3 Copyright (C) 2010-2015 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 "voxelalgorithms.h"
30 //#include "profiler.h" // For TimeTaker
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},
46 {"trees", MGV6_TREES},
50 ///////////////////////////////////////////////////////////////////////////////
53 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54 : Mapgen(mapgenid, params, emerge)
56 this->m_emerge = emerge;
57 this->ystride = csize.X; //////fix this
59 this->heightmap = new s16[csize.X * csize.Z];
61 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
62 this->spflags = sp->spflags;
63 this->freq_desert = sp->freq_desert;
64 this->freq_beach = sp->freq_beach;
66 np_cave = &sp->np_cave;
67 np_humidity = &sp->np_humidity;
68 np_trees = &sp->np_trees;
69 np_apple_trees = &sp->np_apple_trees;
71 //// Create noise objects
72 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
73 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
74 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
75 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
76 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
77 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
78 noise_biome = new Noise(&sp->np_biome, seed,
79 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
80 noise_humidity = new Noise(&sp->np_humidity, seed,
81 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
83 //// Resolve nodes to be used
84 INodeDefManager *ndef = emerge->ndef;
86 c_stone = ndef->getId("mapgen_stone");
87 c_dirt = ndef->getId("mapgen_dirt");
88 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
89 c_sand = ndef->getId("mapgen_sand");
90 c_water_source = ndef->getId("mapgen_water_source");
91 c_lava_source = ndef->getId("mapgen_lava_source");
92 c_gravel = ndef->getId("mapgen_gravel");
93 c_desert_stone = ndef->getId("mapgen_desert_stone");
94 c_desert_sand = ndef->getId("mapgen_desert_sand");
95 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
96 c_snow = ndef->getId("mapgen_snow");
97 c_snowblock = ndef->getId("mapgen_snowblock");
98 c_ice = ndef->getId("mapgen_ice");
100 c_cobble = ndef->getId("mapgen_cobble");
101 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
102 c_mossycobble = ndef->getId("mapgen_mossycobble");
104 if (c_desert_sand == CONTENT_IGNORE)
105 c_desert_sand = c_sand;
106 if (c_desert_stone == CONTENT_IGNORE)
107 c_desert_stone = c_stone;
108 if (c_mossycobble == CONTENT_IGNORE)
109 c_mossycobble = c_cobble;
110 if (c_stair_cobble == CONTENT_IGNORE)
111 c_stair_cobble = c_cobble;
112 if (c_dirt_with_snow == CONTENT_IGNORE)
113 c_dirt_with_snow = c_dirt_with_grass;
114 if (c_snow == CONTENT_IGNORE)
115 c_snow = CONTENT_AIR;
116 if (c_snowblock == CONTENT_IGNORE)
117 c_snowblock = c_dirt_with_grass;
118 if (c_ice == CONTENT_IGNORE)
119 c_ice = c_water_source;
123 MapgenV6::~MapgenV6()
125 delete noise_terrain_base;
126 delete noise_terrain_higher;
127 delete noise_steepness;
128 delete noise_height_select;
132 delete noise_humidity;
138 MapgenV6Params::MapgenV6Params()
140 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
144 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
145 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
146 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
147 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
148 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
149 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
150 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
151 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
152 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
153 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
154 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
158 void MapgenV6Params::readParams(const Settings *settings)
160 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
161 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
162 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
164 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
165 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
166 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
167 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
168 settings->getNoiseParams("mgv6_np_mud", np_mud);
169 settings->getNoiseParams("mgv6_np_beach", np_beach);
170 settings->getNoiseParams("mgv6_np_biome", np_biome);
171 settings->getNoiseParams("mgv6_np_cave", np_cave);
172 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
173 settings->getNoiseParams("mgv6_np_trees", np_trees);
174 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
178 void MapgenV6Params::writeParams(Settings *settings) const
180 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
181 settings->setFloat("mgv6_freq_desert", freq_desert);
182 settings->setFloat("mgv6_freq_beach", freq_beach);
184 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
185 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
186 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
187 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
188 settings->setNoiseParams("mgv6_np_mud", np_mud);
189 settings->setNoiseParams("mgv6_np_beach", np_beach);
190 settings->setNoiseParams("mgv6_np_biome", np_biome);
191 settings->setNoiseParams("mgv6_np_cave", np_cave);
192 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
193 settings->setNoiseParams("mgv6_np_trees", np_trees);
194 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
198 //////////////////////// Some helper functions for the map generator
201 // Returns Y one under area minimum if not found
202 s16 MapgenV6::find_stone_level(v2s16 p2d)
204 v3s16 em = vm->m_area.getExtent();
205 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
206 s16 y_nodes_min = vm->m_area.MinEdge.Y;
207 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
210 for (y = y_nodes_max; y >= y_nodes_min; y--) {
211 content_t c = vm->m_data[i].getContent();
212 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
215 vm->m_area.add_y(em, i, -1);
217 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
221 // Required by mapgen.h
222 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
224 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
225 seed, v2s16(blockpos.X, blockpos.Z));*/
226 // Nah, this is just a heuristic, just return something
227 s16 minimum_groundlevel = water_level;
229 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
236 //////////////////////// Base terrain height functions
238 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
239 float steepness, float height_select)
241 float base = 1 + terrain_base;
242 float higher = 1 + terrain_higher;
244 // Limit higher ground level to at least base
248 // Steepness factor of cliffs
250 b = rangelim(b, 0.0, 1000.0);
251 b = 5 * b * b * b * b * b * b * b;
252 b = rangelim(b, 0.5, 1000.0);
254 // Values 1.5...100 give quite horrible looking slopes
255 if (b > 1.5 && b < 100.0)
256 b = (b < 10.0) ? 1.5 : 100.0;
258 float a_off = -0.20; // Offset to more low
259 float a = 0.5 + b * (a_off + height_select);
260 a = rangelim(a, 0.0, 1.0); // Limit
262 return base * (1.0 - a) + higher * a;
266 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
268 if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
271 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
272 p.X, 0.5, p.Y, 0.5, seed);
273 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
274 p.X, 0.5, p.Y, 0.5, seed);
275 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
276 p.X, 0.5, p.Y, 0.5, seed);
277 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
278 p.X, 0.5, p.Y, 0.5, seed);
280 return baseTerrainLevel(terrain_base, terrain_higher,
281 steepness, height_select);
285 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
287 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
288 return baseTerrainLevelFromMap(index);
292 float MapgenV6::baseTerrainLevelFromMap(int index)
294 if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
297 float terrain_base = noise_terrain_base->result[index];
298 float terrain_higher = noise_terrain_higher->result[index];
299 float steepness = noise_steepness->result[index];
300 float height_select = noise_height_select->result[index];
302 return baseTerrainLevel(terrain_base, terrain_higher,
303 steepness, height_select);
307 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
309 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
313 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
315 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
319 //////////////////////// Noise functions
321 float MapgenV6::getMudAmount(v2s16 p)
323 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
324 return getMudAmount(index);
328 bool MapgenV6::getHaveBeach(v2s16 p)
330 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
331 return getHaveBeach(index);
335 BiomeV6Type MapgenV6::getBiome(v2s16 p)
337 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
338 + (p.X - full_node_min.X);
339 return getBiome(index, p);
343 float MapgenV6::getHumidity(v2s16 p)
345 /*double noise = noise2d_perlin(
346 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
347 seed+72384, 4, 0.66);
348 noise = (noise + 1.0)/2.0;*/
350 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
351 + (p.X - full_node_min.X);
352 float noise = noise_humidity->result[index];
362 float MapgenV6::getTreeAmount(v2s16 p)
364 /*double noise = noise2d_perlin(
365 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
368 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
369 float zeroval = -0.39;
373 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
377 bool MapgenV6::getHaveAppleTree(v2s16 p)
379 /*is_apple_tree = noise2d_perlin(
380 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
381 data->seed+342902, 3, 0.45) > 0.2;*/
383 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
389 float MapgenV6::getMudAmount(int index)
391 if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
392 return MGV6_AVERAGE_MUD_AMOUNT;
394 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
395 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
396 seed+91013, 3, 0.55));*/
398 return noise_mud->result[index];
402 bool MapgenV6::getHaveBeach(int index)
404 // Determine whether to have sand here
405 /*double sandnoise = noise2d_perlin(
406 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
407 seed+59420, 3, 0.50);*/
409 float sandnoise = noise_beach->result[index];
410 return (sandnoise > freq_beach);
414 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
416 // Just do something very simple as for now
417 /*double d = noise2d_perlin(
418 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
419 seed+9130, 3, 0.50);*/
421 float d = noise_biome->result[index];
422 float h = noise_humidity->result[index];
424 if (spflags & MGV6_SNOWBIOMES) {
425 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
427 if (d > MGV6_FREQ_HOT + blend) {
428 if (h > MGV6_FREQ_JUNGLE + blend)
432 } else if (d < MGV6_FREQ_SNOW + blend) {
433 if (h > MGV6_FREQ_TAIGA + blend)
444 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
445 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
448 if ((spflags & MGV6_JUNGLES) && h > 0.75)
456 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
458 s32 x = p.X, y = p.Y, z = p.Z;
459 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
463 //////////////////////// Map generator
465 void MapgenV6::makeChunk(BlockMakeData *data)
468 assert(data->vmanip);
469 assert(data->nodedef);
470 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
471 data->blockpos_requested.Y >= data->blockpos_min.Y &&
472 data->blockpos_requested.Z >= data->blockpos_min.Z);
473 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
474 data->blockpos_requested.Y <= data->blockpos_max.Y &&
475 data->blockpos_requested.Z <= data->blockpos_max.Z);
477 this->generating = true;
478 this->vm = data->vmanip;
479 this->ndef = data->nodedef;
481 // Hack: use minimum block coords for old code that assumes a single block
482 v3s16 blockpos_min = data->blockpos_min;
483 v3s16 blockpos_max = data->blockpos_max;
485 // Area of central chunk
486 node_min = blockpos_min * MAP_BLOCKSIZE;
487 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
489 // Full allocated area
490 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
491 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
493 central_area_size = node_max - node_min + v3s16(1, 1, 1);
494 assert(central_area_size.X == central_area_size.Z);
496 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
497 * (blockpos_max.Y - blockpos_min.Y + 1)
498 * (blockpos_max.Z - blockpos_max.Z + 1);
500 volume_nodes = volume_blocks *
501 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
503 // Create a block-specific seed
504 blockseed = get_blockseed(data->seed, full_node_min);
509 // Maximum height of the stone surface and obstacles.
510 // This is used to guide the cave generation
511 s16 stone_surface_max_y;
513 // Generate general ground level to full area
514 stone_surface_max_y = generateGround();
516 // Create initial heightmap to limit caves
517 updateHeightmap(node_min, node_max);
519 const s16 max_spread_amount = MAP_BLOCKSIZE;
520 // Limit dirt flow area by 1 because mud is flown into neighbors.
521 s16 mudflow_minpos = -max_spread_amount + 1;
522 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
524 // Loop this part, it will make stuff look older and newer nicely
525 const u32 age_loops = 2;
526 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
527 // Make caves (this code is relatively horrible)
528 if (flags & MG_CAVES)
529 generateCaves(stone_surface_max_y);
531 // Add mud to the central chunk
534 // Flow mud away from steep edges
535 if (spflags & MGV6_MUDFLOW)
536 flowMud(mudflow_minpos, mudflow_maxpos);
540 // Update heightmap after mudflow
541 updateHeightmap(node_min, node_max);
544 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
547 dp.np_rarity = nparams_dungeon_rarity;
548 dp.np_density = nparams_dungeon_density;
549 dp.np_wetness = nparams_dungeon_wetness;
550 dp.c_water = c_water_source;
551 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
552 dp.c_cobble = c_desert_stone;
553 dp.c_moss = c_desert_stone;
554 dp.c_stair = c_desert_stone;
556 dp.diagonal_dirs = true;
558 dp.holesize = v3s16(2, 3, 2);
559 dp.roomsize = v3s16(2, 5, 2);
560 dp.notifytype = GENNOTIFY_TEMPLE;
562 dp.c_cobble = c_cobble;
563 dp.c_moss = c_mossycobble;
564 dp.c_stair = c_stair_cobble;
566 dp.diagonal_dirs = false;
568 dp.holesize = v3s16(1, 2, 1);
569 dp.roomsize = v3s16(0, 0, 0);
570 dp.notifytype = GENNOTIFY_DUNGEON;
573 DungeonGen dgen(this, &dp);
574 dgen.generate(blockseed, full_node_min, full_node_max);
577 // Add top and bottom side of water to transforming_liquid queue
578 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
583 // Generate some trees, and add grass, if a jungle
584 if ((spflags & MGV6_TREES) || (flags & MG_TREES))
585 placeTreesAndJungleGrass();
587 // Generate the registered decorations
588 if (flags & MG_DECORATIONS)
589 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
591 // Generate the registered ores
592 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
594 // Calculate lighting
595 if (flags & MG_LIGHT)
596 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
597 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
598 full_node_min, full_node_max);
600 this->generating = false;
604 void MapgenV6::calculateNoise()
608 int fx = full_node_min.X;
609 int fz = full_node_min.Z;
611 if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
612 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
613 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
614 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
615 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
616 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
619 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
621 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
622 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
623 // Humidity map does not need range limiting 0 to 1,
624 // only humidity at point does
628 int MapgenV6::generateGround()
630 //TimeTaker timer1("Generating ground level");
631 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
632 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
633 MapNode n_ice(c_ice);
634 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
637 for (s16 z = node_min.Z; z <= node_max.Z; z++)
638 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
640 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
643 if (surface_y > stone_surface_max_y)
644 stone_surface_max_y = surface_y;
646 BiomeV6Type bt = getBiome(v2s16(x, z));
648 // Fill ground with stone
649 v3s16 em = vm->m_area.getExtent();
650 u32 i = vm->m_area.index(x, node_min.Y, z);
651 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
652 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
653 if (y <= surface_y) {
654 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
655 && bt == BT_DESERT) ?
656 n_desert_stone : n_stone;
657 } else if (y <= water_level) {
658 vm->m_data[i] = (y >= MGV6_ICE_BASE
659 && bt == BT_TUNDRA) ?
660 n_ice : n_water_source;
662 vm->m_data[i] = n_air;
665 vm->m_area.add_y(em, i, 1);
669 return stone_surface_max_y;
673 void MapgenV6::addMud()
676 //TimeTaker timer1("add mud");
677 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
678 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
682 for (s16 z = node_min.Z; z <= node_max.Z; z++)
683 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
684 // Randomize mud amount
685 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
688 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
690 // Handle area not found
691 if (surface_y == vm->m_area.MinEdge.Y - 1)
694 BiomeV6Type bt = getBiome(v2s16(x, z));
695 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
697 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
699 } else if (mud_add_amount <= 0) {
700 mud_add_amount = 1 - mud_add_amount;
702 } else if (bt != BT_DESERT && getHaveBeach(index) &&
703 surface_y + mud_add_amount <= water_level + 2) {
707 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
708 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
710 /* If topmost node is grass, change it to mud. It might be if it was
711 // flown to there from a neighboring chunk and then converted.
712 u32 i = vm->m_area.index(x, surface_y, z);
713 if (vm->m_data[i].getContent() == c_dirt_with_grass)
714 vm->m_data[i] = n_dirt;*/
718 v3s16 em = vm->m_area.getExtent();
719 s16 y_start = surface_y + 1;
720 u32 i = vm->m_area.index(x, y_start, z);
721 for (s16 y = y_start; y <= node_max.Y; y++) {
722 if (mudcount >= mud_add_amount)
725 vm->m_data[i] = addnode;
728 vm->m_area.add_y(em, i, 1);
734 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
737 //TimeTaker timer1("flow mud");
739 // Iterate a few times
740 for (s16 k = 0; k < 3; k++) {
741 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
742 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
743 // Invert coordinates every 2nd iteration
745 x = mudflow_maxpos - (x - mudflow_minpos);
746 z = mudflow_maxpos - (z - mudflow_minpos);
749 // Node position in 2d
750 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
752 v3s16 em = vm->m_area.getExtent();
753 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
756 while (y >= node_min.Y) {
761 for (; y >= node_min.Y; y--) {
763 if (n->getContent() == c_dirt ||
764 n->getContent() == c_dirt_with_grass ||
765 n->getContent() == c_gravel)
768 vm->m_area.add_y(em, i, -1);
771 // Stop if out of area
772 //if(vmanip.m_area.contains(i) == false)
776 if (n->getContent() == c_dirt ||
777 n->getContent() == c_dirt_with_grass) {
778 // Make it exactly mud
779 n->setContent(c_dirt);
781 // Don't flow it if the stuff under it is not mud
784 vm->m_area.add_y(em, i2, -1);
785 // Cancel if out of area
786 if (vm->m_area.contains(i2) == false)
788 MapNode *n2 = &vm->m_data[i2];
789 if (n2->getContent() != c_dirt &&
790 n2->getContent() != c_dirt_with_grass)
796 v3s16(0, 0, 1), // back
797 v3s16(1, 0, 0), // right
798 v3s16(0, 0, -1), // front
799 v3s16(-1, 0, 0), // left
802 // Check that upper is air or doesn't exist.
803 // Cancel dropping if upper keeps it in place
805 vm->m_area.add_y(em, i3, 1);
806 if (vm->m_area.contains(i3) == true &&
807 ndef->get(vm->m_data[i3]).walkable)
811 for(u32 di = 0; di < 4; di++) {
812 v3s16 dirp = dirs4[di];
815 vm->m_area.add_p(em, i2, dirp);
816 // Fail if out of area
817 if (vm->m_area.contains(i2) == false)
819 // Check that side is air
820 MapNode *n2 = &vm->m_data[i2];
821 if (ndef->get(*n2).walkable)
823 // Check that under side is air
824 vm->m_area.add_y(em, i2, -1);
825 if (vm->m_area.contains(i2) == false)
827 n2 = &vm->m_data[i2];
828 if (ndef->get(*n2).walkable)
830 // Loop further down until not air
831 bool dropped_to_unknown = false;
833 vm->m_area.add_y(em, i2, -1);
834 n2 = &vm->m_data[i2];
835 // if out of known area
836 if(vm->m_area.contains(i2) == false ||
837 n2->getContent() == CONTENT_IGNORE) {
838 dropped_to_unknown = true;
841 } while (ndef->get(*n2).walkable == false);
842 // Loop one up so that we're in air
843 vm->m_area.add_y(em, i2, 1);
844 n2 = &vm->m_data[i2];
846 bool old_is_water = (n->getContent() == c_water_source);
847 // Move mud to new place
848 if (!dropped_to_unknown) {
850 // Set old place to be air (or water)
852 *n = MapNode(c_water_source);
854 *n = MapNode(CONTENT_AIR);
867 void MapgenV6::placeTreesAndJungleGrass()
869 //TimeTaker t("placeTrees");
870 if (node_max.Y < water_level)
873 PseudoRandom grassrandom(blockseed + 53);
874 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
875 // if we don't have junglegrass, don't place cignore... that's bad
876 if (c_junglegrass == CONTENT_IGNORE)
877 c_junglegrass = CONTENT_AIR;
878 MapNode n_junglegrass(c_junglegrass);
879 v3s16 em = vm->m_area.getExtent();
881 // Divide area into parts
883 s16 sidelen = central_area_size.X / div;
884 double area = sidelen * sidelen;
886 // N.B. We must add jungle grass first, since tree leaves will
887 // obstruct the ground, giving us a false ground level
888 for (s16 z0 = 0; z0 < div; z0++)
889 for (s16 x0 = 0; x0 < div; x0++) {
890 // Center position of part of division
892 node_min.X + sidelen / 2 + sidelen * x0,
893 node_min.Z + sidelen / 2 + sidelen * z0
895 // Minimum edge of part of division
897 node_min.X + sidelen * x0,
898 node_min.Z + sidelen * z0
900 // Maximum edge of part of division
902 node_min.X + sidelen + sidelen * x0 - 1,
903 node_min.Z + sidelen + sidelen * z0 - 1
906 // Get biome at center position of part of division
907 BiomeV6Type bt = getBiome(p2d_center);
911 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
912 tree_count = area * getTreeAmount(p2d_center);
920 if (bt == BT_JUNGLE) {
921 float humidity = getHumidity(p2d_center);
922 u32 grass_count = 5 * humidity * tree_count;
923 for (u32 i = 0; i < grass_count; i++) {
924 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
925 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
926 int mapindex = central_area_size.X * (z - node_min.Z)
928 s16 y = heightmap[mapindex];
932 u32 vi = vm->m_area.index(x, y, z);
933 // place on dirt_with_grass, since we know it is exposed to sunlight
934 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
935 vm->m_area.add_y(em, vi, 1);
936 vm->m_data[vi] = n_junglegrass;
941 // Put trees in random places on part of division
942 for (u32 i = 0; i < tree_count; i++) {
943 s16 x = myrand_range(p2d_min.X, p2d_max.X);
944 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
945 int mapindex = central_area_size.X * (z - node_min.Z)
947 s16 y = heightmap[mapindex];
948 // Don't make a tree under water level
949 // Don't make a tree so high that it doesn't fit
950 if (y < water_level || y > node_max.Y - 6)
954 // Trees grow only on mud and grass and snowblock
956 u32 i = vm->m_area.index(p);
957 content_t c = vm->m_data[i].getContent();
959 c != c_dirt_with_grass &&
960 c != c_dirt_with_snow &&
967 if (bt == BT_JUNGLE) {
968 treegen::make_jungletree(*vm, p, ndef, myrand());
969 } else if (bt == BT_TAIGA) {
970 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
971 } else if (bt == BT_NORMAL) {
972 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
973 getHaveAppleTree(v2s16(x, z));
974 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
978 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
982 void MapgenV6::growGrass() // Add surface nodes
984 MapNode n_dirt_with_grass(c_dirt_with_grass);
985 MapNode n_dirt_with_snow(c_dirt_with_snow);
986 MapNode n_snowblock(c_snowblock);
987 MapNode n_snow(c_snow);
988 v3s16 em = vm->m_area.getExtent();
991 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
992 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
993 // Find the lowest surface to which enough light ends up to make
994 // grass grow. Basically just wait until not air and not leaves.
997 u32 i = vm->m_area.index(x, node_max.Y, z);
999 // Go to ground level
1000 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1001 MapNode &n = vm->m_data[i];
1002 if (ndef->get(n).param_type != CPT_LIGHT ||
1003 ndef->get(n).liquid_type != LIQUID_NONE ||
1004 n.getContent() == c_ice)
1006 vm->m_area.add_y(em, i, -1);
1008 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1011 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1012 u32 i = vm->m_area.index(x, surface_y, z);
1013 content_t c = vm->m_data[i].getContent();
1014 if (surface_y >= water_level - 20) {
1015 if (bt == BT_TAIGA && c == c_dirt) {
1016 vm->m_data[i] = n_snowblock;
1017 vm->m_area.add_y(em, i, -1);
1018 vm->m_data[i] = n_dirt_with_snow;
1019 } else if (bt == BT_TUNDRA) {
1021 vm->m_data[i] = n_dirt_with_snow;
1022 } else if (c == c_stone && surface_y < node_max.Y) {
1023 vm->m_area.add_y(em, i, 1);
1024 vm->m_data[i] = n_snow;
1026 } else if (c == c_dirt) {
1027 vm->m_data[i] = n_dirt_with_grass;
1034 void MapgenV6::generateCaves(int max_stone_y)
1036 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1037 int volume_nodes = (node_max.X - node_min.X + 1) *
1038 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1039 cave_amount = MYMAX(0.0, cave_amount);
1040 u32 caves_count = cave_amount * volume_nodes / 50000;
1041 u32 bruises_count = 1;
1042 PseudoRandom ps(blockseed + 21343);
1043 PseudoRandom ps2(blockseed + 1032);
1045 if (ps.range(1, 6) == 1)
1046 bruises_count = ps.range(0, ps.range(0, 2));
1048 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1053 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1054 bool large_cave = (i >= caves_count);
1055 CaveV6 cave(this, &ps, &ps2, large_cave);
1057 cave.makeCave(node_min, node_max, max_stone_y);