b * b * b * b * b;
250 b = rangelim(b, 0.5, 1000.0);
252 // Values 1.5...100 give quite horrible looking slopes
253 if (b > 1.5 && b < 100.0)
254 b = (b < 10.0) ? 1.5 : 100.0;
256 float a_off = -0.20; // Offset to more low
257 float a = 0.5 + b * (a_off + height_select);
258 a = rangelim(a, 0.0, 1.0); // Limit
260 return base * (1.0 - a) + higher * a;
264 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
269 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
270 p.X, 0.5, p.Y, 0.5, seed);
271 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
272 p.X, 0.5, p.Y, 0.5, seed);
273 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
274 p.X, 0.5, p.Y, 0.5, seed);
275 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
276 p.X, 0.5, p.Y, 0.5, seed);
278 return baseTerrainLevel(terrain_base, terrain_higher,
279 steepness, height_select);
283 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
285 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
286 return baseTerrainLevelFromMap(index);
290 float MapgenV6::baseTerrainLevelFromMap(int index)
295 float terrain_base = noise_terrain_base->result[index];
296 float terrain_higher = noise_terrain_higher->result[index];
297 float steepness = noise_steepness->result[index];
298 float height_select = noise_height_select->result[index];
300 return baseTerrainLevel(terrain_base, terrain_higher,
301 steepness, height_select);
305 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
307 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
311 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
313 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
317 //////////////////////// Noise functions
319 float MapgenV6::getMudAmount(v2s16 p)
321 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
322 return getMudAmount(index);
326 bool MapgenV6::getHaveBeach(v2s16 p)
328 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
329 return getHaveBeach(index);
333 BiomeV6Type MapgenV6::getBiome(v2s16 p)
335 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
336 + (p.X - full_node_min.X);
337 return getBiome(index, p);
341 float MapgenV6::getHumidity(v2s16 p)
343 /*double noise = noise2d_perlin(
344 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
345 seed+72384, 4, 0.66);
346 noise = (noise + 1.0)/2.0;*/
348 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
349 + (p.X - full_node_min.X);
350 float noise = noise_humidity->result[index];
360 float MapgenV6::getTreeAmount(v2s16 p)
362 /*double noise = noise2d_perlin(
363 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
366 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
367 float zeroval = -0.39;
371 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
375 bool MapgenV6::getHaveAppleTree(v2s16 p)
377 /*is_apple_tree = noise2d_perlin(
378 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
379 data->seed+342902, 3, 0.45) > 0.2;*/
381 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
387 float MapgenV6::getMudAmount(int index)
390 return AVERAGE_MUD_AMOUNT;
392 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
393 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
394 seed+91013, 3, 0.55));*/
396 return noise_mud->result[index];
400 bool MapgenV6::getHaveBeach(int index)
402 // Determine whether to have sand here
403 /*double sandnoise = noise2d_perlin(
404 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
405 seed+59420, 3, 0.50);*/
407 float sandnoise = noise_beach->result[index];
408 return (sandnoise > freq_beach);
412 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
414 // Just do something very simple as for now
415 /*double d = noise2d_perlin(
416 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
417 seed+9130, 3, 0.50);*/
419 float d = noise_biome->result[index];
420 float h = noise_humidity->result[index];
422 if (spflags & MGV6_SNOWBIOMES) {
423 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
425 if (d > FREQ_HOT + blend) {
426 if (h > FREQ_JUNGLE + blend)
430 } else if (d < FREQ_SNOW + blend) {
431 if (h > FREQ_TAIGA + blend)
442 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
443 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
446 if ((spflags & MGV6_JUNGLES) && h > 0.75)
454 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
456 s32 x = p.X, y = p.Y, z = p.Z;
457 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
461 //////////////////////// Map generator
463 void MapgenV6::makeChunk(BlockMakeData *data)
466 assert(data->vmanip);
467 assert(data->nodedef);
468 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
469 data->blockpos_requested.Y >= data->blockpos_min.Y &&
470 data->blockpos_requested.Z >= data->blockpos_min.Z);
471 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
472 data->blockpos_requested.Y <= data->blockpos_max.Y &&
473 data->blockpos_requested.Z <= data->blockpos_max.Z);
475 this->generating = true;
476 this->vm = data->vmanip;
477 this->ndef = data->nodedef;
479 // Hack: use minimum block coords for old code that assumes a single block
480 v3s16 blockpos_min = data->blockpos_min;
481 v3s16 blockpos_max = data->blockpos_max;
483 // Area of central chunk
484 node_min = blockpos_min * MAP_BLOCKSIZE;
485 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
487 // Full allocated area
488 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
489 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
491 central_area_size = node_max - node_min + v3s16(1, 1, 1);
492 assert(central_area_size.X == central_area_size.Z);
494 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
495 * (blockpos_max.Y - blockpos_min.Y + 1)
496 * (blockpos_max.Z - blockpos_max.Z + 1);
498 volume_nodes = volume_blocks *
499 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
501 // Create a block-specific seed
502 blockseed = get_blockseed(data->seed, full_node_min);
507 // Maximum height of the stone surface and obstacles.
508 // This is used to guide the cave generation
509 s16 stone_surface_max_y;
511 // Generate general ground level to full area
512 stone_surface_max_y = generateGround();
514 // Create initial heightmap to limit caves
515 updateHeightmap(node_min, node_max);
517 const s16 max_spread_amount = MAP_BLOCKSIZE;
518 // Limit dirt flow area by 1 because mud is flown into neighbors.
519 s16 mudflow_minpos = -max_spread_amount + 1;
520 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
522 // Loop this part, it will make stuff look older and newer nicely
523 const u32 age_loops = 2;
524 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
525 // Make caves (this code is relatively horrible)
526 if (flags & MG_CAVES)
527 generateCaves(stone_surface_max_y);
529 // Add mud to the central chunk
532 // Flow mud away from steep edges
533 if (spflags & MGV6_MUDFLOW)
534 flowMud(mudflow_minpos, mudflow_maxpos);
538 // Update heightmap after mudflow
539 updateHeightmap(node_min, node_max);
542 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
545 dp.np_rarity = nparams_dungeon_rarity;
546 dp.np_density = nparams_dungeon_density;
547 dp.np_wetness = nparams_dungeon_wetness;
548 dp.c_water = c_water_source;
549 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
550 dp.c_cobble = c_desert_stone;
551 dp.c_moss = c_desert_stone;
552 dp.c_stair = c_desert_stone;
554 dp.diagonal_dirs = true;
556 dp.holesize = v3s16(2, 3, 2);
557 dp.roomsize = v3s16(2, 5, 2);
558 dp.notifytype = GENNOTIFY_TEMPLE;
560 dp.c_cobble = c_cobble;
561 dp.c_moss = c_mossycobble;
562 dp.c_stair = c_stair_cobble;
564 dp.diagonal_dirs = false;
566 dp.holesize = v3s16(1, 2, 1);
567 dp.roomsize = v3s16(0, 0, 0);
568 dp.notifytype = GENNOTIFY_DUNGEON;
571 DungeonGen dgen(this, &dp);
572 dgen.generate(blockseed, full_node_min, full_node_max);
575 // Add top and bottom side of water to transforming_liquid queue
576 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
581 // Generate some trees, and add grass, if a jungle
582 if (flags & MG_TREES)
583 placeTreesAndJungleGrass();
585 // Generate the registered decorations
586 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
588 // Generate the registered ores
589 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
591 // Calculate lighting
592 if (flags & MG_LIGHT)
593 calcLighting(node_min, node_max);
595 this->generating = false;
599 void MapgenV6::calculateNoise()
603 int fx = full_node_min.X;
604 int fz = full_node_min.Z;
606 if (!(flags & MG_FLAT)) {
607 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
608 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
609 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
610 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
611 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
614 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
616 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
617 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
618 // Humidity map does not need range limiting 0 to 1,
619 // only humidity at point does
623 int MapgenV6::generateGround()
625 //TimeTaker timer1("Generating ground level");
626 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
627 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
628 MapNode n_ice(c_ice);
629 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
632 for (s16 z = node_min.Z; z <= node_max.Z; z++)
633 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
635 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
638 if (surface_y > stone_surface_max_y)
639 stone_surface_max_y = surface_y;
641 BiomeV6Type bt = getBiome(v2s16(x, z));
643 // Fill ground with stone
644 v3s16 em = vm->m_area.getExtent();
645 u32 i = vm->m_area.index(x, node_min.Y, z);
646 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
647 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
648 if (y <= surface_y) {
649 vm->m_data[i] = (y >= DESERT_STONE_BASE
650 && bt == BT_DESERT) ?
651 n_desert_stone : n_stone;
652 } else if (y <= water_level) {
653 vm->m_data[i] = (y >= ICE_BASE
654 && bt == BT_TUNDRA) ?
655 n_ice : n_water_source;
657 vm->m_data[i] = n_air;
660 vm->m_area.add_y(em, i, 1);
664 return stone_surface_max_y;
668 void MapgenV6::addMud()
671 //TimeTaker timer1("add mud");
672 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
673 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
677 for (s16 z = node_min.Z; z <= node_max.Z; z++)
678 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
679 // Randomize mud amount
680 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
683 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
685 // Handle area not found
686 if (surface_y == vm->m_area.MinEdge.Y - 1)
689 BiomeV6Type bt = getBiome(v2s16(x, z));
690 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
692 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
694 } else if (mud_add_amount <= 0) {
695 mud_add_amount = 1 - mud_add_amount;
697 } else if (bt != BT_DESERT && getHaveBeach(index) &&
698 surface_y + mud_add_amount <= water_level + 2) {
702 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
703 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
705 /* If topmost node is grass, change it to mud. It might be if it was
706 // flown to there from a neighboring chunk and then converted.
707 u32 i = vm->m_area.index(x, surface_y, z);
708 if (vm->m_data[i].getContent() == c_dirt_with_grass)
709 vm->m_data[i] = n_dirt;*/
713 v3s16 em = vm->m_area.getExtent();
714 s16 y_start = surface_y + 1;
715 u32 i = vm->m_area.index(x, y_start, z);
716 for (s16 y = y_start; y <= node_max.Y; y++) {
717 if (mudcount >= mud_add_amount)
720 vm->m_data[i] = addnode;
723 vm->m_area.add_y(em, i, 1);
729 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
732 //TimeTaker timer1("flow mud");
734 // Iterate a few times
735 for (s16 k = 0; k < 3; k++) {
736 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
737 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
738 // Invert coordinates every 2nd iteration
740 x = mudflow_maxpos - (x - mudflow_minpos);
741 z = mudflow_maxpos - (z - mudflow_minpos);
744 // Node position in 2d
745 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
747 v3s16 em = vm->m_area.getExtent();
748 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
751 while (y >= node_min.Y) {
756 for (; y >= node_min.Y; y--) {
758 if (n->getContent() == c_dirt ||
759 n->getContent() == c_dirt_with_grass ||
760 n->getContent() == c_gravel)
763 vm->m_area.add_y(em, i, -1);
766 // Stop if out of area
767 //if(vmanip.m_area.contains(i) == false)
771 if (n->getContent() == c_dirt ||
772 n->getContent() == c_dirt_with_grass) {
773 // Make it exactly mud
774 n->setContent(c_dirt);
776 // Don't flow it if the stuff under it is not mud
779 vm->m_area.add_y(em, i2, -1);
780 // Cancel if out of area
781 if (vm->m_area.contains(i2) == false)
783 MapNode *n2 = &vm->m_data[i2];
784 if (n2->getContent() != c_dirt &&
785 n2->getContent() != c_dirt_with_grass)
791 v3s16(0, 0, 1), // back
792 v3s16(1, 0, 0), // right
793 v3s16(0, 0, -1), // front
794 v3s16(-1, 0, 0), // left
797 // Check that upper is air or doesn't exist.
798 // Cancel dropping if upper keeps it in place
800 vm->m_area.add_y(em, i3, 1);
801 if (vm->m_area.contains(i3) == true &&
802 ndef->get(vm->m_data[i3]).walkable)
806 for(u32 di = 0; di < 4; di++) {
807 v3s16 dirp = dirs4[di];
810 vm->m_area.add_p(em, i2, dirp);
811 // Fail if out of area
812 if (vm->m_area.contains(i2) == false)
814 // Check that side is air
815 MapNode *n2 = &vm->m_data[i2];
816 if (ndef->get(*n2).walkable)
818 // Check that under side is air
819 vm->m_area.add_y(em, i2, -1);
820 if (vm->m_area.contains(i2) == false)
822 n2 = &vm->m_data[i2];
823 if (ndef->get(*n2).walkable)
825 // Loop further down until not air
826 bool dropped_to_unknown = false;
828 vm->m_area.add_y(em, i2, -1);
829 n2 = &vm->m_data[i2];
830 // if out of known area
831 if(vm->m_area.contains(i2) == false ||
832 n2->getContent() == CONTENT_IGNORE) {
833 dropped_to_unknown = true;
836 } while (ndef->get(*n2).walkable == false);
837 // Loop one up so that we're in air
838 vm->m_area.add_y(em, i2, 1);
839 n2 = &vm->m_data[i2];
841 bool old_is_water = (n->getContent() == c_water_source);
842 // Move mud to new place
843 if (!dropped_to_unknown) {
845 // Set old place to be air (or water)
847 *n = MapNode(c_water_source);
849 *n = MapNode(CONTENT_AIR);
862 void MapgenV6::placeTreesAndJungleGrass()
864 //TimeTaker t("placeTrees");
865 if (node_max.Y < water_level)
868 PseudoRandom grassrandom(blockseed + 53);
869 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
870 // if we don't have junglegrass, don't place cignore... that's bad
871 if (c_junglegrass == CONTENT_IGNORE)
872 c_junglegrass = CONTENT_AIR;
873 MapNode n_junglegrass(c_junglegrass);
874 v3s16 em = vm->m_area.getExtent();
876 // Divide area into parts
878 s16 sidelen = central_area_size.X / div;
879 double area = sidelen * sidelen;
881 // N.B. We must add jungle grass first, since tree leaves will
882 // obstruct the ground, giving us a false ground level
883 for (s16 z0 = 0; z0 < div; z0++)
884 for (s16 x0 = 0; x0 < div; x0++) {
885 // Center position of part of division
887 node_min.X + sidelen / 2 + sidelen * x0,
888 node_min.Z + sidelen / 2 + sidelen * z0
890 // Minimum edge of part of division
892 node_min.X + sidelen * x0,
893 node_min.Z + sidelen * z0
895 // Maximum edge of part of division
897 node_min.X + sidelen + sidelen * x0 - 1,
898 node_min.Z + sidelen + sidelen * z0 - 1
901 // Get biome at center position of part of division
902 BiomeV6Type bt = getBiome(p2d_center);
906 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
907 tree_count = area * getTreeAmount(p2d_center);
915 if (bt == BT_JUNGLE) {
916 float humidity = getHumidity(p2d_center);
917 u32 grass_count = 5 * humidity * tree_count;
918 for (u32 i = 0; i < grass_count; i++) {
919 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
920 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
921 int mapindex = central_area_size.X * (z - node_min.Z)
923 s16 y = heightmap[mapindex];
927 u32 vi = vm->m_area.index(x, y, z);
928 // place on dirt_with_grass, since we know it is exposed to sunlight
929 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
930 vm->m_area.add_y(em, vi, 1);
931 vm->m_data[vi] = n_junglegrass;
936 // Put trees in random places on part of division
937 for (u32 i = 0; i < tree_count; i++) {
938 s16 x = myrand_range(p2d_min.X, p2d_max.X);
939 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
940 int mapindex = central_area_size.X * (z - node_min.Z)
942 s16 y = heightmap[mapindex];
943 // Don't make a tree under water level
944 // Don't make a tree so high that it doesn't fit
945 if (y < water_level || y > node_max.Y - 6)
949 // Trees grow only on mud and grass and snowblock
951 u32 i = vm->m_area.index(p);
952 content_t c = vm->m_data[i].getContent();
954 c != c_dirt_with_grass &&
955 c != c_dirt_with_snow &&
962 if (bt == BT_JUNGLE) {
963 treegen::make_jungletree(*vm, p, ndef, myrand());
964 } else if (bt == BT_TAIGA) {
965 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
966 } else if (bt == BT_NORMAL) {
967 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
968 getHaveAppleTree(v2s16(x, z));
969 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
973 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
977 void MapgenV6::growGrass() // Add surface nodes
979 MapNode n_dirt_with_grass(c_dirt_with_grass);
980 MapNode n_dirt_with_snow(c_dirt_with_snow);
981 MapNode n_snowblock(c_snowblock);
982 MapNode n_snow(c_snow);
983 v3s16 em = vm->m_area.getExtent();
986 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
987 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
988 // Find the lowest surface to which enough light ends up to make
989 // grass grow. Basically just wait until not air and not leaves.
992 u32 i = vm->m_area.index(x, node_max.Y, z);
994 // Go to ground level
995 for (y = node_max.Y; y >= full_node_min.Y; y--) {
996 MapNode &n = vm->m_data[i];
997 if (ndef->get(n).param_type != CPT_LIGHT ||
998 ndef->get(n).liquid_type != LIQUID_NONE ||
999 n.getContent() == c_ice)
1001 vm->m_area.add_y(em, i, -1);
1003 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1006 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1007 u32 i = vm->m_area.index(x, surface_y, z);
1008 content_t c = vm->m_data[i].getContent();
1009 if (surface_y >= water_level - 20) {
1010 if (bt == BT_TAIGA && c == c_dirt) {
1011 vm->m_data[i] = n_snowblock;
1012 vm->m_area.add_y(em, i, -1);
1013 vm->m_data[i] = n_dirt_with_snow;
1014 } else if (bt == BT_TUNDRA) {
1016 vm->m_data[i] = n_dirt_with_snow;
1017 } else if (c == c_stone && surface_y < node_max.Y) {
1018 vm->m_area.add_y(em, i, 1);
1019 vm->m_data[i] = n_snow;
1021 } else if (c == c_dirt) {
1022 vm->m_data[i] = n_dirt_with_grass;
1029 void MapgenV6::generateCaves(int max_stone_y)
1031 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1032 int volume_nodes = (node_max.X - node_min.X + 1) *
1033 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1034 cave_amount = MYMAX(0.0, cave_amount);
1035 u32 caves_count = cave_amount * volume_nodes / 50000;
1036 u32 bruises_count = 1;
1037 PseudoRandom ps(blockseed + 21343);
1038 PseudoRandom ps2(blockseed + 1032);
1040 if (ps.range(1, 6) == 1)
1041 bruises_count = ps.range(0, ps.range(0, 2));
1043 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1048 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1049 bool large_cave = (i >= caves_count);
1050 CaveV6 cave(this, &ps, &ps2, large_cave);
1052 cave.makeCave(node_min, node_max, max_stone_y);