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"
37 #include "mapgen_v6.h"
39 /////////////////// Mapgen V6 perlin noise default values
40 NoiseParams nparams_v6_def_terrain_base =
41 {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
42 NoiseParams nparams_v6_def_terrain_higher =
43 {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
44 NoiseParams nparams_v6_def_steepness =
45 {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
46 NoiseParams nparams_v6_def_height_select =
47 {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
48 NoiseParams nparams_v6_def_mud =
49 {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
50 NoiseParams nparams_v6_def_beach =
51 {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
52 NoiseParams nparams_v6_def_biome =
53 {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
54 NoiseParams nparams_v6_def_cave =
55 {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
56 NoiseParams nparams_v6_def_humidity =
57 {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
58 NoiseParams nparams_v6_def_trees =
59 {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
60 NoiseParams nparams_v6_def_apple_trees =
61 {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
64 ///////////////////////////////////////////////////////////////////////////////
67 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
68 this->generating = false;
70 this->emerge = emerge;
72 this->seed = (int)params->seed;
73 this->water_level = params->water_level;
74 this->flags = params->flags;
75 this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
77 this->freq_desert = params->freq_desert;
78 this->freq_beach = params->freq_beach;
80 this->ystride = csize.X; //////fix this
82 np_cave = params->np_cave;
83 np_humidity = params->np_humidity;
84 np_trees = params->np_trees;
85 np_apple_trees = params->np_apple_trees;
87 noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
88 noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
89 noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
90 noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
91 noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
92 noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
93 noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
97 MapgenV6::~MapgenV6() {
98 delete noise_terrain_base;
99 delete noise_terrain_higher;
100 delete noise_steepness;
101 delete noise_height_select;
108 //////////////////////// Some helper functions for the map generator
110 // Returns Y one under area minimum if not found
111 s16 MapgenV6::find_ground_level(v2s16 p2d) {
112 v3s16 em = vm->m_area.getExtent();
113 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
114 s16 y_nodes_min = vm->m_area.MinEdge.Y;
115 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
118 for (y = y_nodes_max; y >= y_nodes_min; y--) {
119 MapNode &n = vm->m_data[i];
120 if(ndef->get(n).walkable)
123 vm->m_area.add_y(em, i, -1);
125 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
128 // Returns Y one under area minimum if not found
129 s16 MapgenV6::find_stone_level(v2s16 p2d) {
130 v3s16 em = vm->m_area.getExtent();
131 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
132 s16 y_nodes_min = vm->m_area.MinEdge.Y;
133 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
136 for (y = y_nodes_max; y >= y_nodes_min; y--) {
137 MapNode &n = vm->m_data[i];
138 content_t c = n.getContent();
139 if (c != CONTENT_IGNORE && (
140 c == c_stone || c == c_desert_stone))
143 vm->m_area.add_y(em, i, -1);
145 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
149 // Required by mapgen.h
150 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
152 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
153 seed, v2s16(blockpos.X, blockpos.Z));*/
154 // Nah, this is just a heuristic, just return something
155 s16 minimum_groundlevel = water_level;
157 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
164 //////////////////////// Base terrain height functions
166 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
167 float steepness, float height_select) {
168 float base = water_level + terrain_base;
169 float higher = water_level + terrain_higher;
171 // Limit higher ground level to at least base
175 // Steepness factor of cliffs
177 b = rangelim(b, 0.0, 1000.0);
178 b = 5 * b * b * b * b * b * b * b;
179 b = rangelim(b, 0.5, 1000.0);
181 // Values 1.5...100 give quite horrible looking slopes
182 if (b > 1.5 && b < 100.0)
183 b = (b < 10.0) ? 1.5 : 100.0;
185 float a_off = -0.20; // Offset to more low
186 float a = 0.5 + b * (a_off + height_select);
187 a = rangelim(a, 0.0, 1.0); // Limit
189 return base * (1.0 - a) + higher * a;
193 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
197 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
198 p.X, 0.5, p.Y, 0.5, seed);
199 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
200 p.X, 0.5, p.Y, 0.5, seed);
201 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
202 p.X, 0.5, p.Y, 0.5, seed);
203 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
204 p.X, 0.5, p.Y, 0.5, seed);
206 return baseTerrainLevel(terrain_base, terrain_higher,
207 steepness, height_select);
211 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
212 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
213 return baseTerrainLevelFromMap(index);
217 float MapgenV6::baseTerrainLevelFromMap(int index) {
221 float terrain_base = noise_terrain_base->result[index];
222 float terrain_higher = noise_terrain_higher->result[index];
223 float steepness = noise_steepness->result[index];
224 float height_select = noise_height_select->result[index];
226 return baseTerrainLevel(terrain_base, terrain_higher,
227 steepness, height_select);
231 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
232 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
236 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
237 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
241 //////////////////////// Noise functions
243 float MapgenV6::getMudAmount(v2s16 p) {
244 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
245 return getMudAmount(index);
249 bool MapgenV6::getHaveBeach(v2s16 p) {
250 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
251 return getHaveBeach(index);
255 BiomeType MapgenV6::getBiome(v2s16 p) {
256 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
257 return getBiome(index, p);
261 float MapgenV6::getHumidity(v2s16 p)
263 /*double noise = noise2d_perlin(
264 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
265 seed+72384, 4, 0.66);
266 noise = (noise + 1.0)/2.0;*/
268 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
278 float MapgenV6::getTreeAmount(v2s16 p)
280 /*double noise = noise2d_perlin(
281 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
284 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
285 float zeroval = -0.39;
289 return 0.04 * (noise-zeroval) / (1.0-zeroval);
293 bool MapgenV6::getHaveAppleTree(v2s16 p)
295 /*is_apple_tree = noise2d_perlin(
296 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
297 data->seed+342902, 3, 0.45) > 0.2;*/
299 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
305 float MapgenV6::getMudAmount(int index)
308 return AVERAGE_MUD_AMOUNT;
310 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
311 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
312 seed+91013, 3, 0.55));*/
314 return noise_mud->result[index];
318 bool MapgenV6::getHaveBeach(int index)
320 // Determine whether to have sand here
321 /*double sandnoise = noise2d_perlin(
322 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
323 seed+59420, 3, 0.50);*/
325 float sandnoise = noise_beach->result[index];
326 return (sandnoise > freq_beach);
330 BiomeType MapgenV6::getBiome(int index, v2s16 p)
332 // Just do something very simple as for now
333 /*double d = noise2d_perlin(
334 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
335 seed+9130, 3, 0.50);*/
337 float d = noise_biome->result[index];
341 if ((flags & MGV6_BIOME_BLEND) &&
342 (d > freq_desert - 0.10) &&
343 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
350 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
352 s32 x=p.X, y=p.Y, z=p.Z;
353 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
357 //////////////////////// Map generator
359 void MapgenV6::makeChunk(BlockMakeData *data) {
360 assert(data->vmanip);
361 assert(data->nodedef);
362 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
363 data->blockpos_requested.Y >= data->blockpos_min.Y &&
364 data->blockpos_requested.Z >= data->blockpos_min.Z);
365 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
366 data->blockpos_requested.Y <= data->blockpos_max.Y &&
367 data->blockpos_requested.Z <= data->blockpos_max.Z);
369 this->generating = true;
370 this->vm = data->vmanip;
371 this->ndef = data->nodedef;
373 // Hack: use minimum block coords for old code that assumes a single block
374 v3s16 blockpos = data->blockpos_requested;
375 v3s16 blockpos_min = data->blockpos_min;
376 v3s16 blockpos_max = data->blockpos_max;
377 v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
378 v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
380 // Area of central chunk
381 node_min = blockpos_min*MAP_BLOCKSIZE;
382 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
384 // Full allocated area
385 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
386 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
388 central_area_size = node_max - node_min + v3s16(1,1,1);
389 assert(central_area_size.X == central_area_size.Z);
391 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
392 * (blockpos_max.Y - blockpos_min.Y + 1)
393 * (blockpos_max.Z - blockpos_max.Z + 1);
395 volume_nodes = volume_blocks *
396 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
398 // Create a block-specific seed
399 blockseed = get_blockseed(data->seed, full_node_min);
404 c_stone = ndef->getId("mapgen_stone");
405 c_dirt = ndef->getId("mapgen_dirt");
406 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
407 c_sand = ndef->getId("mapgen_sand");
408 c_water_source = ndef->getId("mapgen_water_source");
409 c_lava_source = ndef->getId("mapgen_lava_source");
410 c_gravel = ndef->getId("mapgen_gravel");
411 c_cobble = ndef->getId("mapgen_cobble");
412 c_desert_sand = ndef->getId("mapgen_desert_sand");
413 c_desert_stone = ndef->getId("mapgen_desert_stone");
414 if (c_desert_sand == CONTENT_IGNORE)
415 c_desert_sand = c_sand;
416 if (c_desert_stone == CONTENT_IGNORE)
417 c_desert_stone = c_stone;
419 // Maximum height of the stone surface and obstacles.
420 // This is used to guide the cave generation
421 s16 stone_surface_max_y;
423 // Generate general ground level to full area
424 stone_surface_max_y = generateGround();
428 const s16 max_spread_amount = MAP_BLOCKSIZE;
429 // Limit dirt flow area by 1 because mud is flown into neighbors.
430 s16 mudflow_minpos = -max_spread_amount + 1;
431 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
433 // Loop this part, it will make stuff look older and newer nicely
434 const u32 age_loops = 2;
435 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
436 // Make caves (this code is relatively horrible)
437 if (flags & MG_CAVES)
438 generateCaves(stone_surface_max_y);
440 // Add mud to the central chunk
443 // Add blobs of dirt and gravel underground
444 addDirtGravelBlobs();
446 // Flow mud away from steep edges
447 flowMud(mudflow_minpos, mudflow_maxpos);
452 if (flags & MG_DUNGEONS) {
453 DungeonGen dgen(ndef, data->seed, water_level);
454 dgen.generate(vm, blockseed, full_node_min, full_node_max);
457 // Add top and bottom side of water to transforming_liquid queue
458 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
463 // Generate some trees, and add grass, if a jungle
464 if (flags & MG_TREES)
465 placeTreesAndJungleGrass();
467 // Generate the registered ores
468 for (unsigned int i = 0; i != emerge->ores.size(); i++) {
469 Ore *ore = emerge->ores[i];
470 ore->placeOre(this, blockseed + i, node_min, node_max);
473 // Calculate lighting
474 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
475 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
477 this->generating = false;
481 void MapgenV6::calculateNoise() {
485 // Need to adjust for the original implementation's +.5 offset...
486 if (!(flags & MG_FLAT)) {
487 noise_terrain_base->perlinMap2D(
488 x + 0.5 * noise_terrain_base->np->spread.X,
489 z + 0.5 * noise_terrain_base->np->spread.Z);
490 noise_terrain_base->transformNoiseMap();
492 noise_terrain_higher->perlinMap2D(
493 x + 0.5 * noise_terrain_higher->np->spread.X,
494 z + 0.5 * noise_terrain_higher->np->spread.Z);
495 noise_terrain_higher->transformNoiseMap();
497 noise_steepness->perlinMap2D(
498 x + 0.5 * noise_steepness->np->spread.X,
499 z + 0.5 * noise_steepness->np->spread.Z);
500 noise_steepness->transformNoiseMap();
502 noise_height_select->perlinMap2D(
503 x + 0.5 * noise_height_select->np->spread.X,
504 z + 0.5 * noise_height_select->np->spread.Z);
506 noise_mud->perlinMap2D(
507 x + 0.5 * noise_mud->np->spread.X,
508 z + 0.5 * noise_mud->np->spread.Z);
509 noise_mud->transformNoiseMap();
512 noise_beach->perlinMap2D(
513 x + 0.2 * noise_beach->np->spread.X,
514 z + 0.7 * noise_beach->np->spread.Z);
516 noise_biome->perlinMap2D(
517 x + 0.6 * noise_biome->np->spread.X,
518 z + 0.2 * noise_biome->np->spread.Z);
522 int MapgenV6::generateGround() {
523 //TimeTaker timer1("Generating ground level");
524 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
525 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
526 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
529 for (s16 z = node_min.Z; z <= node_max.Z; z++)
530 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
532 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
535 if (surface_y > stone_surface_max_y)
536 stone_surface_max_y = surface_y;
538 BiomeType bt = getBiome(index, v2s16(x, z));
540 // Fill ground with stone
541 v3s16 em = vm->m_area.getExtent();
542 u32 i = vm->m_area.index(x, node_min.Y, z);
543 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
544 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
545 if (y <= surface_y) {
546 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
547 n_desert_stone : n_stone;
548 } else if (y <= water_level) {
549 vm->m_data[i] = n_water_source;
551 vm->m_data[i] = n_air;
554 vm->m_area.add_y(em, i, 1);
558 return stone_surface_max_y;
562 void MapgenV6::addMud() {
564 //TimeTaker timer1("add mud");
565 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
566 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
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++) {
572 // Randomize mud amount
573 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
576 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
578 // Handle area not found
579 if (surface_y == vm->m_area.MinEdge.Y - 1)
582 BiomeType bt = getBiome(index, v2s16(x, z));
583 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
585 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
587 } else if (mud_add_amount <= 0) {
588 mud_add_amount = 1 - mud_add_amount;
590 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
591 surface_y + mud_add_amount <= water_level + 2) {
595 if (bt == BT_DESERT && surface_y > 20)
596 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
598 // If topmost node is grass, change it to mud. It might be if it was
599 // flown to there from a neighboring chunk and then converted.
600 u32 i = vm->m_area.index(x, surface_y, z);
601 if (vm->m_data[i].getContent() == c_dirt_with_grass)
602 vm->m_data[i] = n_dirt;
606 v3s16 em = vm->m_area.getExtent();
607 s16 y_start = surface_y + 1;
608 i = vm->m_area.index(x, y_start, z);
609 for (s16 y = y_start; y <= node_max.Y; y++) {
610 if (mudcount >= mud_add_amount)
613 vm->m_data[i] = addnode;
616 vm->m_area.add_y(em, i, 1);
622 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
624 TimeTaker timer1("flow mud");
626 // Iterate a few times
627 for(s16 k = 0; k < 3; k++) {
628 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
629 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
630 // Invert coordinates every 2nd iteration
632 x = mudflow_maxpos - (x - mudflow_minpos);
633 z = mudflow_maxpos - (z - mudflow_minpos);
636 // Node position in 2d
637 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
639 v3s16 em = vm->m_area.getExtent();
640 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
643 while(y >= node_min.Y)
650 for(; y >= node_min.Y; y--) {
652 if (n->getContent() == c_dirt ||
653 n->getContent() == c_dirt_with_grass ||
654 n->getContent() == c_gravel)
657 vm->m_area.add_y(em, i, -1);
660 // Stop if out of area
661 //if(vmanip.m_area.contains(i) == false)
665 if (n->getContent() == c_dirt ||
666 n->getContent() == c_dirt_with_grass)
668 // Make it exactly mud
669 n->setContent(c_dirt);
671 // Don't flow it if the stuff under it is not mud
674 vm->m_area.add_y(em, i2, -1);
675 // Cancel if out of area
676 if(vm->m_area.contains(i2) == false)
678 MapNode *n2 = &vm->m_data[i2];
679 if (n2->getContent() != c_dirt &&
680 n2->getContent() != c_dirt_with_grass)
686 v3s16(0,0,1), // back
687 v3s16(1,0,0), // right
688 v3s16(0,0,-1), // front
689 v3s16(-1,0,0), // left
692 // Check that upper is air or doesn't exist.
693 // Cancel dropping if upper keeps it in place
695 vm->m_area.add_y(em, i3, 1);
696 if (vm->m_area.contains(i3) == true &&
697 ndef->get(vm->m_data[i3]).walkable)
701 for(u32 di=0; di<4; di++) {
702 v3s16 dirp = dirs4[di];
705 vm->m_area.add_p(em, i2, dirp);
706 // Fail if out of area
707 if (vm->m_area.contains(i2) == false)
709 // Check that side is air
710 MapNode *n2 = &vm->m_data[i2];
711 if (ndef->get(*n2).walkable)
713 // Check that under side is air
714 vm->m_area.add_y(em, i2, -1);
715 if (vm->m_area.contains(i2) == false)
717 n2 = &vm->m_data[i2];
718 if (ndef->get(*n2).walkable)
720 // Loop further down until not air
721 bool dropped_to_unknown = false;
723 vm->m_area.add_y(em, i2, -1);
724 n2 = &vm->m_data[i2];
725 // if out of known area
726 if(vm->m_area.contains(i2) == false ||
727 n2->getContent() == CONTENT_IGNORE) {
728 dropped_to_unknown = true;
731 } while (ndef->get(*n2).walkable == false);
732 // Loop one up so that we're in air
733 vm->m_area.add_y(em, i2, 1);
734 n2 = &vm->m_data[i2];
736 bool old_is_water = (n->getContent() == c_water_source);
737 // Move mud to new place
738 if (!dropped_to_unknown) {
740 // Set old place to be air (or water)
742 *n = MapNode(c_water_source);
744 *n = MapNode(CONTENT_AIR);
757 void MapgenV6::addDirtGravelBlobs() {
758 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
761 PseudoRandom pr(blockseed + 983);
762 for (int i = 0; i < volume_nodes/10/10/10; i++) {
763 bool only_fill_cave = (myrand_range(0,1) != 0);
770 pr.range(node_min.X, node_max.X) - size.X / 2,
771 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
772 pr.range(node_min.Z, node_max.Z) - size.Z / 2
775 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
776 for (int z1 = 0; z1 < size.Z; z1++)
777 for (int y1 = 0; y1 < size.Y; y1++)
778 for (int x1 = 0; x1 < size.X; x1++) {
779 v3s16 p = p0 + v3s16(x1, y1, z1);
780 u32 i = vm->m_area.index(p);
781 if (!vm->m_area.contains(i))
783 // Cancel if not stone and not cave air
784 if (vm->m_data[i].getContent() != c_stone &&
785 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
787 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
795 void MapgenV6::placeTreesAndJungleGrass() {
796 //TimeTaker t("placeTrees");
797 if (node_max.Y < water_level)
800 PseudoRandom grassrandom(blockseed + 53);
801 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
802 // if we don't have junglegrass, don't place cignore... that's bad
803 if (c_junglegrass == CONTENT_IGNORE)
804 c_junglegrass = CONTENT_AIR;
805 MapNode n_junglegrass(c_junglegrass);
806 v3s16 em = vm->m_area.getExtent();
808 // Divide area into parts
810 s16 sidelen = central_area_size.X / div;
811 double area = sidelen * sidelen;
813 // N.B. We must add jungle grass first, since tree leaves will
814 // obstruct the ground, giving us a false ground level
815 for (s16 z0 = 0; z0 < div; z0++)
816 for (s16 x0 = 0; x0 < div; x0++) {
817 // Center position of part of division
819 node_min.X + sidelen / 2 + sidelen * x0,
820 node_min.Z + sidelen / 2 + sidelen * z0
822 // Minimum edge of part of division
824 node_min.X + sidelen * x0,
825 node_min.Z + sidelen * z0
827 // Maximum edge of part of division
829 node_min.X + sidelen + sidelen * x0 - 1,
830 node_min.Z + sidelen + sidelen * z0 - 1
833 // Amount of trees, jungle area
834 u32 tree_count = area * getTreeAmount(p2d_center);
837 bool is_jungle = false;
838 if (flags & MGV6_JUNGLES) {
839 humidity = getHumidity(p2d_center);
840 if (humidity > 0.75) {
848 u32 grass_count = 5 * humidity * tree_count;
849 for (u32 i = 0; i < grass_count; i++) {
850 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
851 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
853 s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
854 if (y < water_level || y < node_min.Y || y > node_max.Y)
857 u32 vi = vm->m_area.index(x, y, z);
858 // place on dirt_with_grass, since we know it is exposed to sunlight
859 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
860 vm->m_area.add_y(em, vi, 1);
861 vm->m_data[vi] = n_junglegrass;
866 // Put trees in random places on part of division
867 for (u32 i = 0; i < tree_count; i++) {
868 s16 x = myrand_range(p2d_min.X, p2d_max.X);
869 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
870 s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
871 // Don't make a tree under water level
872 // Don't make a tree so high that it doesn't fit
873 if(y < water_level || y > node_max.Y - 6)
877 // Trees grow only on mud and grass
879 u32 i = vm->m_area.index(p);
880 MapNode *n = &vm->m_data[i];
881 if (n->getContent() != c_dirt &&
882 n->getContent() != c_dirt_with_grass)
889 treegen::make_jungletree(*vm, p, ndef, myrand());
891 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
892 getHaveAppleTree(v2s16(x, z));
893 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
897 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
901 void MapgenV6::growGrass() {
902 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
903 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
904 // Find the lowest surface to which enough light ends up to make
905 // grass grow. Basically just wait until not air and not leaves.
908 v3s16 em = vm->m_area.getExtent();
909 u32 i = vm->m_area.index(x, node_max.Y, z);
911 // Go to ground level
912 for (y = node_max.Y; y >= full_node_min.Y; y--) {
913 MapNode &n = vm->m_data[i];
914 if (ndef->get(n).param_type != CPT_LIGHT ||
915 ndef->get(n).liquid_type != LIQUID_NONE)
917 vm->m_area.add_y(em, i, -1);
919 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
922 u32 i = vm->m_area.index(x, surface_y, z);
923 MapNode *n = &vm->m_data[i];
924 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
925 n->setContent(c_dirt_with_grass);
930 void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
931 v3s16 node_min, bool large_cave) {
932 cave.min_tunnel_diameter = 2;
933 cave.max_tunnel_diameter = ps.range(2,6);
934 cave.dswitchint = ps.range(1,14);
935 cave.flooded = true; //large_cave && ps.range(0,4);
937 cave.part_max_length_rs = ps.range(2,4);
938 cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
939 cave.min_tunnel_diameter = 5;
940 cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
942 cave.part_max_length_rs = ps.range(2,9);
943 cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
945 cave.large_cave_is_flat = (ps.range(0,1) == 0);
949 void MapgenV6::generateCaves(int max_stone_y) {
951 //TimeTaker timer1("caves");
953 /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
954 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
955 data->seed+34329, 3, 0.50);*/
956 const s16 max_spread_amount = MAP_BLOCKSIZE;
957 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
959 cave_amount = MYMAX(0.0, cave_amount);
960 u32 caves_count = cave_amount * volume_nodes / 50000;
961 u32 bruises_count = 1;
962 PseudoRandom ps(blockseed + 21343);
963 PseudoRandom ps2(blockseed + 1032);
965 if (ps.range(1, 6) == 1)
966 bruises_count = ps.range(0, ps.range(0, 2));
968 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
973 for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
974 /*int avg_height = (int)
975 ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
976 base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
977 if ((node_max.Y + node_min.Y) / 2 > avg_height)
980 bool large_cave = (jj >= caves_count);
983 defineCave(cave, ps, node_min, large_cave);
985 v3f main_direction(0,0,0);
987 // Allowed route area size in nodes
988 v3s16 ar = central_area_size;
990 // Area starting point in nodes
994 //(this should be more than the maximum radius of the tunnel)
996 s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
997 ar += v3s16(1,0,1) * more * 2;
998 of -= v3s16(1,0,1) * more;
1000 s16 route_y_min = 0;
1001 // Allow half a diameter + 7 over stone surface
1002 s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
1004 // Limit maximum to area
1005 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
1010 if(node_min.Y < water_level && node_max.Y > water_level)
1012 min = water_level - cave.max_tunnel_diameter/3 - of.Y;
1013 route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
1015 route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
1016 route_y_min = rangelim(route_y_min, 0, route_y_max);
1019 s16 route_start_y_min = route_y_min;
1020 s16 route_start_y_max = route_y_max;
1022 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
1023 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
1025 // Randomize starting position
1027 (float)(ps.next()%ar.X)+0.5,
1028 (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
1029 (float)(ps.next()%ar.Z)+0.5
1032 v3s16 startp(orp.X, orp.Y, orp.Z);
1035 MapNode airnode(CONTENT_AIR);
1036 MapNode waternode(c_water_source);
1037 MapNode lavanode(c_lava_source);
1040 Generate some tunnel starting from orp
1043 for(u16 j=0; j<cave.tunnel_routepoints; j++)
1045 if(j%cave.dswitchint==0 && large_cave == false)
1047 main_direction = v3f(
1048 ((float)(ps.next()%20)-(float)10)/10,
1049 ((float)(ps.next()%20)-(float)10)/30,
1050 ((float)(ps.next()%20)-(float)10)/10
1052 main_direction *= (float)ps.range(0, 10)/10;
1056 s16 min_d = cave.min_tunnel_diameter;
1057 s16 max_d = cave.max_tunnel_diameter;
1058 s16 rs = ps.range(min_d, max_d);
1060 // Every second section is rough
1061 bool randomize_xz = (ps2.range(1,2) == 1);
1067 rs*cave.part_max_length_rs,
1068 rs*cave.part_max_length_rs/2,
1069 rs*cave.part_max_length_rs
1075 rs*cave.part_max_length_rs,
1076 ps.range(1, rs*cave.part_max_length_rs),
1077 rs*cave.part_max_length_rs
1084 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1085 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1086 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1089 // Jump downward sometimes
1090 if(!large_cave && ps.range(0,12) == 0)
1093 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1094 (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1095 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1101 s16 h = find_ground_level_clever(vmanip,
1102 v2s16(p.X, p.Z), ndef);
1103 route_y_min = h - rs/3;
1104 route_y_max = h + rs;
1107 vec += main_direction;
1112 else if(rp.X >= ar.X)
1114 if(rp.Y < route_y_min)
1116 else if(rp.Y >= route_y_max)
1117 rp.Y = route_y_max-1;
1120 else if(rp.Z >= ar.Z)
1124 float veclen = vec.getLength();
1125 // As odd as it sounds, veclen is *exactly*
1126 // 0.0 sometimes, causing a FPE
1130 for(float f=0; f<1.0; f+=1.0/veclen)
1132 v3f fp = orp + vec * f;
1133 fp.X += 0.1*ps.range(-10,10);
1134 fp.Z += 0.1*ps.range(-10,10);
1135 v3s16 cp(fp.X, fp.Y, fp.Z);
1140 d0 += ps.range(-1,1);
1141 d1 += ps.range(-1,1);
1143 for(s16 z0=d0; z0<=d1; z0++)
1145 s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1146 for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1148 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1149 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1150 for(s16 y0=-si2; y0<=si2; y0++)
1152 /*// Make better floors in small caves
1153 if(y0 <= -rs/2 && rs<=7)
1155 if (cave.large_cave_is_flat) {
1156 // Make large caves not so tall
1157 if (rs > 7 && abs(y0) >= rs/3)
1167 if(vm->m_area.contains(p) == false)
1170 u32 i = vm->m_area.index(p);
1173 if (cave.flooded && full_node_min.Y < water_level &&
1174 full_node_max.Y > water_level) {
1175 if (p.Y <= water_level)
1176 vm->m_data[i] = waternode;
1178 vm->m_data[i] = airnode;
1179 } else if (cave.flooded && full_node_max.Y < water_level) {
1180 if (p.Y < startp.Y - 2)
1181 vm->m_data[i] = lavanode;
1183 vm->m_data[i] = airnode;
1185 vm->m_data[i] = airnode;
1188 // Don't replace air or water or lava or ignore
1189 if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
1190 vm->m_data[i].getContent() == CONTENT_AIR ||
1191 vm->m_data[i].getContent() == c_water_source ||
1192 vm->m_data[i].getContent() == c_lava_source)
1195 vm->m_data[i] = airnode;
1198 vm->m_flags[i] |= VMANIP_FLAG_CAVE;