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
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
41 FlagDesc flagdesc_mapgen_v6[] = {
42 {"jungles", MGV6_JUNGLES},
43 {"biomeblend", MGV6_BIOMEBLEND},
44 {"mudflow", MGV6_MUDFLOW},
45 {"snowbiomes", MGV6_SNOWBIOMES},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->ystride = csize.X; //////fix this
58 this->heightmap = new s16[csize.X * csize.Z];
60 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
61 this->spflags = sp->spflags;
62 this->freq_desert = sp->freq_desert;
63 this->freq_beach = sp->freq_beach;
65 np_cave = &sp->np_cave;
66 np_humidity = &sp->np_humidity;
67 np_trees = &sp->np_trees;
68 np_apple_trees = &sp->np_apple_trees;
70 //// Create noise objects
71 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
72 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
73 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
74 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
75 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
76 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
77 noise_biome = new Noise(&sp->np_biome, seed,
78 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
79 noise_humidity = new Noise(&sp->np_humidity, seed,
80 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82 //// Resolve nodes to be used
83 INodeDefManager *ndef = emerge->ndef;
85 c_stone = ndef->getId("mapgen_stone");
86 c_dirt = ndef->getId("mapgen_dirt");
87 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
88 c_sand = ndef->getId("mapgen_sand");
89 c_water_source = ndef->getId("mapgen_water_source");
90 c_lava_source = ndef->getId("mapgen_lava_source");
91 c_gravel = ndef->getId("mapgen_gravel");
92 c_desert_stone = ndef->getId("mapgen_desert_stone");
93 c_desert_sand = ndef->getId("mapgen_desert_sand");
94 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
95 c_snow = ndef->getId("mapgen_snow");
96 c_snowblock = ndef->getId("mapgen_snowblock");
97 c_ice = ndef->getId("mapgen_ice");
99 c_cobble = ndef->getId("mapgen_cobble");
100 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
101 c_mossycobble = ndef->getId("mapgen_mossycobble");
103 if (c_desert_sand == CONTENT_IGNORE)
104 c_desert_sand = c_sand;
105 if (c_desert_stone == CONTENT_IGNORE)
106 c_desert_stone = c_stone;
107 if (c_mossycobble == CONTENT_IGNORE)
108 c_mossycobble = c_cobble;
109 if (c_stair_cobble == CONTENT_IGNORE)
110 c_stair_cobble = c_cobble;
114 MapgenV6::~MapgenV6()
116 delete noise_terrain_base;
117 delete noise_terrain_higher;
118 delete noise_steepness;
119 delete noise_height_select;
123 delete noise_humidity;
129 MapgenV6Params::MapgenV6Params()
131 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
135 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
136 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
137 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
138 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
139 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
140 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
141 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
142 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
143 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
144 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
145 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
149 void MapgenV6Params::readParams(const Settings *settings)
151 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
152 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
153 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
155 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
156 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
157 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
158 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
159 settings->getNoiseParams("mgv6_np_mud", np_mud);
160 settings->getNoiseParams("mgv6_np_beach", np_beach);
161 settings->getNoiseParams("mgv6_np_biome", np_biome);
162 settings->getNoiseParams("mgv6_np_cave", np_cave);
163 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
164 settings->getNoiseParams("mgv6_np_trees", np_trees);
165 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
169 void MapgenV6Params::writeParams(Settings *settings) const
171 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
172 settings->setFloat("mgv6_freq_desert", freq_desert);
173 settings->setFloat("mgv6_freq_beach", freq_beach);
175 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
176 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
177 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
178 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
179 settings->setNoiseParams("mgv6_np_mud", np_mud);
180 settings->setNoiseParams("mgv6_np_beach", np_beach);
181 settings->setNoiseParams("mgv6_np_biome", np_biome);
182 settings->setNoiseParams("mgv6_np_cave", np_cave);
183 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
184 settings->setNoiseParams("mgv6_np_trees", np_trees);
185 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
189 //////////////////////// Some helper functions for the map generator
192 // Returns Y one under area minimum if not found
193 s16 MapgenV6::find_stone_level(v2s16 p2d)
195 v3s16 em = vm->m_area.getExtent();
196 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
197 s16 y_nodes_min = vm->m_area.MinEdge.Y;
198 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
201 for (y = y_nodes_max; y >= y_nodes_min; y--) {
202 content_t c = vm->m_data[i].getContent();
203 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
206 vm->m_area.add_y(em, i, -1);
208 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
212 // Required by mapgen.h
213 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
215 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
216 seed, v2s16(blockpos.X, blockpos.Z));*/
217 // Nah, this is just a heuristic, just return something
218 s16 minimum_groundlevel = water_level;
220 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
227 //////////////////////// Base terrain height functions
229 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
230 float steepness, float height_select)
232 float base = 1 + terrain_base;
233 float higher = 1 + terrain_higher;
235 // Limit higher ground level to at least base
239 // Steepness factor of cliffs
241 b = rangelim(b, 0.0, 1000.0);
242 b = 5 * b * b * b * b * b * b * b;
243 b = rangelim(b, 0.5, 1000.0);
245 // Values 1.5...100 give quite horrible looking slopes
246 if (b > 1.5 && b < 100.0)
247 b = (b < 10.0) ? 1.5 : 100.0;
249 float a_off = -0.20; // Offset to more low
250 float a = 0.5 + b * (a_off + height_select);
251 a = rangelim(a, 0.0, 1.0); // Limit
253 return base * (1.0 - a) + higher * a;
257 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
262 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
263 p.X, 0.5, p.Y, 0.5, seed);
264 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
265 p.X, 0.5, p.Y, 0.5, seed);
266 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
267 p.X, 0.5, p.Y, 0.5, seed);
268 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
269 p.X, 0.5, p.Y, 0.5, seed);
271 return baseTerrainLevel(terrain_base, terrain_higher,
272 steepness, height_select);
276 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
278 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
279 return baseTerrainLevelFromMap(index);
283 float MapgenV6::baseTerrainLevelFromMap(int index)
288 float terrain_base = noise_terrain_base->result[index];
289 float terrain_higher = noise_terrain_higher->result[index];
290 float steepness = noise_steepness->result[index];
291 float height_select = noise_height_select->result[index];
293 return baseTerrainLevel(terrain_base, terrain_higher,
294 steepness, height_select);
298 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
300 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
304 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
306 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
310 //////////////////////// Noise functions
312 float MapgenV6::getMudAmount(v2s16 p)
314 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
315 return getMudAmount(index);
319 bool MapgenV6::getHaveBeach(v2s16 p)
321 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
322 return getHaveBeach(index);
326 BiomeV6Type MapgenV6::getBiome(v2s16 p)
328 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
329 + (p.X - full_node_min.X);
330 return getBiome(index, p);
334 float MapgenV6::getHumidity(v2s16 p)
336 /*double noise = noise2d_perlin(
337 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
338 seed+72384, 4, 0.66);
339 noise = (noise + 1.0)/2.0;*/
341 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
342 + (p.X - full_node_min.X);
343 float noise = noise_humidity->result[index];
353 float MapgenV6::getTreeAmount(v2s16 p)
355 /*double noise = noise2d_perlin(
356 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
359 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
360 float zeroval = -0.39;
364 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
368 bool MapgenV6::getHaveAppleTree(v2s16 p)
370 /*is_apple_tree = noise2d_perlin(
371 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
372 data->seed+342902, 3, 0.45) > 0.2;*/
374 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
380 float MapgenV6::getMudAmount(int index)
383 return AVERAGE_MUD_AMOUNT;
385 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
386 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
387 seed+91013, 3, 0.55));*/
389 return noise_mud->result[index];
393 bool MapgenV6::getHaveBeach(int index)
395 // Determine whether to have sand here
396 /*double sandnoise = noise2d_perlin(
397 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
398 seed+59420, 3, 0.50);*/
400 float sandnoise = noise_beach->result[index];
401 return (sandnoise > freq_beach);
405 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
407 // Just do something very simple as for now
408 /*double d = noise2d_perlin(
409 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
410 seed+9130, 3, 0.50);*/
412 float d = noise_biome->result[index];
413 float h = noise_humidity->result[index];
415 if (spflags & MGV6_SNOWBIOMES) {
416 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
418 if (d > FREQ_HOT + blend) {
419 if (h > FREQ_JUNGLE + blend)
423 } else if (d < FREQ_SNOW + blend) {
424 if (h > FREQ_TAIGA + blend)
435 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
436 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
439 if ((spflags & MGV6_JUNGLES) && h > 0.75)
447 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
449 s32 x = p.X, y = p.Y, z = p.Z;
450 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
454 //////////////////////// Map generator
456 void MapgenV6::makeChunk(BlockMakeData *data)
459 assert(data->vmanip);
460 assert(data->nodedef);
461 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
462 data->blockpos_requested.Y >= data->blockpos_min.Y &&
463 data->blockpos_requested.Z >= data->blockpos_min.Z);
464 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
465 data->blockpos_requested.Y <= data->blockpos_max.Y &&
466 data->blockpos_requested.Z <= data->blockpos_max.Z);
468 this->generating = true;
469 this->vm = data->vmanip;
470 this->ndef = data->nodedef;
472 // Hack: use minimum block coords for old code that assumes a single block
473 v3s16 blockpos_min = data->blockpos_min;
474 v3s16 blockpos_max = data->blockpos_max;
476 // Area of central chunk
477 node_min = blockpos_min * MAP_BLOCKSIZE;
478 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
480 // Full allocated area
481 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
482 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
484 central_area_size = node_max - node_min + v3s16(1, 1, 1);
485 assert(central_area_size.X == central_area_size.Z);
487 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
488 * (blockpos_max.Y - blockpos_min.Y + 1)
489 * (blockpos_max.Z - blockpos_max.Z + 1);
491 volume_nodes = volume_blocks *
492 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
494 // Create a block-specific seed
495 blockseed = get_blockseed(data->seed, full_node_min);
500 // Maximum height of the stone surface and obstacles.
501 // This is used to guide the cave generation
502 s16 stone_surface_max_y;
504 // Generate general ground level to full area
505 stone_surface_max_y = generateGround();
507 // Create initial heightmap to limit caves
508 updateHeightmap(node_min, node_max);
510 const s16 max_spread_amount = MAP_BLOCKSIZE;
511 // Limit dirt flow area by 1 because mud is flown into neighbors.
512 s16 mudflow_minpos = -max_spread_amount + 1;
513 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
515 // Loop this part, it will make stuff look older and newer nicely
516 const u32 age_loops = 2;
517 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
518 // Make caves (this code is relatively horrible)
519 if (flags & MG_CAVES)
520 generateCaves(stone_surface_max_y);
522 // Add mud to the central chunk
525 // Flow mud away from steep edges
526 if (spflags & MGV6_MUDFLOW)
527 flowMud(mudflow_minpos, mudflow_maxpos);
531 // Update heightmap after mudflow
532 updateHeightmap(node_min, node_max);
535 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
538 dp.np_rarity = nparams_dungeon_rarity;
539 dp.np_density = nparams_dungeon_density;
540 dp.np_wetness = nparams_dungeon_wetness;
541 dp.c_water = c_water_source;
542 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
543 dp.c_cobble = c_desert_stone;
544 dp.c_moss = c_desert_stone;
545 dp.c_stair = c_desert_stone;
547 dp.diagonal_dirs = true;
549 dp.holesize = v3s16(2, 3, 2);
550 dp.roomsize = v3s16(2, 5, 2);
551 dp.notifytype = GENNOTIFY_TEMPLE;
553 dp.c_cobble = c_cobble;
554 dp.c_moss = c_mossycobble;
555 dp.c_stair = c_stair_cobble;
557 dp.diagonal_dirs = false;
559 dp.holesize = v3s16(1, 2, 1);
560 dp.roomsize = v3s16(0, 0, 0);
561 dp.notifytype = GENNOTIFY_DUNGEON;
564 DungeonGen dgen(this, &dp);
565 dgen.generate(blockseed, full_node_min, full_node_max);
568 // Add top and bottom side of water to transforming_liquid queue
569 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
574 // Generate some trees, and add grass, if a jungle
575 if (flags & MG_TREES)
576 placeTreesAndJungleGrass();
578 // Generate the registered decorations
579 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
581 // Generate the registered ores
582 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
584 // Calculate lighting
585 if (flags & MG_LIGHT)
586 calcLighting(node_min, node_max);
588 this->generating = false;
592 void MapgenV6::calculateNoise()
596 int fx = full_node_min.X;
597 int fz = full_node_min.Z;
599 if (!(flags & MG_FLAT)) {
600 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
601 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
602 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
603 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
604 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
607 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
609 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
610 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
611 // Humidity map does not need range limiting 0 to 1,
612 // only humidity at point does
616 int MapgenV6::generateGround()
618 //TimeTaker timer1("Generating ground level");
619 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
620 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
621 MapNode n_ice(c_ice);
622 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
625 for (s16 z = node_min.Z; z <= node_max.Z; z++)
626 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
628 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
631 if (surface_y > stone_surface_max_y)
632 stone_surface_max_y = surface_y;
634 BiomeV6Type bt = getBiome(v2s16(x, z));
636 // Fill ground with stone
637 v3s16 em = vm->m_area.getExtent();
638 u32 i = vm->m_area.index(x, node_min.Y, z);
639 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
640 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
641 if (y <= surface_y) {
642 vm->m_data[i] = (y >= DESERT_STONE_BASE
643 && bt == BT_DESERT) ?
644 n_desert_stone : n_stone;
645 } else if (y <= water_level) {
646 vm->m_data[i] = (y >= ICE_BASE
647 && bt == BT_TUNDRA) ?
648 n_ice : n_water_source;
650 vm->m_data[i] = n_air;
653 vm->m_area.add_y(em, i, 1);
657 return stone_surface_max_y;
661 void MapgenV6::addMud()
664 //TimeTaker timer1("add mud");
665 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
666 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
670 for (s16 z = node_min.Z; z <= node_max.Z; z++)
671 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
672 // Randomize mud amount
673 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
676 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
678 // Handle area not found
679 if (surface_y == vm->m_area.MinEdge.Y - 1)
682 BiomeV6Type bt = getBiome(v2s16(x, z));
683 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
685 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
687 } else if (mud_add_amount <= 0) {
688 mud_add_amount = 1 - mud_add_amount;
690 } else if (bt != BT_DESERT && getHaveBeach(index) &&
691 surface_y + mud_add_amount <= water_level + 2) {
695 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
696 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
698 /* If topmost node is grass, change it to mud. It might be if it was
699 // flown to there from a neighboring chunk and then converted.
700 u32 i = vm->m_area.index(x, surface_y, z);
701 if (vm->m_data[i].getContent() == c_dirt_with_grass)
702 vm->m_data[i] = n_dirt;*/
706 v3s16 em = vm->m_area.getExtent();
707 s16 y_start = surface_y + 1;
708 u32 i = vm->m_area.index(x, y_start, z);
709 for (s16 y = y_start; y <= node_max.Y; y++) {
710 if (mudcount >= mud_add_amount)
713 vm->m_data[i] = addnode;
716 vm->m_area.add_y(em, i, 1);
722 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
725 //TimeTaker timer1("flow mud");
727 // Iterate a few times
728 for (s16 k = 0; k < 3; k++) {
729 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
730 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
731 // Invert coordinates every 2nd iteration
733 x = mudflow_maxpos - (x - mudflow_minpos);
734 z = mudflow_maxpos - (z - mudflow_minpos);
737 // Node position in 2d
738 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
740 v3s16 em = vm->m_area.getExtent();
741 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
744 while (y >= node_min.Y) {
749 for (; y >= node_min.Y; y--) {
751 if (n->getContent() == c_dirt ||
752 n->getContent() == c_dirt_with_grass ||
753 n->getContent() == c_gravel)
756 vm->m_area.add_y(em, i, -1);
759 // Stop if out of area
760 //if(vmanip.m_area.contains(i) == false)
764 if (n->getContent() == c_dirt ||
765 n->getContent() == c_dirt_with_grass) {
766 // Make it exactly mud
767 n->setContent(c_dirt);
769 // Don't flow it if the stuff under it is not mud
772 vm->m_area.add_y(em, i2, -1);
773 // Cancel if out of area
774 if (vm->m_area.contains(i2) == false)
776 MapNode *n2 = &vm->m_data[i2];
777 if (n2->getContent() != c_dirt &&
778 n2->getContent() != c_dirt_with_grass)
784 v3s16(0, 0, 1), // back
785 v3s16(1, 0, 0), // right
786 v3s16(0, 0, -1), // front
787 v3s16(-1, 0, 0), // left
790 // Check that upper is air or doesn't exist.
791 // Cancel dropping if upper keeps it in place
793 vm->m_area.add_y(em, i3, 1);
794 if (vm->m_area.contains(i3) == true &&
795 ndef->get(vm->m_data[i3]).walkable)
799 for(u32 di = 0; di < 4; di++) {
800 v3s16 dirp = dirs4[di];
803 vm->m_area.add_p(em, i2, dirp);
804 // Fail if out of area
805 if (vm->m_area.contains(i2) == false)
807 // Check that side is air
808 MapNode *n2 = &vm->m_data[i2];
809 if (ndef->get(*n2).walkable)
811 // Check that under side is air
812 vm->m_area.add_y(em, i2, -1);
813 if (vm->m_area.contains(i2) == false)
815 n2 = &vm->m_data[i2];
816 if (ndef->get(*n2).walkable)
818 // Loop further down until not air
819 bool dropped_to_unknown = false;
821 vm->m_area.add_y(em, i2, -1);
822 n2 = &vm->m_data[i2];
823 // if out of known area
824 if(vm->m_area.contains(i2) == false ||
825 n2->getContent() == CONTENT_IGNORE) {
826 dropped_to_unknown = true;
829 } while (ndef->get(*n2).walkable == false);
830 // Loop one up so that we're in air
831 vm->m_area.add_y(em, i2, 1);
832 n2 = &vm->m_data[i2];
834 bool old_is_water = (n->getContent() == c_water_source);
835 // Move mud to new place
836 if (!dropped_to_unknown) {
838 // Set old place to be air (or water)
840 *n = MapNode(c_water_source);
842 *n = MapNode(CONTENT_AIR);
855 void MapgenV6::placeTreesAndJungleGrass()
857 //TimeTaker t("placeTrees");
858 if (node_max.Y < water_level)
861 PseudoRandom grassrandom(blockseed + 53);
862 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
863 // if we don't have junglegrass, don't place cignore... that's bad
864 if (c_junglegrass == CONTENT_IGNORE)
865 c_junglegrass = CONTENT_AIR;
866 MapNode n_junglegrass(c_junglegrass);
867 v3s16 em = vm->m_area.getExtent();
869 // Divide area into parts
871 s16 sidelen = central_area_size.X / div;
872 double area = sidelen * sidelen;
874 // N.B. We must add jungle grass first, since tree leaves will
875 // obstruct the ground, giving us a false ground level
876 for (s16 z0 = 0; z0 < div; z0++)
877 for (s16 x0 = 0; x0 < div; x0++) {
878 // Center position of part of division
880 node_min.X + sidelen / 2 + sidelen * x0,
881 node_min.Z + sidelen / 2 + sidelen * z0
883 // Minimum edge of part of division
885 node_min.X + sidelen * x0,
886 node_min.Z + sidelen * z0
888 // Maximum edge of part of division
890 node_min.X + sidelen + sidelen * x0 - 1,
891 node_min.Z + sidelen + sidelen * z0 - 1
894 // Get biome at center position of part of division
895 BiomeV6Type bt = getBiome(p2d_center);
899 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
900 tree_count = area * getTreeAmount(p2d_center);
908 if (bt == BT_JUNGLE) {
909 float humidity = getHumidity(p2d_center);
910 u32 grass_count = 5 * humidity * tree_count;
911 for (u32 i = 0; i < grass_count; i++) {
912 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
913 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
914 int mapindex = central_area_size.X * (z - node_min.Z)
916 s16 y = heightmap[mapindex];
920 u32 vi = vm->m_area.index(x, y, z);
921 // place on dirt_with_grass, since we know it is exposed to sunlight
922 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
923 vm->m_area.add_y(em, vi, 1);
924 vm->m_data[vi] = n_junglegrass;
929 // Put trees in random places on part of division
930 for (u32 i = 0; i < tree_count; i++) {
931 s16 x = myrand_range(p2d_min.X, p2d_max.X);
932 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
933 int mapindex = central_area_size.X * (z - node_min.Z)
935 s16 y = heightmap[mapindex];
936 // Don't make a tree under water level
937 // Don't make a tree so high that it doesn't fit
938 if (y < water_level || y > node_max.Y - 6)
942 // Trees grow only on mud and grass and snowblock
944 u32 i = vm->m_area.index(p);
945 content_t c = vm->m_data[i].getContent();
947 c != c_dirt_with_grass &&
948 c != c_dirt_with_snow &&
955 if (bt == BT_JUNGLE) {
956 treegen::make_jungletree(*vm, p, ndef, myrand());
957 } else if (bt == BT_TAIGA) {
958 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
959 } else if (bt == BT_NORMAL) {
960 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
961 getHaveAppleTree(v2s16(x, z));
962 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
966 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
970 void MapgenV6::growGrass() // Add surface nodes
972 MapNode n_dirt_with_grass(c_dirt_with_grass);
973 MapNode n_dirt_with_snow(c_dirt_with_snow);
974 MapNode n_snowblock(c_snowblock);
975 MapNode n_snow(c_snow);
976 v3s16 em = vm->m_area.getExtent();
979 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
980 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
981 // Find the lowest surface to which enough light ends up to make
982 // grass grow. Basically just wait until not air and not leaves.
985 u32 i = vm->m_area.index(x, node_max.Y, z);
987 // Go to ground level
988 for (y = node_max.Y; y >= full_node_min.Y; y--) {
989 MapNode &n = vm->m_data[i];
990 if (ndef->get(n).param_type != CPT_LIGHT ||
991 ndef->get(n).liquid_type != LIQUID_NONE ||
992 n.getContent() == c_ice)
994 vm->m_area.add_y(em, i, -1);
996 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
999 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1000 u32 i = vm->m_area.index(x, surface_y, z);
1001 content_t c = vm->m_data[i].getContent();
1002 if (surface_y >= water_level - 20) {
1003 if (bt == BT_TAIGA && c == c_dirt) {
1004 vm->m_data[i] = n_snowblock;
1005 vm->m_area.add_y(em, i, -1);
1006 vm->m_data[i] = n_dirt_with_snow;
1007 } else if (bt == BT_TUNDRA) {
1009 vm->m_data[i] = n_dirt_with_snow;
1010 } else if (c == c_stone && surface_y < node_max.Y) {
1011 vm->m_area.add_y(em, i, 1);
1012 vm->m_data[i] = n_snow;
1014 } else if (c == c_dirt) {
1015 vm->m_data[i] = n_dirt_with_grass;
1022 void MapgenV6::generateCaves(int max_stone_y)
1024 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1025 int volume_nodes = (node_max.X - node_min.X + 1) *
1026 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1027 cave_amount = MYMAX(0.0, cave_amount);
1028 u32 caves_count = cave_amount * volume_nodes / 50000;
1029 u32 bruises_count = 1;
1030 PseudoRandom ps(blockseed + 21343);
1031 PseudoRandom ps2(blockseed + 1032);
1033 if (ps.range(1, 6) == 1)
1034 bruises_count = ps.range(0, ps.range(0, 2));
1036 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1041 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1042 bool large_cave = (i >= caves_count);
1043 CaveV6 cave(this, &ps, &ps2, large_cave);
1045 cave.makeCave(node_min, node_max, max_stone_y);