3 Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 Copyright (C) 2014-2017 paramat
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU Lesser General Public License as published by
9 the Free Software Foundation; either version 2.1 of the License, or
10 (at your option) any later version.
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU Lesser General Public License for more details.
17 You should have received a copy of the GNU Lesser General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
29 //#include "serverobject.h"
30 #include "content_sao.h"
32 #include "voxelalgorithms.h"
33 //#include "profiler.h" // For TimeTaker
34 #include "settings.h" // For g_settings
36 #include "dungeongen.h"
40 #include "mg_decoration.h"
41 #include "mapgen_v6.h"
44 FlagDesc flagdesc_mapgen_v6[] = {
45 {"jungles", MGV6_JUNGLES},
46 {"biomeblend", MGV6_BIOMEBLEND},
47 {"mudflow", MGV6_MUDFLOW},
48 {"snowbiomes", MGV6_SNOWBIOMES},
50 {"trees", MGV6_TREES},
55 /////////////////////////////////////////////////////////////////////////////
58 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
59 : Mapgen(mapgenid, params, emerge)
62 ystride = csize.X; //////fix this
64 heightmap = new s16[csize.X * csize.Z];
66 spflags = params->spflags;
67 freq_desert = params->freq_desert;
68 freq_beach = params->freq_beach;
70 np_cave = ¶ms->np_cave;
71 np_humidity = ¶ms->np_humidity;
72 np_trees = ¶ms->np_trees;
73 np_apple_trees = ¶ms->np_apple_trees;
75 //// Create noise objects
76 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
77 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
78 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
79 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
80 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
81 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
82 noise_biome = new Noise(¶ms->np_biome, seed,
83 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
84 noise_humidity = new Noise(¶ms->np_humidity, seed,
85 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
87 //// Resolve nodes to be used
88 INodeDefManager *ndef = emerge->ndef;
90 c_stone = ndef->getId("mapgen_stone");
91 c_dirt = ndef->getId("mapgen_dirt");
92 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
93 c_sand = ndef->getId("mapgen_sand");
94 c_water_source = ndef->getId("mapgen_water_source");
95 c_lava_source = ndef->getId("mapgen_lava_source");
96 c_gravel = ndef->getId("mapgen_gravel");
97 c_desert_stone = ndef->getId("mapgen_desert_stone");
98 c_desert_sand = ndef->getId("mapgen_desert_sand");
99 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
100 c_snow = ndef->getId("mapgen_snow");
101 c_snowblock = ndef->getId("mapgen_snowblock");
102 c_ice = ndef->getId("mapgen_ice");
104 if (c_gravel == CONTENT_IGNORE)
106 if (c_desert_stone == CONTENT_IGNORE)
107 c_desert_stone = c_stone;
108 if (c_desert_sand == CONTENT_IGNORE)
109 c_desert_sand = c_sand;
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;
119 c_cobble = ndef->getId("mapgen_cobble");
120 c_mossycobble = ndef->getId("mapgen_mossycobble");
121 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
122 c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
124 if (c_mossycobble == CONTENT_IGNORE)
125 c_mossycobble = c_cobble;
126 if (c_stair_cobble == CONTENT_IGNORE)
127 c_stair_cobble = c_cobble;
128 if (c_stair_desert_stone == CONTENT_IGNORE)
129 c_stair_desert_stone = c_desert_stone;
133 MapgenV6::~MapgenV6()
135 delete noise_terrain_base;
136 delete noise_terrain_higher;
137 delete noise_steepness;
138 delete noise_height_select;
142 delete noise_humidity;
148 MapgenV6Params::MapgenV6Params():
149 np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0),
150 np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0),
151 np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0),
152 np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0),
153 np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0),
154 np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0),
155 np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0),
156 np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0),
157 np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0),
158 np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0),
159 np_apple_trees (0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0)
164 void MapgenV6Params::readParams(const Settings *settings)
166 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
167 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
168 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
170 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
171 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
172 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
173 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
174 settings->getNoiseParams("mgv6_np_mud", np_mud);
175 settings->getNoiseParams("mgv6_np_beach", np_beach);
176 settings->getNoiseParams("mgv6_np_biome", np_biome);
177 settings->getNoiseParams("mgv6_np_cave", np_cave);
178 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
179 settings->getNoiseParams("mgv6_np_trees", np_trees);
180 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
184 void MapgenV6Params::writeParams(Settings *settings) const
186 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
187 settings->setFloat("mgv6_freq_desert", freq_desert);
188 settings->setFloat("mgv6_freq_beach", freq_beach);
190 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
191 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
192 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
193 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
194 settings->setNoiseParams("mgv6_np_mud", np_mud);
195 settings->setNoiseParams("mgv6_np_beach", np_beach);
196 settings->setNoiseParams("mgv6_np_biome", np_biome);
197 settings->setNoiseParams("mgv6_np_cave", np_cave);
198 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
199 settings->setNoiseParams("mgv6_np_trees", np_trees);
200 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
204 //////////////////////// Some helper functions for the map generator
206 // Returns Y one under area minimum if not found
207 s16 MapgenV6::find_stone_level(v2s16 p2d)
209 const v3s16 &em = vm->m_area.getExtent();
210 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
211 s16 y_nodes_min = vm->m_area.MinEdge.Y;
212 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
215 for (y = y_nodes_max; y >= y_nodes_min; y--) {
216 content_t c = vm->m_data[i].getContent();
217 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
220 vm->m_area.add_y(em, i, -1);
222 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
226 // Required by mapgen.h
227 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
229 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
230 seed, v2s16(blockpos.X, blockpos.Z));*/
231 // Nah, this is just a heuristic, just return something
232 s16 minimum_groundlevel = water_level;
234 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
241 //////////////////////// Base terrain height functions
243 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
244 float steepness, float height_select)
246 float base = 1 + terrain_base;
247 float higher = 1 + terrain_higher;
249 // Limit higher ground level to at least base
253 // Steepness factor of cliffs
255 b = rangelim(b, 0.0, 1000.0);
256 b = 5 * b * b * b * b * b * b * b;
257 b = rangelim(b, 0.5, 1000.0);
259 // Values 1.5...100 give quite horrible looking slopes
260 if (b > 1.5 && b < 100.0)
261 b = (b < 10.0) ? 1.5 : 100.0;
263 float a_off = -0.20; // Offset to more low
264 float a = 0.5 + b * (a_off + height_select);
265 a = rangelim(a, 0.0, 1.0); // Limit
267 return base * (1.0 - a) + higher * a;
271 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
273 if (spflags & MGV6_FLAT)
276 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
277 p.X, 0.5, p.Y, 0.5, seed);
278 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
279 p.X, 0.5, p.Y, 0.5, seed);
280 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
281 p.X, 0.5, p.Y, 0.5, seed);
282 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
283 p.X, 0.5, p.Y, 0.5, seed);
285 return baseTerrainLevel(terrain_base, terrain_higher,
286 steepness, height_select);
290 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
292 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
293 return baseTerrainLevelFromMap(index);
297 float MapgenV6::baseTerrainLevelFromMap(int index)
299 if (spflags & MGV6_FLAT)
302 float terrain_base = noise_terrain_base->result[index];
303 float terrain_higher = noise_terrain_higher->result[index];
304 float steepness = noise_steepness->result[index];
305 float height_select = noise_height_select->result[index];
307 return baseTerrainLevel(terrain_base, terrain_higher,
308 steepness, height_select);
312 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
314 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
318 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
320 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
324 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
326 s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
327 if (level_at_point <= water_level ||
328 level_at_point > water_level + 16)
329 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
331 return level_at_point;
335 //////////////////////// Noise functions
337 float MapgenV6::getMudAmount(v2s16 p)
339 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
340 return getMudAmount(index);
344 bool MapgenV6::getHaveBeach(v2s16 p)
346 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
347 return getHaveBeach(index);
351 BiomeV6Type MapgenV6::getBiome(v2s16 p)
353 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
354 + (p.X - full_node_min.X);
355 return getBiome(index, p);
359 float MapgenV6::getHumidity(v2s16 p)
361 /*double noise = noise2d_perlin(
362 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
363 seed+72384, 4, 0.66);
364 noise = (noise + 1.0)/2.0;*/
366 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
367 + (p.X - full_node_min.X);
368 float noise = noise_humidity->result[index];
378 float MapgenV6::getTreeAmount(v2s16 p)
380 /*double noise = noise2d_perlin(
381 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
384 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
385 float zeroval = -0.39;
389 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
393 bool MapgenV6::getHaveAppleTree(v2s16 p)
395 /*is_apple_tree = noise2d_perlin(
396 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
397 data->seed+342902, 3, 0.45) > 0.2;*/
399 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
405 float MapgenV6::getMudAmount(int index)
407 if (spflags & MGV6_FLAT)
408 return MGV6_AVERAGE_MUD_AMOUNT;
410 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
411 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
412 seed+91013, 3, 0.55));*/
414 return noise_mud->result[index];
418 bool MapgenV6::getHaveBeach(int index)
420 // Determine whether to have sand here
421 /*double sandnoise = noise2d_perlin(
422 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
423 seed+59420, 3, 0.50);*/
425 float sandnoise = noise_beach->result[index];
426 return (sandnoise > freq_beach);
430 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
432 // Just do something very simple as for now
433 /*double d = noise2d_perlin(
434 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
435 seed+9130, 3, 0.50);*/
437 float d = noise_biome->result[index];
438 float h = noise_humidity->result[index];
440 if (spflags & MGV6_SNOWBIOMES) {
441 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
443 if (d > MGV6_FREQ_HOT + blend) {
444 if (h > MGV6_FREQ_JUNGLE + blend)
450 if (d < MGV6_FREQ_SNOW + blend) {
451 if (h > MGV6_FREQ_TAIGA + blend)
463 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
464 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
467 if ((spflags & MGV6_JUNGLES) && h > 0.75)
475 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
477 s32 x = p.X, y = p.Y, z = p.Z;
478 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
482 //////////////////////// Map generator
484 void MapgenV6::makeChunk(BlockMakeData *data)
487 assert(data->vmanip);
488 assert(data->nodedef);
489 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
490 data->blockpos_requested.Y >= data->blockpos_min.Y &&
491 data->blockpos_requested.Z >= data->blockpos_min.Z);
492 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
493 data->blockpos_requested.Y <= data->blockpos_max.Y &&
494 data->blockpos_requested.Z <= data->blockpos_max.Z);
496 this->generating = true;
497 this->vm = data->vmanip;
498 this->ndef = data->nodedef;
500 // Hack: use minimum block coords for old code that assumes a single block
501 v3s16 blockpos_min = data->blockpos_min;
502 v3s16 blockpos_max = data->blockpos_max;
504 // Area of central chunk
505 node_min = blockpos_min * MAP_BLOCKSIZE;
506 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
508 // Full allocated area
509 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
510 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
512 central_area_size = node_max - node_min + v3s16(1, 1, 1);
513 assert(central_area_size.X == central_area_size.Z);
515 // Create a block-specific seed
516 blockseed = get_blockseed(data->seed, full_node_min);
521 // Maximum height of the stone surface and obstacles.
522 // This is used to guide the cave generation
523 s16 stone_surface_max_y;
525 // Generate general ground level to full area
526 stone_surface_max_y = generateGround();
528 // Create initial heightmap to limit caves
529 updateHeightmap(node_min, node_max);
531 const s16 max_spread_amount = MAP_BLOCKSIZE;
532 // Limit dirt flow area by 1 because mud is flown into neighbors.
533 s16 mudflow_minpos = -max_spread_amount + 1;
534 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
536 // Loop this part, it will make stuff look older and newer nicely
537 const u32 age_loops = 2;
538 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
539 // Make caves (this code is relatively horrible)
540 if (flags & MG_CAVES)
541 generateCaves(stone_surface_max_y);
543 // Add mud to the central chunk
546 // Flow mud away from steep edges
547 if (spflags & MGV6_MUDFLOW)
548 flowMud(mudflow_minpos, mudflow_maxpos);
552 // Update heightmap after mudflow
553 updateHeightmap(node_min, node_max);
556 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
560 dp.c_water = c_water_source;
561 dp.c_river_water = c_water_source;
563 dp.only_in_ground = true;
564 dp.corridor_len_min = 1;
565 dp.corridor_len_max = 13;
568 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
569 dp.y_max = MAX_MAP_GENERATION_LIMIT;
572 = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
574 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
576 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
577 dp.c_wall = c_desert_stone;
578 dp.c_alt_wall = CONTENT_IGNORE;
579 dp.c_stair = c_stair_desert_stone;
581 dp.diagonal_dirs = true;
582 dp.holesize = v3s16(2, 3, 2);
583 dp.room_size_min = v3s16(6, 9, 6);
584 dp.room_size_max = v3s16(10, 11, 10);
585 dp.room_size_large_min = v3s16(10, 13, 10);
586 dp.room_size_large_max = v3s16(18, 21, 18);
587 dp.notifytype = GENNOTIFY_TEMPLE;
589 dp.c_wall = c_cobble;
590 dp.c_alt_wall = c_mossycobble;
591 dp.c_stair = c_stair_cobble;
593 dp.diagonal_dirs = false;
594 dp.holesize = v3s16(1, 2, 1);
595 dp.room_size_min = v3s16(4, 4, 4);
596 dp.room_size_max = v3s16(8, 6, 8);
597 dp.room_size_large_min = v3s16(8, 8, 8);
598 dp.room_size_large_max = v3s16(16, 16, 16);
599 dp.notifytype = GENNOTIFY_DUNGEON;
602 DungeonGen dgen(ndef, &gennotify, &dp);
603 dgen.generate(vm, blockseed, full_node_min, full_node_max);
606 // Add top and bottom side of water to transforming_liquid queue
607 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
612 // Generate some trees, and add grass, if a jungle
613 if (spflags & MGV6_TREES)
614 placeTreesAndJungleGrass();
616 // Generate the registered decorations
617 if (flags & MG_DECORATIONS)
618 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
620 // Generate the registered ores
621 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
623 // Calculate lighting
624 if (flags & MG_LIGHT)
625 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
626 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
627 full_node_min, full_node_max);
629 this->generating = false;
633 void MapgenV6::calculateNoise()
637 int fx = full_node_min.X;
638 int fz = full_node_min.Z;
640 if (!(spflags & MGV6_FLAT)) {
641 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
642 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
643 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
644 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
645 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
648 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
650 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
651 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
652 // Humidity map does not need range limiting 0 to 1,
653 // only humidity at point does
657 int MapgenV6::generateGround()
659 //TimeTaker timer1("Generating ground level");
660 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
661 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
662 MapNode n_ice(c_ice);
663 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
666 for (s16 z = node_min.Z; z <= node_max.Z; z++)
667 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
669 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
672 if (surface_y > stone_surface_max_y)
673 stone_surface_max_y = surface_y;
675 BiomeV6Type bt = getBiome(v2s16(x, z));
677 // Fill ground with stone
678 const v3s16 &em = vm->m_area.getExtent();
679 u32 i = vm->m_area.index(x, node_min.Y, z);
680 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
681 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
682 if (y <= surface_y) {
683 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
684 && bt == BT_DESERT) ?
685 n_desert_stone : n_stone;
686 } else if (y <= water_level) {
687 vm->m_data[i] = (y >= MGV6_ICE_BASE
688 && bt == BT_TUNDRA) ?
689 n_ice : n_water_source;
691 vm->m_data[i] = n_air;
694 vm->m_area.add_y(em, i, 1);
698 return stone_surface_max_y;
702 void MapgenV6::addMud()
705 //TimeTaker timer1("add mud");
706 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
707 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
711 for (s16 z = node_min.Z; z <= node_max.Z; z++)
712 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
713 // Randomize mud amount
714 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
717 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
719 // Handle area not found
720 if (surface_y == vm->m_area.MinEdge.Y - 1)
723 BiomeV6Type bt = getBiome(v2s16(x, z));
724 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
726 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
728 } else if (mud_add_amount <= 0) {
729 mud_add_amount = 1 - mud_add_amount;
731 } else if (bt != BT_DESERT && getHaveBeach(index) &&
732 surface_y + mud_add_amount <= water_level + 2) {
736 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
737 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
739 /* If topmost node is grass, change it to mud. It might be if it was
740 // flown to there from a neighboring chunk and then converted.
741 u32 i = vm->m_area.index(x, surface_y, z);
742 if (vm->m_data[i].getContent() == c_dirt_with_grass)
743 vm->m_data[i] = n_dirt;*/
747 const v3s16 &em = vm->m_area.getExtent();
748 s16 y_start = surface_y + 1;
749 u32 i = vm->m_area.index(x, y_start, z);
750 for (s16 y = y_start; y <= node_max.Y; y++) {
751 if (mudcount >= mud_add_amount)
754 vm->m_data[i] = addnode;
757 vm->m_area.add_y(em, i, 1);
763 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
766 //TimeTaker timer1("flow mud");
768 // Iterate a few times
769 for (s16 k = 0; k < 3; k++) {
770 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
771 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
772 // Invert coordinates every 2nd iteration
774 x = mudflow_maxpos - (x - mudflow_minpos);
775 z = mudflow_maxpos - (z - mudflow_minpos);
778 // Node position in 2d
779 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
781 const v3s16 &em = vm->m_area.getExtent();
782 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
785 while (y >= node_min.Y) {
790 for (; y >= node_min.Y; y--) {
792 if (n->getContent() == c_dirt ||
793 n->getContent() == c_dirt_with_grass ||
794 n->getContent() == c_gravel)
797 vm->m_area.add_y(em, i, -1);
800 // Stop if out of area
801 //if(vmanip.m_area.contains(i) == false)
805 if (n->getContent() == c_dirt ||
806 n->getContent() == c_dirt_with_grass) {
807 // Make it exactly mud
808 n->setContent(c_dirt);
810 // Don't flow it if the stuff under it is not mud
813 vm->m_area.add_y(em, i2, -1);
814 // Cancel if out of area
815 if (!vm->m_area.contains(i2))
817 MapNode *n2 = &vm->m_data[i2];
818 if (n2->getContent() != c_dirt &&
819 n2->getContent() != c_dirt_with_grass)
825 v3s16(0, 0, 1), // back
826 v3s16(1, 0, 0), // right
827 v3s16(0, 0, -1), // front
828 v3s16(-1, 0, 0), // left
831 // Check that upper is walkable. Cancel
832 // dropping if upper keeps it in place.
834 vm->m_area.add_y(em, i3, 1);
837 if (vm->m_area.contains(i3)) {
838 n3 = &vm->m_data[i3];
839 if (ndef->get(*n3).walkable)
844 for (const v3s16 &dirp : dirs4) {
847 vm->m_area.add_p(em, i2, dirp);
848 // Fail if out of area
849 if (!vm->m_area.contains(i2))
851 // Check that side is air
852 MapNode *n2 = &vm->m_data[i2];
853 if (ndef->get(*n2).walkable)
855 // Check that under side is air
856 vm->m_area.add_y(em, i2, -1);
857 if (!vm->m_area.contains(i2))
859 n2 = &vm->m_data[i2];
860 if (ndef->get(*n2).walkable)
862 // Loop further down until not air
863 bool dropped_to_unknown = false;
865 vm->m_area.add_y(em, i2, -1);
866 n2 = &vm->m_data[i2];
867 // if out of known area
868 if (!vm->m_area.contains(i2) ||
869 n2->getContent() == CONTENT_IGNORE) {
870 dropped_to_unknown = true;
873 } while (!ndef->get(*n2).walkable);
874 // Loop one up so that we're in air
875 vm->m_area.add_y(em, i2, 1);
877 // Move mud to new place. Outside mapchunk remove
878 // any decorations above removed or placed mud.
879 if (!dropped_to_unknown)
880 moveMud(i, i2, i3, p2d, em);
892 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
893 u32 above_remove_index, v2s16 pos, v3s16 em)
895 MapNode n_air(CONTENT_AIR);
896 // Copy mud from old place to new place
897 vm->m_data[place_index] = vm->m_data[remove_index];
898 // Set old place to be air
899 vm->m_data[remove_index] = n_air;
900 // Outside the mapchunk decorations may need to be removed if above removed
901 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
902 // use 'pos.X >= node_max.X' etc.
903 if (pos.X >= node_max.X || pos.X <= node_min.X ||
904 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
905 // 'above remove' node is above removed mud. If it is not air, water or
906 // 'ignore' it is a decoration that needs removing. Also search upwards
907 // to remove a possible stacked decoration.
908 // Check for 'ignore' because stacked decorations can penetrate into
909 // 'ignore' nodes above the mapchunk.
910 while (vm->m_area.contains(above_remove_index) &&
911 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
912 vm->m_data[above_remove_index].getContent() != c_water_source &&
913 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
914 vm->m_data[above_remove_index] = n_air;
915 vm->m_area.add_y(em, above_remove_index, 1);
917 // Mud placed may have partially-buried a stacked decoration, search
919 vm->m_area.add_y(em, place_index, 1);
920 while (vm->m_area.contains(place_index) &&
921 vm->m_data[place_index].getContent() != CONTENT_AIR &&
922 vm->m_data[place_index].getContent() != c_water_source &&
923 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
924 vm->m_data[place_index] = n_air;
925 vm->m_area.add_y(em, place_index, 1);
931 void MapgenV6::placeTreesAndJungleGrass()
933 //TimeTaker t("placeTrees");
934 if (node_max.Y < water_level)
937 PseudoRandom grassrandom(blockseed + 53);
938 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
939 // if we don't have junglegrass, don't place cignore... that's bad
940 if (c_junglegrass == CONTENT_IGNORE)
941 c_junglegrass = CONTENT_AIR;
942 MapNode n_junglegrass(c_junglegrass);
943 const v3s16 &em = vm->m_area.getExtent();
945 // Divide area into parts
947 s16 sidelen = central_area_size.X / div;
948 double area = sidelen * sidelen;
950 // N.B. We must add jungle grass first, since tree leaves will
951 // obstruct the ground, giving us a false ground level
952 for (s16 z0 = 0; z0 < div; z0++)
953 for (s16 x0 = 0; x0 < div; x0++) {
954 // Center position of part of division
956 node_min.X + sidelen / 2 + sidelen * x0,
957 node_min.Z + sidelen / 2 + sidelen * z0
959 // Minimum edge of part of division
961 node_min.X + sidelen * x0,
962 node_min.Z + sidelen * z0
964 // Maximum edge of part of division
966 node_min.X + sidelen + sidelen * x0 - 1,
967 node_min.Z + sidelen + sidelen * z0 - 1
970 // Get biome at center position of part of division
971 BiomeV6Type bt = getBiome(p2d_center);
975 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
976 tree_count = area * getTreeAmount(p2d_center);
984 if (bt == BT_JUNGLE) {
985 float humidity = getHumidity(p2d_center);
986 u32 grass_count = 5 * humidity * tree_count;
987 for (u32 i = 0; i < grass_count; i++) {
988 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
989 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
990 int mapindex = central_area_size.X * (z - node_min.Z)
992 s16 y = heightmap[mapindex];
996 u32 vi = vm->m_area.index(x, y, z);
997 // place on dirt_with_grass, since we know it is exposed to sunlight
998 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
999 vm->m_area.add_y(em, vi, 1);
1000 vm->m_data[vi] = n_junglegrass;
1005 // Put trees in random places on part of division
1006 for (u32 i = 0; i < tree_count; i++) {
1007 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1008 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1009 int mapindex = central_area_size.X * (z - node_min.Z)
1011 s16 y = heightmap[mapindex];
1012 // Don't make a tree under water level
1013 // Don't make a tree so high that it doesn't fit
1014 if (y < water_level || y > node_max.Y - 6)
1018 // Trees grow only on mud and grass
1020 u32 i = vm->m_area.index(p);
1021 content_t c = vm->m_data[i].getContent();
1023 c != c_dirt_with_grass &&
1024 c != c_dirt_with_snow)
1030 if (bt == BT_JUNGLE) {
1031 treegen::make_jungletree(*vm, p, ndef, myrand());
1032 } else if (bt == BT_TAIGA) {
1033 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1034 } else if (bt == BT_NORMAL) {
1035 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1036 getHaveAppleTree(v2s16(x, z));
1037 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1041 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1045 void MapgenV6::growGrass() // Add surface nodes
1047 MapNode n_dirt_with_grass(c_dirt_with_grass);
1048 MapNode n_dirt_with_snow(c_dirt_with_snow);
1049 MapNode n_snowblock(c_snowblock);
1050 MapNode n_snow(c_snow);
1051 const v3s16 &em = vm->m_area.getExtent();
1054 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1055 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1056 // Find the lowest surface to which enough light ends up to make
1057 // grass grow. Basically just wait until not air and not leaves.
1060 u32 i = vm->m_area.index(x, node_max.Y, z);
1062 // Go to ground level
1063 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1064 MapNode &n = vm->m_data[i];
1065 if (ndef->get(n).param_type != CPT_LIGHT ||
1066 ndef->get(n).liquid_type != LIQUID_NONE ||
1067 n.getContent() == c_ice)
1069 vm->m_area.add_y(em, i, -1);
1071 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1074 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1075 u32 i = vm->m_area.index(x, surface_y, z);
1076 content_t c = vm->m_data[i].getContent();
1077 if (surface_y >= water_level - 20) {
1078 if (bt == BT_TAIGA && c == c_dirt) {
1079 vm->m_data[i] = n_dirt_with_snow;
1080 } else if (bt == BT_TUNDRA) {
1082 vm->m_data[i] = n_snowblock;
1083 vm->m_area.add_y(em, i, -1);
1084 vm->m_data[i] = n_dirt_with_snow;
1085 } else if (c == c_stone && surface_y < node_max.Y) {
1086 vm->m_area.add_y(em, i, 1);
1087 vm->m_data[i] = n_snowblock;
1089 } else if (c == c_dirt) {
1090 vm->m_data[i] = n_dirt_with_grass;
1097 void MapgenV6::generateCaves(int max_stone_y)
1099 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1100 int volume_nodes = (node_max.X - node_min.X + 1) *
1101 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1102 cave_amount = MYMAX(0.0, cave_amount);
1103 u32 caves_count = cave_amount * volume_nodes / 50000;
1104 u32 bruises_count = 1;
1105 PseudoRandom ps(blockseed + 21343);
1106 PseudoRandom ps2(blockseed + 1032);
1108 if (ps.range(1, 6) == 1)
1109 bruises_count = ps.range(0, ps.range(0, 2));
1111 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1116 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1117 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1119 bool large_cave = (i >= caves_count);
1120 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1121 large_cave, max_stone_y, heightmap);