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"
38 #include "mapgen_v6.h"
40 FlagDesc flagdesc_mapgen_v6[] = {
41 {"jungles", MGV6_JUNGLES},
42 {"biomeblend", MGV6_BIOMEBLEND},
43 {"mudflow", MGV6_MUDFLOW},
47 ///////////////////////////////////////////////////////////////////////////////
50 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
51 this->generating = false;
53 this->emerge = emerge;
55 this->seed = (int)params->seed;
56 this->water_level = params->water_level;
57 this->flags = params->flags;
58 this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
59 this->gennotify = emerge->gennotify;
61 this->ystride = csize.X; //////fix this
63 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
65 this->spflags = sp->spflags;
66 this->freq_desert = sp->freq_desert;
67 this->freq_beach = sp->freq_beach;
69 np_cave = &sp->np_cave;
70 np_humidity = &sp->np_humidity;
71 np_trees = &sp->np_trees;
72 np_apple_trees = &sp->np_apple_trees;
74 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
75 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
76 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
77 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
78 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
79 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
80 noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
84 MapgenV6::~MapgenV6() {
85 delete noise_terrain_base;
86 delete noise_terrain_higher;
87 delete noise_steepness;
88 delete noise_height_select;
95 MapgenV6Params::MapgenV6Params() {
96 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
100 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6);
101 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6);
102 np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7);
103 np_height_select = NoiseParams(0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69);
104 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55);
105 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50);
106 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50);
107 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
108 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66);
109 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66);
110 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
114 void MapgenV6Params::readParams(Settings *settings) {
115 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
116 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
117 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
119 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
120 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
121 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
122 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
123 settings->getNoiseParams("mgv6_np_mud", np_mud);
124 settings->getNoiseParams("mgv6_np_beach", np_beach);
125 settings->getNoiseParams("mgv6_np_biome", np_biome);
126 settings->getNoiseParams("mgv6_np_cave", np_cave);
127 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
128 settings->getNoiseParams("mgv6_np_trees", np_trees);
129 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
133 void MapgenV6Params::writeParams(Settings *settings) {
134 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
135 settings->setFloat("mgv6_freq_desert", freq_desert);
136 settings->setFloat("mgv6_freq_beach", freq_beach);
138 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
139 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
140 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
141 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
142 settings->setNoiseParams("mgv6_np_mud", np_mud);
143 settings->setNoiseParams("mgv6_np_beach", np_beach);
144 settings->setNoiseParams("mgv6_np_biome", np_biome);
145 settings->setNoiseParams("mgv6_np_cave", np_cave);
146 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
147 settings->setNoiseParams("mgv6_np_trees", np_trees);
148 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
152 //////////////////////// Some helper functions for the map generator
155 // Returns Y one under area minimum if not found
156 s16 MapgenV6::find_stone_level(v2s16 p2d) {
157 v3s16 em = vm->m_area.getExtent();
158 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
159 s16 y_nodes_min = vm->m_area.MinEdge.Y;
160 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
163 for (y = y_nodes_max; y >= y_nodes_min; y--) {
164 MapNode &n = vm->m_data[i];
165 content_t c = n.getContent();
166 if (c != CONTENT_IGNORE && (
167 c == c_stone || c == c_desert_stone))
170 vm->m_area.add_y(em, i, -1);
172 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
176 // Required by mapgen.h
177 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
179 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
180 seed, v2s16(blockpos.X, blockpos.Z));*/
181 // Nah, this is just a heuristic, just return something
182 s16 minimum_groundlevel = water_level;
184 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
191 //////////////////////// Base terrain height functions
193 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
194 float steepness, float height_select) {
195 float base = 1 + terrain_base;
196 float higher = 1 + terrain_higher;
198 // Limit higher ground level to at least base
202 // Steepness factor of cliffs
204 b = rangelim(b, 0.0, 1000.0);
205 b = 5 * b * b * b * b * b * b * b;
206 b = rangelim(b, 0.5, 1000.0);
208 // Values 1.5...100 give quite horrible looking slopes
209 if (b > 1.5 && b < 100.0)
210 b = (b < 10.0) ? 1.5 : 100.0;
212 float a_off = -0.20; // Offset to more low
213 float a = 0.5 + b * (a_off + height_select);
214 a = rangelim(a, 0.0, 1.0); // Limit
216 return base * (1.0 - a) + higher * a;
220 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
224 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
225 p.X, 0.5, p.Y, 0.5, seed);
226 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
227 p.X, 0.5, p.Y, 0.5, seed);
228 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
229 p.X, 0.5, p.Y, 0.5, seed);
230 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
231 p.X, 0.5, p.Y, 0.5, seed);
233 return baseTerrainLevel(terrain_base, terrain_higher,
234 steepness, height_select);
238 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
239 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
240 return baseTerrainLevelFromMap(index);
244 float MapgenV6::baseTerrainLevelFromMap(int index) {
248 float terrain_base = noise_terrain_base->result[index];
249 float terrain_higher = noise_terrain_higher->result[index];
250 float steepness = noise_steepness->result[index];
251 float height_select = noise_height_select->result[index];
253 return baseTerrainLevel(terrain_base, terrain_higher,
254 steepness, height_select);
258 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
259 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
263 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
264 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
268 //////////////////////// Noise functions
270 float MapgenV6::getMudAmount(v2s16 p) {
271 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
272 return getMudAmount(index);
276 bool MapgenV6::getHaveBeach(v2s16 p) {
277 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
278 return getHaveBeach(index);
282 BiomeType MapgenV6::getBiome(v2s16 p) {
283 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
284 return getBiome(index, p);
288 float MapgenV6::getHumidity(v2s16 p)
290 /*double noise = noise2d_perlin(
291 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
292 seed+72384, 4, 0.66);
293 noise = (noise + 1.0)/2.0;*/
295 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
305 float MapgenV6::getTreeAmount(v2s16 p)
307 /*double noise = noise2d_perlin(
308 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
311 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
312 float zeroval = -0.39;
316 return 0.04 * (noise-zeroval) / (1.0-zeroval);
320 bool MapgenV6::getHaveAppleTree(v2s16 p)
322 /*is_apple_tree = noise2d_perlin(
323 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
324 data->seed+342902, 3, 0.45) > 0.2;*/
326 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
332 float MapgenV6::getMudAmount(int index)
335 return AVERAGE_MUD_AMOUNT;
337 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
338 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
339 seed+91013, 3, 0.55));*/
341 return noise_mud->result[index];
345 bool MapgenV6::getHaveBeach(int index)
347 // Determine whether to have sand here
348 /*double sandnoise = noise2d_perlin(
349 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
350 seed+59420, 3, 0.50);*/
352 float sandnoise = noise_beach->result[index];
353 return (sandnoise > freq_beach);
357 BiomeType MapgenV6::getBiome(int index, v2s16 p)
359 // Just do something very simple as for now
360 /*double d = noise2d_perlin(
361 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
362 seed+9130, 3, 0.50);*/
364 float d = noise_biome->result[index];
368 if ((spflags & MGV6_BIOMEBLEND) &&
369 (d > freq_desert - 0.10) &&
370 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
377 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
379 s32 x=p.X, y=p.Y, z=p.Z;
380 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
384 //////////////////////// Map generator
386 void MapgenV6::makeChunk(BlockMakeData *data) {
387 assert(data->vmanip);
388 assert(data->nodedef);
389 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
390 data->blockpos_requested.Y >= data->blockpos_min.Y &&
391 data->blockpos_requested.Z >= data->blockpos_min.Z);
392 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
393 data->blockpos_requested.Y <= data->blockpos_max.Y &&
394 data->blockpos_requested.Z <= data->blockpos_max.Z);
396 this->generating = true;
397 this->vm = data->vmanip;
398 this->ndef = data->nodedef;
400 // Hack: use minimum block coords for old code that assumes a single block
401 v3s16 blockpos = data->blockpos_requested;
402 v3s16 blockpos_min = data->blockpos_min;
403 v3s16 blockpos_max = data->blockpos_max;
405 // Area of central chunk
406 node_min = blockpos_min*MAP_BLOCKSIZE;
407 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
409 // Full allocated area
410 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
411 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
413 central_area_size = node_max - node_min + v3s16(1,1,1);
414 assert(central_area_size.X == central_area_size.Z);
416 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
417 * (blockpos_max.Y - blockpos_min.Y + 1)
418 * (blockpos_max.Z - blockpos_max.Z + 1);
420 volume_nodes = volume_blocks *
421 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
423 // Create a block-specific seed
424 blockseed = get_blockseed(data->seed, full_node_min);
429 c_stone = ndef->getId("mapgen_stone");
430 c_dirt = ndef->getId("mapgen_dirt");
431 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
432 c_sand = ndef->getId("mapgen_sand");
433 c_water_source = ndef->getId("mapgen_water_source");
434 c_lava_source = ndef->getId("mapgen_lava_source");
435 c_gravel = ndef->getId("mapgen_gravel");
436 c_cobble = ndef->getId("mapgen_cobble");
437 c_desert_sand = ndef->getId("mapgen_desert_sand");
438 c_desert_stone = ndef->getId("mapgen_desert_stone");
439 c_mossycobble = ndef->getId("mapgen_mossycobble");
440 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
441 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
442 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
443 if (c_desert_sand == CONTENT_IGNORE)
444 c_desert_sand = c_sand;
445 if (c_desert_stone == CONTENT_IGNORE)
446 c_desert_stone = c_stone;
447 if (c_mossycobble == CONTENT_IGNORE)
448 c_mossycobble = c_cobble;
449 if (c_sandbrick == CONTENT_IGNORE)
450 c_sandbrick = c_desert_stone;
451 if (c_stair_cobble == CONTENT_IGNORE)
452 c_stair_cobble = c_cobble;
453 if (c_stair_sandstone == CONTENT_IGNORE)
454 c_stair_sandstone = c_sandbrick;
456 // Maximum height of the stone surface and obstacles.
457 // This is used to guide the cave generation
458 s16 stone_surface_max_y;
460 // Generate general ground level to full area
461 stone_surface_max_y = generateGround();
463 generateExperimental();
465 const s16 max_spread_amount = MAP_BLOCKSIZE;
466 // Limit dirt flow area by 1 because mud is flown into neighbors.
467 s16 mudflow_minpos = -max_spread_amount + 1;
468 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
470 // Loop this part, it will make stuff look older and newer nicely
471 const u32 age_loops = 2;
472 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
473 // Make caves (this code is relatively horrible)
474 if (flags & MG_CAVES)
475 generateCaves(stone_surface_max_y);
477 // Add mud to the central chunk
480 // Add blobs of dirt and gravel underground
481 addDirtGravelBlobs();
483 // Flow mud away from steep edges
484 if (spflags & MGV6_MUDFLOW)
485 flowMud(mudflow_minpos, mudflow_maxpos);
490 if (flags & MG_DUNGEONS) {
493 dp.np_rarity = nparams_dungeon_rarity;
494 dp.np_density = nparams_dungeon_density;
495 dp.np_wetness = nparams_dungeon_wetness;
496 dp.c_water = c_water_source;
497 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
498 dp.c_cobble = c_cobble;
499 dp.c_moss = c_mossycobble;
500 dp.c_stair = c_stair_cobble;
502 dp.diagonal_dirs = false;
504 dp.holesize = v3s16(1, 2, 1);
505 dp.roomsize = v3s16(0, 0, 0);
506 dp.notifytype = GENNOTIFY_DUNGEON;
508 dp.c_cobble = c_sandbrick;
509 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
510 dp.c_stair = c_stair_sandstone;
512 dp.diagonal_dirs = true;
514 dp.holesize = v3s16(2, 3, 2);
515 dp.roomsize = v3s16(2, 5, 2);
516 dp.notifytype = GENNOTIFY_TEMPLE;
519 DungeonGen dgen(this, &dp);
520 dgen.generate(blockseed, full_node_min, full_node_max);
523 // Add top and bottom side of water to transforming_liquid queue
524 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
529 // Generate some trees, and add grass, if a jungle
530 if (flags & MG_TREES)
531 placeTreesAndJungleGrass();
533 // Generate the registered decorations
534 for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
535 Decoration *deco = emerge->decorations[i];
536 deco->placeDeco(this, blockseed + i, node_min, node_max);
539 // Generate the registered ores
540 for (unsigned int i = 0; i != emerge->ores.size(); i++) {
541 Ore *ore = emerge->ores[i];
542 ore->placeOre(this, blockseed + i, node_min, node_max);
545 // Calculate lighting
546 if (flags & MG_LIGHT)
547 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
548 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
550 this->generating = false;
554 void MapgenV6::calculateNoise() {
558 // Need to adjust for the original implementation's +.5 offset...
559 if (!(flags & MG_FLAT)) {
560 noise_terrain_base->perlinMap2D(
561 x + 0.5 * noise_terrain_base->np->spread.X,
562 z + 0.5 * noise_terrain_base->np->spread.Z);
563 noise_terrain_base->transformNoiseMap();
565 noise_terrain_higher->perlinMap2D(
566 x + 0.5 * noise_terrain_higher->np->spread.X,
567 z + 0.5 * noise_terrain_higher->np->spread.Z);
568 noise_terrain_higher->transformNoiseMap();
570 noise_steepness->perlinMap2D(
571 x + 0.5 * noise_steepness->np->spread.X,
572 z + 0.5 * noise_steepness->np->spread.Z);
573 noise_steepness->transformNoiseMap();
575 noise_height_select->perlinMap2D(
576 x + 0.5 * noise_height_select->np->spread.X,
577 z + 0.5 * noise_height_select->np->spread.Z);
579 noise_mud->perlinMap2D(
580 x + 0.5 * noise_mud->np->spread.X,
581 z + 0.5 * noise_mud->np->spread.Z);
582 noise_mud->transformNoiseMap();
585 noise_beach->perlinMap2D(
586 x + 0.2 * noise_beach->np->spread.X,
587 z + 0.7 * noise_beach->np->spread.Z);
589 noise_biome->perlinMap2D(
590 x + 0.6 * noise_biome->np->spread.X,
591 z + 0.2 * noise_biome->np->spread.Z);
595 int MapgenV6::generateGround() {
596 //TimeTaker timer1("Generating ground level");
597 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
598 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
599 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
602 for (s16 z = node_min.Z; z <= node_max.Z; z++)
603 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
605 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
608 if (surface_y > stone_surface_max_y)
609 stone_surface_max_y = surface_y;
611 BiomeType bt = getBiome(index, v2s16(x, z));
613 // Fill ground with stone
614 v3s16 em = vm->m_area.getExtent();
615 u32 i = vm->m_area.index(x, node_min.Y, z);
616 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
617 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
618 if (y <= surface_y) {
619 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
620 n_desert_stone : n_stone;
621 } else if (y <= water_level) {
622 vm->m_data[i] = n_water_source;
624 vm->m_data[i] = n_air;
627 vm->m_area.add_y(em, i, 1);
631 return stone_surface_max_y;
635 void MapgenV6::addMud() {
637 //TimeTaker timer1("add mud");
638 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
639 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
643 for (s16 z = node_min.Z; z <= node_max.Z; z++)
644 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
645 // Randomize mud amount
646 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
649 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
651 // Handle area not found
652 if (surface_y == vm->m_area.MinEdge.Y - 1)
655 BiomeType bt = getBiome(index, v2s16(x, z));
656 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
658 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
660 } else if (mud_add_amount <= 0) {
661 mud_add_amount = 1 - mud_add_amount;
663 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
664 surface_y + mud_add_amount <= water_level + 2) {
668 if (bt == BT_DESERT && surface_y > 20)
669 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
671 // If topmost node is grass, change it to mud. It might be if it was
672 // flown to there from a neighboring chunk and then converted.
673 u32 i = vm->m_area.index(x, surface_y, z);
674 if (vm->m_data[i].getContent() == c_dirt_with_grass)
675 vm->m_data[i] = n_dirt;
679 v3s16 em = vm->m_area.getExtent();
680 s16 y_start = surface_y + 1;
681 i = vm->m_area.index(x, y_start, z);
682 for (s16 y = y_start; y <= node_max.Y; y++) {
683 if (mudcount >= mud_add_amount)
686 vm->m_data[i] = addnode;
689 vm->m_area.add_y(em, i, 1);
695 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
697 TimeTaker timer1("flow mud");
699 // Iterate a few times
700 for(s16 k = 0; k < 3; k++) {
701 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
702 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
703 // Invert coordinates every 2nd iteration
705 x = mudflow_maxpos - (x - mudflow_minpos);
706 z = mudflow_maxpos - (z - mudflow_minpos);
709 // Node position in 2d
710 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
712 v3s16 em = vm->m_area.getExtent();
713 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
716 while(y >= node_min.Y)
723 for(; y >= node_min.Y; y--) {
725 if (n->getContent() == c_dirt ||
726 n->getContent() == c_dirt_with_grass ||
727 n->getContent() == c_gravel)
730 vm->m_area.add_y(em, i, -1);
733 // Stop if out of area
734 //if(vmanip.m_area.contains(i) == false)
738 if (n->getContent() == c_dirt ||
739 n->getContent() == c_dirt_with_grass)
741 // Make it exactly mud
742 n->setContent(c_dirt);
744 // Don't flow it if the stuff under it is not mud
747 vm->m_area.add_y(em, i2, -1);
748 // Cancel if out of area
749 if(vm->m_area.contains(i2) == false)
751 MapNode *n2 = &vm->m_data[i2];
752 if (n2->getContent() != c_dirt &&
753 n2->getContent() != c_dirt_with_grass)
759 v3s16(0,0,1), // back
760 v3s16(1,0,0), // right
761 v3s16(0,0,-1), // front
762 v3s16(-1,0,0), // left
765 // Check that upper is air or doesn't exist.
766 // Cancel dropping if upper keeps it in place
768 vm->m_area.add_y(em, i3, 1);
769 if (vm->m_area.contains(i3) == true &&
770 ndef->get(vm->m_data[i3]).walkable)
774 for(u32 di=0; di<4; di++) {
775 v3s16 dirp = dirs4[di];
778 vm->m_area.add_p(em, i2, dirp);
779 // Fail if out of area
780 if (vm->m_area.contains(i2) == false)
782 // Check that side is air
783 MapNode *n2 = &vm->m_data[i2];
784 if (ndef->get(*n2).walkable)
786 // Check that under side is air
787 vm->m_area.add_y(em, i2, -1);
788 if (vm->m_area.contains(i2) == false)
790 n2 = &vm->m_data[i2];
791 if (ndef->get(*n2).walkable)
793 // Loop further down until not air
794 bool dropped_to_unknown = false;
796 vm->m_area.add_y(em, i2, -1);
797 n2 = &vm->m_data[i2];
798 // if out of known area
799 if(vm->m_area.contains(i2) == false ||
800 n2->getContent() == CONTENT_IGNORE) {
801 dropped_to_unknown = true;
804 } while (ndef->get(*n2).walkable == false);
805 // Loop one up so that we're in air
806 vm->m_area.add_y(em, i2, 1);
807 n2 = &vm->m_data[i2];
809 bool old_is_water = (n->getContent() == c_water_source);
810 // Move mud to new place
811 if (!dropped_to_unknown) {
813 // Set old place to be air (or water)
815 *n = MapNode(c_water_source);
817 *n = MapNode(CONTENT_AIR);
830 void MapgenV6::addDirtGravelBlobs() {
831 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
834 PseudoRandom pr(blockseed + 983);
835 for (int i = 0; i < volume_nodes/10/10/10; i++) {
836 bool only_fill_cave = (myrand_range(0,1) != 0);
843 pr.range(node_min.X, node_max.X) - size.X / 2,
844 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
845 pr.range(node_min.Z, node_max.Z) - size.Z / 2
848 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
849 for (int z1 = 0; z1 < size.Z; z1++)
850 for (int y1 = 0; y1 < size.Y; y1++)
851 for (int x1 = 0; x1 < size.X; x1++) {
852 v3s16 p = p0 + v3s16(x1, y1, z1);
853 u32 i = vm->m_area.index(p);
854 if (!vm->m_area.contains(i))
856 // Cancel if not stone and not cave air
857 if (vm->m_data[i].getContent() != c_stone &&
858 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
860 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
868 void MapgenV6::placeTreesAndJungleGrass() {
869 //TimeTaker t("placeTrees");
870 if (node_max.Y < water_level)
873 PseudoRandom grassrandom(blockseed + 53);
874 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
875 // if we don't have junglegrass, don't place cignore... that's bad
876 if (c_junglegrass == CONTENT_IGNORE)
877 c_junglegrass = CONTENT_AIR;
878 MapNode n_junglegrass(c_junglegrass);
879 v3s16 em = vm->m_area.getExtent();
881 // Divide area into parts
883 s16 sidelen = central_area_size.X / div;
884 double area = sidelen * sidelen;
886 // N.B. We must add jungle grass first, since tree leaves will
887 // obstruct the ground, giving us a false ground level
888 for (s16 z0 = 0; z0 < div; z0++)
889 for (s16 x0 = 0; x0 < div; x0++) {
890 // Center position of part of division
892 node_min.X + sidelen / 2 + sidelen * x0,
893 node_min.Z + sidelen / 2 + sidelen * z0
895 // Minimum edge of part of division
897 node_min.X + sidelen * x0,
898 node_min.Z + sidelen * z0
900 // Maximum edge of part of division
902 node_min.X + sidelen + sidelen * x0 - 1,
903 node_min.Z + sidelen + sidelen * z0 - 1
906 // Amount of trees, jungle area
907 u32 tree_count = area * getTreeAmount(p2d_center);
910 bool is_jungle = false;
911 if (spflags & MGV6_JUNGLES) {
912 humidity = getHumidity(p2d_center);
913 if (humidity > 0.75) {
921 u32 grass_count = 5 * humidity * tree_count;
922 for (u32 i = 0; i < grass_count; i++) {
923 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
924 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
926 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
927 if (y < water_level || y < node_min.Y || y > node_max.Y)
930 u32 vi = vm->m_area.index(x, y, z);
931 // place on dirt_with_grass, since we know it is exposed to sunlight
932 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
933 vm->m_area.add_y(em, vi, 1);
934 vm->m_data[vi] = n_junglegrass;
939 // Put trees in random places on part of division
940 for (u32 i = 0; i < tree_count; i++) {
941 s16 x = myrand_range(p2d_min.X, p2d_max.X);
942 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
943 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
944 // Don't make a tree under water level
945 // Don't make a tree so high that it doesn't fit
946 if(y < water_level || y > node_max.Y - 6)
950 // Trees grow only on mud and grass
952 u32 i = vm->m_area.index(p);
953 MapNode *n = &vm->m_data[i];
954 if (n->getContent() != c_dirt &&
955 n->getContent() != c_dirt_with_grass)
962 treegen::make_jungletree(*vm, p, ndef, myrand());
964 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
965 getHaveAppleTree(v2s16(x, z));
966 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
970 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
974 void MapgenV6::growGrass() {
975 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
976 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
977 // Find the lowest surface to which enough light ends up to make
978 // grass grow. Basically just wait until not air and not leaves.
981 v3s16 em = vm->m_area.getExtent();
982 u32 i = vm->m_area.index(x, node_max.Y, z);
984 // Go to ground level
985 for (y = node_max.Y; y >= full_node_min.Y; y--) {
986 MapNode &n = vm->m_data[i];
987 if (ndef->get(n).param_type != CPT_LIGHT ||
988 ndef->get(n).liquid_type != LIQUID_NONE)
990 vm->m_area.add_y(em, i, -1);
992 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
995 u32 i = vm->m_area.index(x, surface_y, z);
996 MapNode *n = &vm->m_data[i];
997 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
998 n->setContent(c_dirt_with_grass);
1003 void MapgenV6::generateCaves(int max_stone_y) {
1004 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1005 int volume_nodes = (node_max.X - node_min.X + 1) *
1006 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1007 cave_amount = MYMAX(0.0, cave_amount);
1008 u32 caves_count = cave_amount * volume_nodes / 50000;
1009 u32 bruises_count = 1;
1010 PseudoRandom ps(blockseed + 21343);
1011 PseudoRandom ps2(blockseed + 1032);
1013 if (ps.range(1, 6) == 1)
1014 bruises_count = ps.range(0, ps.range(0, 2));
1016 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1021 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1022 bool large_cave = (i >= caves_count);
1023 CaveV6 cave(this, &ps, &ps2, large_cave);
1025 cave.makeCave(node_min, node_max, max_stone_y);