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) {
68 this->generating = false;
71 this->seed = (int)params->seed;
72 this->water_level = params->water_level;
73 this->flags = params->flags;
74 this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
76 this->freq_desert = params->freq_desert;
77 this->freq_beach = params->freq_beach;
79 this->ystride = csize.X; //////fix this
81 np_cave = params->np_cave;
82 np_humidity = params->np_humidity;
83 np_trees = params->np_trees;
84 np_apple_trees = params->np_apple_trees;
86 noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
87 noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
88 noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
89 noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
90 noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
91 noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
92 noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
96 MapgenV6::~MapgenV6() {
97 delete noise_terrain_base;
98 delete noise_terrain_higher;
99 delete noise_steepness;
100 delete noise_height_select;
107 //////////////////////// Some helper functions for the map generator
109 // Returns Y one under area minimum if not found
110 s16 MapgenV6::find_ground_level(v2s16 p2d) {
111 v3s16 em = vm->m_area.getExtent();
112 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
113 s16 y_nodes_min = vm->m_area.MinEdge.Y;
114 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
117 for (y = y_nodes_max; y >= y_nodes_min; y--) {
118 MapNode &n = vm->m_data[i];
119 if(ndef->get(n).walkable)
122 vm->m_area.add_y(em, i, -1);
124 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
127 // Returns Y one under area minimum if not found
128 s16 MapgenV6::find_stone_level(v2s16 p2d) {
129 v3s16 em = vm->m_area.getExtent();
130 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
131 s16 y_nodes_min = vm->m_area.MinEdge.Y;
132 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
135 for (y = y_nodes_max; y >= y_nodes_min; y--) {
136 MapNode &n = vm->m_data[i];
137 content_t c = n.getContent();
138 if (c != CONTENT_IGNORE && (
139 c == c_stone || c == c_desert_stone))
142 vm->m_area.add_y(em, i, -1);
144 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
148 // Required by mapgen.h
149 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
151 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
152 seed, v2s16(blockpos.X, blockpos.Z));*/
153 // Nah, this is just a heuristic, just return something
154 s16 minimum_groundlevel = water_level;
156 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
163 //////////////////////// Base terrain height functions
165 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
166 float steepness, float height_select) {
167 float base = water_level + terrain_base;
168 float higher = water_level + terrain_higher;
170 // Limit higher ground level to at least base
174 // Steepness factor of cliffs
176 b = rangelim(b, 0.0, 1000.0);
177 b = 5 * b * b * b * b * b * b * b;
178 b = rangelim(b, 0.5, 1000.0);
180 // Values 1.5...100 give quite horrible looking slopes
181 if (b > 1.5 && b < 100.0)
182 b = (b < 10.0) ? 1.5 : 100.0;
184 float a_off = -0.20; // Offset to more low
185 float a = 0.5 + b * (a_off + height_select);
186 a = rangelim(a, 0.0, 1.0); // Limit
188 return base * (1.0 - a) + higher * a;
192 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
196 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
197 p.X, 0.5, p.Y, 0.5, seed);
198 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
199 p.X, 0.5, p.Y, 0.5, seed);
200 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
201 p.X, 0.5, p.Y, 0.5, seed);
202 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
203 p.X, 0.5, p.Y, 0.5, seed);
205 return baseTerrainLevel(terrain_base, terrain_higher,
206 steepness, height_select);
210 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
211 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
212 return baseTerrainLevelFromMap(index);
216 float MapgenV6::baseTerrainLevelFromMap(int index) {
220 float terrain_base = noise_terrain_base->result[index];
221 float terrain_higher = noise_terrain_higher->result[index];
222 float steepness = noise_steepness->result[index];
223 float height_select = noise_height_select->result[index];
225 return baseTerrainLevel(terrain_base, terrain_higher,
226 steepness, height_select);
230 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
231 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
235 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
236 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
240 //////////////////////// Noise functions
242 float MapgenV6::getMudAmount(v2s16 p) {
243 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
244 return getMudAmount(index);
248 bool MapgenV6::getHaveBeach(v2s16 p) {
249 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
250 return getHaveBeach(index);
254 BiomeType MapgenV6::getBiome(v2s16 p) {
255 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
256 return getBiome(index, p);
260 float MapgenV6::getHumidity(v2s16 p)
262 /*double noise = noise2d_perlin(
263 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
264 seed+72384, 4, 0.66);
265 noise = (noise + 1.0)/2.0;*/
267 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
277 float MapgenV6::getTreeAmount(v2s16 p)
279 /*double noise = noise2d_perlin(
280 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
283 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
284 float zeroval = -0.39;
288 return 0.04 * (noise-zeroval) / (1.0-zeroval);
292 bool MapgenV6::getHaveAppleTree(v2s16 p)
294 /*is_apple_tree = noise2d_perlin(
295 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
296 data->seed+342902, 3, 0.45) > 0.2;*/
298 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
304 float MapgenV6::getMudAmount(int index)
307 return AVERAGE_MUD_AMOUNT;
309 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
310 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
311 seed+91013, 3, 0.55));*/
313 return noise_mud->result[index];
317 bool MapgenV6::getHaveBeach(int index)
319 // Determine whether to have sand here
320 /*double sandnoise = noise2d_perlin(
321 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
322 seed+59420, 3, 0.50);*/
324 float sandnoise = noise_beach->result[index];
325 return (sandnoise > freq_beach);
329 BiomeType MapgenV6::getBiome(int index, v2s16 p)
331 // Just do something very simple as for now
332 /*double d = noise2d_perlin(
333 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
334 seed+9130, 3, 0.50);*/
336 float d = noise_biome->result[index];
340 if ((flags & MGV6_BIOME_BLEND) &&
341 (d > freq_desert - 0.10) &&
342 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
349 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
351 s32 x=p.X, y=p.Y, z=p.Z;
352 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
356 //////////////////////// Map generator
358 void MapgenV6::makeChunk(BlockMakeData *data) {
359 assert(data->vmanip);
360 assert(data->nodedef);
361 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
362 data->blockpos_requested.Y >= data->blockpos_min.Y &&
363 data->blockpos_requested.Z >= data->blockpos_min.Z);
364 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
365 data->blockpos_requested.Y <= data->blockpos_max.Y &&
366 data->blockpos_requested.Z <= data->blockpos_max.Z);
368 this->generating = true;
369 this->vm = data->vmanip;
370 this->ndef = data->nodedef;
372 // Hack: use minimum block coords for old code that assumes a single block
373 v3s16 blockpos = data->blockpos_requested;
374 v3s16 blockpos_min = data->blockpos_min;
375 v3s16 blockpos_max = data->blockpos_max;
376 v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
377 v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
379 // Area of central chunk
380 node_min = blockpos_min*MAP_BLOCKSIZE;
381 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
383 // Full allocated area
384 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
385 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
387 central_area_size = node_max - node_min + v3s16(1,1,1);
388 assert(central_area_size.X == central_area_size.Z);
390 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
391 * (blockpos_max.Y - blockpos_min.Y + 1)
392 * (blockpos_max.Z - blockpos_max.Z + 1);
394 volume_nodes = volume_blocks *
395 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
397 // Create a block-specific seed
398 blockseed = get_blockseed(data->seed, full_node_min);
403 c_stone = ndef->getId("mapgen_stone");
404 c_dirt = ndef->getId("mapgen_dirt");
405 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
406 c_sand = ndef->getId("mapgen_sand");
407 c_water_source = ndef->getId("mapgen_water_source");
408 c_lava_source = ndef->getId("mapgen_lava_source");
409 c_gravel = ndef->getId("mapgen_gravel");
410 c_cobble = ndef->getId("mapgen_cobble");
411 c_desert_sand = ndef->getId("mapgen_desert_sand");
412 c_desert_stone = ndef->getId("mapgen_desert_stone");
413 if (c_desert_sand == CONTENT_IGNORE)
414 c_desert_sand = c_sand;
415 if (c_desert_stone == CONTENT_IGNORE)
416 c_desert_stone = c_stone;
418 // Maximum height of the stone surface and obstacles.
419 // This is used to guide the cave generation
420 s16 stone_surface_max_y;
422 // Generate general ground level to full area
423 stone_surface_max_y = generateGround();
425 const s16 max_spread_amount = MAP_BLOCKSIZE;
426 // Limit dirt flow area by 1 because mud is flown into neighbors.
427 s16 mudflow_minpos = -max_spread_amount + 1;
428 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
430 // Loop this part, it will make stuff look older and newer nicely
431 const u32 age_loops = 2;
432 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
433 // Make caves (this code is relatively horrible)
434 if (flags & MG_CAVES)
435 generateCaves(stone_surface_max_y);
437 // Add mud to the central chunk
440 // Add blobs of dirt and gravel underground
441 addDirtGravelBlobs();
443 // Flow mud away from steep edges
444 flowMud(mudflow_minpos, mudflow_maxpos);
449 if (flags & MG_DUNGEONS) {
450 DungeonGen dgen(ndef, data->seed, water_level);
451 dgen.generate(vm, blockseed, full_node_min, full_node_max);
454 // Add top and bottom side of water to transforming_liquid queue
455 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
460 // Generate some trees
461 if (flags & MG_TREES)
464 // Calculate lighting
465 updateLighting(node_min, node_max);
467 this->generating = false;
471 void MapgenV6::calculateNoise() {
475 // Need to adjust for the original implementation's +.5 offset...
476 if (!(flags & MG_FLAT)) {
477 noise_terrain_base->perlinMap2D(
478 x + 0.5 * noise_terrain_base->np->spread.X,
479 z + 0.5 * noise_terrain_base->np->spread.Z);
480 noise_terrain_base->transformNoiseMap();
482 noise_terrain_higher->perlinMap2D(
483 x + 0.5 * noise_terrain_higher->np->spread.X,
484 z + 0.5 * noise_terrain_higher->np->spread.Z);
485 noise_terrain_higher->transformNoiseMap();
487 noise_steepness->perlinMap2D(
488 x + 0.5 * noise_steepness->np->spread.X,
489 z + 0.5 * noise_steepness->np->spread.Z);
490 noise_steepness->transformNoiseMap();
492 noise_height_select->perlinMap2D(
493 x + 0.5 * noise_height_select->np->spread.X,
494 z + 0.5 * noise_height_select->np->spread.Z);
497 if (!(flags & MG_FLAT)) {
498 noise_mud->perlinMap2D(
499 x + 0.5 * noise_mud->np->spread.X,
500 z + 0.5 * noise_mud->np->spread.Z);
501 noise_mud->transformNoiseMap();
503 noise_beach->perlinMap2D(
504 x + 0.2 * noise_beach->np->spread.X,
505 z + 0.7 * noise_beach->np->spread.Z);
507 noise_biome->perlinMap2D(
508 x + 0.6 * noise_biome->np->spread.X,
509 z + 0.2 * noise_biome->np->spread.Z);
513 int MapgenV6::generateGround() {
514 //TimeTaker timer1("Generating ground level");
515 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
516 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
517 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
520 for (s16 z = node_min.Z; z <= node_max.Z; z++)
521 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
523 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
526 if (surface_y > stone_surface_max_y)
527 stone_surface_max_y = surface_y;
529 BiomeType bt = getBiome(index, v2s16(x, z));
531 // Fill ground with stone
532 v3s16 em = vm->m_area.getExtent();
533 u32 i = vm->m_area.index(x, node_min.Y, z);
534 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
535 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
536 if (y <= surface_y) {
537 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
538 n_desert_stone : n_stone;
539 } else if (y <= water_level) {
540 vm->m_data[i] = n_water_source;
542 vm->m_data[i] = n_air;
545 vm->m_area.add_y(em, i, 1);
549 return stone_surface_max_y;
553 void MapgenV6::addMud() {
555 //TimeTaker timer1("add mud");
556 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
557 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
561 for (s16 z = node_min.Z; z <= node_max.Z; z++)
562 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
563 // Randomize mud amount
564 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
567 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
569 // Handle area not found
570 if (surface_y == vm->m_area.MinEdge.Y - 1)
573 BiomeType bt = getBiome(index, v2s16(x, z));
574 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
576 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
578 } else if (mud_add_amount <= 0) {
579 mud_add_amount = 1 - mud_add_amount;
581 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
582 surface_y + mud_add_amount <= water_level + 2) {
586 if (bt == BT_DESERT && surface_y > 20)
587 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
589 // If topmost node is grass, change it to mud. It might be if it was
590 // flown to there from a neighboring chunk and then converted.
591 u32 i = vm->m_area.index(x, surface_y, z);
592 if (vm->m_data[i].getContent() == c_dirt_with_grass)
593 vm->m_data[i] = n_dirt;
597 v3s16 em = vm->m_area.getExtent();
598 s16 y_start = surface_y + 1;
599 i = vm->m_area.index(x, y_start, z);
600 for (s16 y = y_start; y <= node_max.Y; y++) {
601 if (mudcount >= mud_add_amount)
604 vm->m_data[i] = addnode;
607 vm->m_area.add_y(em, i, 1);
613 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
615 TimeTaker timer1("flow mud");
617 // Iterate a few times
618 for(s16 k = 0; k < 3; k++) {
619 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
620 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
621 // Invert coordinates every 2nd iteration
623 x = mudflow_maxpos - (x - mudflow_minpos);
624 z = mudflow_maxpos - (z - mudflow_minpos);
627 // Node position in 2d
628 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
630 v3s16 em = vm->m_area.getExtent();
631 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
634 while(y >= node_min.Y)
641 for(; y >= node_min.Y; y--) {
643 if (n->getContent() == c_dirt ||
644 n->getContent() == c_dirt_with_grass ||
645 n->getContent() == c_gravel)
648 vm->m_area.add_y(em, i, -1);
651 // Stop if out of area
652 //if(vmanip.m_area.contains(i) == false)
656 if (n->getContent() == c_dirt ||
657 n->getContent() == c_dirt_with_grass)
659 // Make it exactly mud
660 n->setContent(c_dirt);
662 // Don't flow it if the stuff under it is not mud
665 vm->m_area.add_y(em, i2, -1);
666 // Cancel if out of area
667 if(vm->m_area.contains(i2) == false)
669 MapNode *n2 = &vm->m_data[i2];
670 if (n2->getContent() != c_dirt &&
671 n2->getContent() != c_dirt_with_grass)
677 v3s16(0,0,1), // back
678 v3s16(1,0,0), // right
679 v3s16(0,0,-1), // front
680 v3s16(-1,0,0), // left
683 // Check that upper is air or doesn't exist.
684 // Cancel dropping if upper keeps it in place
686 vm->m_area.add_y(em, i3, 1);
687 if (vm->m_area.contains(i3) == true &&
688 ndef->get(vm->m_data[i3]).walkable)
692 for(u32 di=0; di<4; di++) {
693 v3s16 dirp = dirs4[di];
696 vm->m_area.add_p(em, i2, dirp);
697 // Fail if out of area
698 if (vm->m_area.contains(i2) == false)
700 // Check that side is air
701 MapNode *n2 = &vm->m_data[i2];
702 if (ndef->get(*n2).walkable)
704 // Check that under side is air
705 vm->m_area.add_y(em, i2, -1);
706 if (vm->m_area.contains(i2) == false)
708 n2 = &vm->m_data[i2];
709 if (ndef->get(*n2).walkable)
711 // Loop further down until not air
712 bool dropped_to_unknown = false;
714 vm->m_area.add_y(em, i2, -1);
715 n2 = &vm->m_data[i2];
716 // if out of known area
717 if(vm->m_area.contains(i2) == false ||
718 n2->getContent() == CONTENT_IGNORE) {
719 dropped_to_unknown = true;
722 } while (ndef->get(*n2).walkable == false);
723 // Loop one up so that we're in air
724 vm->m_area.add_y(em, i2, 1);
725 n2 = &vm->m_data[i2];
727 bool old_is_water = (n->getContent() == c_water_source);
728 // Move mud to new place
729 if (!dropped_to_unknown) {
731 // Set old place to be air (or water)
733 *n = MapNode(c_water_source);
735 *n = MapNode(CONTENT_AIR);
748 void MapgenV6::addDirtGravelBlobs() {
749 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
752 PseudoRandom pr(blockseed + 983);
753 for (int i = 0; i < volume_nodes/10/10/10; i++) {
754 bool only_fill_cave = (myrand_range(0,1) != 0);
761 pr.range(node_min.X, node_max.X) - size.X / 2,
762 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
763 pr.range(node_min.Z, node_max.Z) - size.Z / 2
766 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
767 for (int z1 = 0; z1 < size.Z; z1++)
768 for (int y1 = 0; y1 < size.Y; y1++)
769 for (int x1 = 0; x1 < size.X; x1++) {
770 v3s16 p = p0 + v3s16(x1, y1, z1);
771 u32 i = vm->m_area.index(p);
772 if (!vm->m_area.contains(i))
774 // Cancel if not stone and not cave air
775 if (vm->m_data[i].getContent() != c_stone &&
776 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
778 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
786 void MapgenV6::placeTrees() {
787 //TimeTaker t("placeTrees");
789 // Divide area into parts
791 s16 sidelen = central_area_size.X / div;
792 double area = sidelen * sidelen;
794 for (s16 z0 = 0; z0 < div; z0++)
795 for (s16 x0 = 0; x0 < div; x0++) {
796 // Center position of part of division
798 node_min.X + sidelen / 2 + sidelen * x0,
799 node_min.Z + sidelen / 2 + sidelen * z0
801 // Minimum edge of part of division
803 node_min.X + sidelen * x0,
804 node_min.Z + sidelen * z0
806 // Maximum edge of part of division
808 node_min.X + sidelen + sidelen * x0 - 1,
809 node_min.Z + sidelen + sidelen * z0 - 1
812 // Amount of trees, jungle area
813 u32 tree_count = area * getTreeAmount(p2d_center);
814 bool is_jungle = (flags & MGV6_JUNGLES) && (getHumidity(p2d_center) > 0.75);
818 // Put trees in random places on part of division
819 for (u32 i = 0; i < tree_count; i++) {
820 s16 x = myrand_range(p2d_min.X, p2d_max.X);
821 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
822 s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
823 // Don't make a tree under water level
824 // Don't make a tree so high that it doesn't fit
825 if(y < water_level || y > node_max.Y - 6)
829 // Trees grow only on mud and grass
831 u32 i = vm->m_area.index(p);
832 MapNode *n = &vm->m_data[i];
833 if (n->getContent() != c_dirt &&
834 n->getContent() != c_dirt_with_grass)
841 treegen::make_jungletree(*vm, p, ndef, myrand());
843 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
844 getHaveAppleTree(v2s16(x, z));
845 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
849 //printf("placeTrees: %dms\n", t.stop());
853 void MapgenV6::growGrass() {
854 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
855 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
856 // Find the lowest surface to which enough light ends up to make
857 // grass grow. Basically just wait until not air and not leaves.
860 v3s16 em = vm->m_area.getExtent();
861 u32 i = vm->m_area.index(x, node_max.Y, z);
863 // Go to ground level
864 for (y = node_max.Y; y >= full_node_min.Y; y--) {
865 MapNode &n = vm->m_data[i];
866 if (ndef->get(n).param_type != CPT_LIGHT ||
867 ndef->get(n).liquid_type != LIQUID_NONE)
869 vm->m_area.add_y(em, i, -1);
871 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
874 u32 i = vm->m_area.index(x, surface_y, z);
875 MapNode *n = &vm->m_data[i];
876 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
877 n->setContent(c_dirt_with_grass);
881 void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
882 v3s16 node_min, bool large_cave) {
883 cave.min_tunnel_diameter = 2;
884 cave.max_tunnel_diameter = ps.range(2,6);
885 cave.dswitchint = ps.range(1,14);
886 cave.flooded = true; //large_cave && ps.range(0,4);
888 cave.part_max_length_rs = ps.range(2,4);
889 cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
890 cave.min_tunnel_diameter = 5;
891 cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
893 cave.part_max_length_rs = ps.range(2,9);
894 cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
896 cave.large_cave_is_flat = (ps.range(0,1) == 0);
900 void MapgenV6::generateCaves(int max_stone_y) {
902 //TimeTaker timer1("caves");
904 /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
905 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
906 data->seed+34329, 3, 0.50);*/
907 const s16 max_spread_amount = MAP_BLOCKSIZE;
908 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
910 cave_amount = MYMAX(0.0, cave_amount);
911 u32 caves_count = cave_amount * volume_nodes / 50000;
912 u32 bruises_count = 1;
913 PseudoRandom ps(blockseed + 21343);
914 PseudoRandom ps2(blockseed + 1032);
916 if (ps.range(1, 6) == 1)
917 bruises_count = ps.range(0, ps.range(0, 2));
919 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
924 for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
925 /*int avg_height = (int)
926 ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
927 base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
928 if ((node_max.Y + node_min.Y) / 2 > avg_height)
931 bool large_cave = (jj >= caves_count);
934 defineCave(cave, ps, node_min, large_cave);
936 v3f main_direction(0,0,0);
938 // Allowed route area size in nodes
939 v3s16 ar = central_area_size;
941 // Area starting point in nodes
945 //(this should be more than the maximum radius of the tunnel)
947 s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
948 ar += v3s16(1,0,1) * more * 2;
949 of -= v3s16(1,0,1) * more;
952 // Allow half a diameter + 7 over stone surface
953 s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
955 // Limit maximum to area
956 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
961 if(node_min.Y < water_level && node_max.Y > water_level)
963 min = water_level - cave.max_tunnel_diameter/3 - of.Y;
964 route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
966 route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
967 route_y_min = rangelim(route_y_min, 0, route_y_max);
970 s16 route_start_y_min = route_y_min;
971 s16 route_start_y_max = route_y_max;
973 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
974 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
976 // Randomize starting position
978 (float)(ps.next()%ar.X)+0.5,
979 (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
980 (float)(ps.next()%ar.Z)+0.5
983 v3s16 startp(orp.X, orp.Y, orp.Z);
986 MapNode airnode(CONTENT_AIR);
987 MapNode waternode(c_water_source);
988 MapNode lavanode(c_lava_source);
991 Generate some tunnel starting from orp
994 for(u16 j=0; j<cave.tunnel_routepoints; j++)
996 if(j%cave.dswitchint==0 && large_cave == false)
998 main_direction = v3f(
999 ((float)(ps.next()%20)-(float)10)/10,
1000 ((float)(ps.next()%20)-(float)10)/30,
1001 ((float)(ps.next()%20)-(float)10)/10
1003 main_direction *= (float)ps.range(0, 10)/10;
1007 s16 min_d = cave.min_tunnel_diameter;
1008 s16 max_d = cave.max_tunnel_diameter;
1009 s16 rs = ps.range(min_d, max_d);
1011 // Every second section is rough
1012 bool randomize_xz = (ps2.range(1,2) == 1);
1018 rs*cave.part_max_length_rs,
1019 rs*cave.part_max_length_rs/2,
1020 rs*cave.part_max_length_rs
1026 rs*cave.part_max_length_rs,
1027 ps.range(1, rs*cave.part_max_length_rs),
1028 rs*cave.part_max_length_rs
1035 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1036 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1037 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1040 // Jump downward sometimes
1041 if(!large_cave && ps.range(0,12) == 0)
1044 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1045 (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1046 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1052 s16 h = find_ground_level_clever(vmanip,
1053 v2s16(p.X, p.Z), ndef);
1054 route_y_min = h - rs/3;
1055 route_y_max = h + rs;
1058 vec += main_direction;
1063 else if(rp.X >= ar.X)
1065 if(rp.Y < route_y_min)
1067 else if(rp.Y >= route_y_max)
1068 rp.Y = route_y_max-1;
1071 else if(rp.Z >= ar.Z)
1075 for(float f=0; f<1.0; f+=1.0/vec.getLength())
1077 v3f fp = orp + vec * f;
1078 fp.X += 0.1*ps.range(-10,10);
1079 fp.Z += 0.1*ps.range(-10,10);
1080 v3s16 cp(fp.X, fp.Y, fp.Z);
1085 d0 += ps.range(-1,1);
1086 d1 += ps.range(-1,1);
1088 for(s16 z0=d0; z0<=d1; z0++)
1090 s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1091 for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1093 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1094 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1095 for(s16 y0=-si2; y0<=si2; y0++)
1097 /*// Make better floors in small caves
1098 if(y0 <= -rs/2 && rs<=7)
1100 if (cave.large_cave_is_flat) {
1101 // Make large caves not so tall
1102 if (rs > 7 && abs(y0) >= rs/3)
1112 if(vm->m_area.contains(p) == false)
1115 u32 i = vm->m_area.index(p);
1118 if (cave.flooded && full_node_min.Y < water_level &&
1119 full_node_max.Y > water_level) {
1120 if (p.Y <= water_level)
1121 vm->m_data[i] = waternode;
1123 vm->m_data[i] = airnode;
1124 } else if (cave.flooded && full_node_max.Y < water_level) {
1125 if (p.Y < startp.Y - 2)
1126 vm->m_data[i] = lavanode;
1128 vm->m_data[i] = airnode;
1130 vm->m_data[i] = airnode;
1133 // Don't replace air or water or lava or ignore
1134 if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
1135 vm->m_data[i].getContent() == CONTENT_AIR ||
1136 vm->m_data[i].getContent() == c_water_source ||
1137 vm->m_data[i].getContent() == c_lava_source)
1140 vm->m_data[i] = airnode;
1143 vm->m_flags[i] |= VMANIP_FLAG_CAVE;