3 Copyright (C) 2010-2015 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.
27 //#include "serverobject.h"
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
42 FlagDesc flagdesc_mapgen_v6[] = {
43 {"jungles", MGV6_JUNGLES},
44 {"biomeblend", MGV6_BIOMEBLEND},
45 {"mudflow", MGV6_MUDFLOW},
46 {"snowbiomes", MGV6_SNOWBIOMES},
48 {"trees", MGV6_TREES},
53 /////////////////////////////////////////////////////////////////////////////
56 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
57 : Mapgen(mapgenid, params, emerge)
59 this->m_emerge = emerge;
60 this->ystride = csize.X; //////fix this
62 this->heightmap = new s16[csize.X * csize.Z];
64 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 //// Create noise objects
75 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
76 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
77 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
78 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
79 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
80 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
81 noise_biome = new Noise(&sp->np_biome, seed,
82 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
83 noise_humidity = new Noise(&sp->np_humidity, seed,
84 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
86 //// Resolve nodes to be used
87 INodeDefManager *ndef = emerge->ndef;
89 c_stone = ndef->getId("mapgen_stone");
90 c_dirt = ndef->getId("mapgen_dirt");
91 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
92 c_sand = ndef->getId("mapgen_sand");
93 c_water_source = ndef->getId("mapgen_water_source");
94 c_lava_source = ndef->getId("mapgen_lava_source");
95 c_gravel = ndef->getId("mapgen_gravel");
96 c_desert_stone = ndef->getId("mapgen_desert_stone");
97 c_desert_sand = ndef->getId("mapgen_desert_sand");
98 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
99 c_snow = ndef->getId("mapgen_snow");
100 c_snowblock = ndef->getId("mapgen_snowblock");
101 c_ice = ndef->getId("mapgen_ice");
103 c_cobble = ndef->getId("mapgen_cobble");
104 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
105 c_mossycobble = ndef->getId("mapgen_mossycobble");
107 if (c_desert_sand == CONTENT_IGNORE)
108 c_desert_sand = c_sand;
109 if (c_desert_stone == CONTENT_IGNORE)
110 c_desert_stone = c_stone;
111 if (c_mossycobble == CONTENT_IGNORE)
112 c_mossycobble = c_cobble;
113 if (c_stair_cobble == CONTENT_IGNORE)
114 c_stair_cobble = c_cobble;
115 if (c_dirt_with_snow == CONTENT_IGNORE)
116 c_dirt_with_snow = c_dirt_with_grass;
117 if (c_snow == CONTENT_IGNORE)
118 c_snow = CONTENT_AIR;
119 if (c_snowblock == CONTENT_IGNORE)
120 c_snowblock = c_dirt_with_grass;
121 if (c_ice == CONTENT_IGNORE)
122 c_ice = c_water_source;
126 MapgenV6::~MapgenV6()
128 delete noise_terrain_base;
129 delete noise_terrain_higher;
130 delete noise_steepness;
131 delete noise_height_select;
135 delete noise_humidity;
141 MapgenV6Params::MapgenV6Params()
143 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
147 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
148 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
149 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
150 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
151 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
152 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
153 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
154 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
155 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
156 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
157 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
161 void MapgenV6Params::readParams(const Settings *settings)
163 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
164 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
165 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
167 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
168 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
169 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
170 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
171 settings->getNoiseParams("mgv6_np_mud", np_mud);
172 settings->getNoiseParams("mgv6_np_beach", np_beach);
173 settings->getNoiseParams("mgv6_np_biome", np_biome);
174 settings->getNoiseParams("mgv6_np_cave", np_cave);
175 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
176 settings->getNoiseParams("mgv6_np_trees", np_trees);
177 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
181 void MapgenV6Params::writeParams(Settings *settings) const
183 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
184 settings->setFloat("mgv6_freq_desert", freq_desert);
185 settings->setFloat("mgv6_freq_beach", freq_beach);
187 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
188 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
189 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
190 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
191 settings->setNoiseParams("mgv6_np_mud", np_mud);
192 settings->setNoiseParams("mgv6_np_beach", np_beach);
193 settings->setNoiseParams("mgv6_np_biome", np_biome);
194 settings->setNoiseParams("mgv6_np_cave", np_cave);
195 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
196 settings->setNoiseParams("mgv6_np_trees", np_trees);
197 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
201 //////////////////////// Some helper functions for the map generator
203 // Returns Y one under area minimum if not found
204 s16 MapgenV6::find_stone_level(v2s16 p2d)
206 v3s16 em = vm->m_area.getExtent();
207 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
208 s16 y_nodes_min = vm->m_area.MinEdge.Y;
209 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
212 for (y = y_nodes_max; y >= y_nodes_min; y--) {
213 content_t c = vm->m_data[i].getContent();
214 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
217 vm->m_area.add_y(em, i, -1);
219 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
223 // Required by mapgen.h
224 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
226 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
227 seed, v2s16(blockpos.X, blockpos.Z));*/
228 // Nah, this is just a heuristic, just return something
229 s16 minimum_groundlevel = water_level;
231 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
238 //////////////////////// Base terrain height functions
240 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
241 float steepness, float height_select)
243 float base = 1 + terrain_base;
244 float higher = 1 + terrain_higher;
246 // Limit higher ground level to at least base
250 // Steepness factor of cliffs
252 b = rangelim(b, 0.0, 1000.0);
253 b = 5 * b * b * b * b * b * b * b;
254 b = rangelim(b, 0.5, 1000.0);
256 // Values 1.5...100 give quite horrible looking slopes
257 if (b > 1.5 && b < 100.0)
258 b = (b < 10.0) ? 1.5 : 100.0;
260 float a_off = -0.20; // Offset to more low
261 float a = 0.5 + b * (a_off + height_select);
262 a = rangelim(a, 0.0, 1.0); // Limit
264 return base * (1.0 - a) + higher * a;
268 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
270 if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
273 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
274 p.X, 0.5, p.Y, 0.5, seed);
275 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
276 p.X, 0.5, p.Y, 0.5, seed);
277 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
278 p.X, 0.5, p.Y, 0.5, seed);
279 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
280 p.X, 0.5, p.Y, 0.5, seed);
282 return baseTerrainLevel(terrain_base, terrain_higher,
283 steepness, height_select);
287 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
289 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
290 return baseTerrainLevelFromMap(index);
294 float MapgenV6::baseTerrainLevelFromMap(int index)
296 if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
299 float terrain_base = noise_terrain_base->result[index];
300 float terrain_higher = noise_terrain_higher->result[index];
301 float steepness = noise_steepness->result[index];
302 float height_select = noise_height_select->result[index];
304 return baseTerrainLevel(terrain_base, terrain_higher,
305 steepness, height_select);
309 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
311 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
315 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
317 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
321 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
323 s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
324 if (level_at_point <= water_level ||
325 level_at_point > water_level + 16)
326 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
328 return level_at_point;
332 //////////////////////// Noise functions
334 float MapgenV6::getMudAmount(v2s16 p)
336 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
337 return getMudAmount(index);
341 bool MapgenV6::getHaveBeach(v2s16 p)
343 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
344 return getHaveBeach(index);
348 BiomeV6Type MapgenV6::getBiome(v2s16 p)
350 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
351 + (p.X - full_node_min.X);
352 return getBiome(index, p);
356 float MapgenV6::getHumidity(v2s16 p)
358 /*double noise = noise2d_perlin(
359 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
360 seed+72384, 4, 0.66);
361 noise = (noise + 1.0)/2.0;*/
363 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
364 + (p.X - full_node_min.X);
365 float noise = noise_humidity->result[index];
375 float MapgenV6::getTreeAmount(v2s16 p)
377 /*double noise = noise2d_perlin(
378 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
381 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
382 float zeroval = -0.39;
386 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
390 bool MapgenV6::getHaveAppleTree(v2s16 p)
392 /*is_apple_tree = noise2d_perlin(
393 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
394 data->seed+342902, 3, 0.45) > 0.2;*/
396 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
402 float MapgenV6::getMudAmount(int index)
404 if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
405 return MGV6_AVERAGE_MUD_AMOUNT;
407 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
408 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
409 seed+91013, 3, 0.55));*/
411 return noise_mud->result[index];
415 bool MapgenV6::getHaveBeach(int index)
417 // Determine whether to have sand here
418 /*double sandnoise = noise2d_perlin(
419 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
420 seed+59420, 3, 0.50);*/
422 float sandnoise = noise_beach->result[index];
423 return (sandnoise > freq_beach);
427 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
429 // Just do something very simple as for now
430 /*double d = noise2d_perlin(
431 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
432 seed+9130, 3, 0.50);*/
434 float d = noise_biome->result[index];
435 float h = noise_humidity->result[index];
437 if (spflags & MGV6_SNOWBIOMES) {
438 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
440 if (d > MGV6_FREQ_HOT + blend) {
441 if (h > MGV6_FREQ_JUNGLE + blend)
445 } else if (d < MGV6_FREQ_SNOW + blend) {
446 if (h > MGV6_FREQ_TAIGA + blend)
457 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
458 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
461 if ((spflags & MGV6_JUNGLES) && h > 0.75)
469 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
471 s32 x = p.X, y = p.Y, z = p.Z;
472 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
476 //////////////////////// Map generator
478 void MapgenV6::makeChunk(BlockMakeData *data)
481 assert(data->vmanip);
482 assert(data->nodedef);
483 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
484 data->blockpos_requested.Y >= data->blockpos_min.Y &&
485 data->blockpos_requested.Z >= data->blockpos_min.Z);
486 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
487 data->blockpos_requested.Y <= data->blockpos_max.Y &&
488 data->blockpos_requested.Z <= data->blockpos_max.Z);
490 this->generating = true;
491 this->vm = data->vmanip;
492 this->ndef = data->nodedef;
494 // Hack: use minimum block coords for old code that assumes a single block
495 v3s16 blockpos_min = data->blockpos_min;
496 v3s16 blockpos_max = data->blockpos_max;
498 // Area of central chunk
499 node_min = blockpos_min * MAP_BLOCKSIZE;
500 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
502 // Full allocated area
503 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
504 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
506 central_area_size = node_max - node_min + v3s16(1, 1, 1);
507 assert(central_area_size.X == central_area_size.Z);
509 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
510 * (blockpos_max.Y - blockpos_min.Y + 1)
511 * (blockpos_max.Z - blockpos_max.Z + 1);
513 volume_nodes = volume_blocks *
514 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
516 // Create a block-specific seed
517 blockseed = get_blockseed(data->seed, full_node_min);
522 // Maximum height of the stone surface and obstacles.
523 // This is used to guide the cave generation
524 s16 stone_surface_max_y;
526 // Generate general ground level to full area
527 stone_surface_max_y = generateGround();
529 // Create initial heightmap to limit caves
530 updateHeightmap(node_min, node_max);
532 const s16 max_spread_amount = MAP_BLOCKSIZE;
533 // Limit dirt flow area by 1 because mud is flown into neighbors.
534 s16 mudflow_minpos = -max_spread_amount + 1;
535 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
537 // Loop this part, it will make stuff look older and newer nicely
538 const u32 age_loops = 2;
539 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
540 // Make caves (this code is relatively horrible)
541 if (flags & MG_CAVES)
542 generateCaves(stone_surface_max_y);
544 // Add mud to the central chunk
547 // Flow mud away from steep edges
548 if (spflags & MGV6_MUDFLOW)
549 flowMud(mudflow_minpos, mudflow_maxpos);
553 // Update heightmap after mudflow
554 updateHeightmap(node_min, node_max);
557 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
560 dp.np_rarity = nparams_dungeon_rarity;
561 dp.np_density = nparams_dungeon_density;
562 dp.np_wetness = nparams_dungeon_wetness;
563 dp.c_water = c_water_source;
564 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
565 dp.c_cobble = c_desert_stone;
566 dp.c_moss = c_desert_stone;
567 dp.c_stair = c_desert_stone;
569 dp.diagonal_dirs = true;
571 dp.holesize = v3s16(2, 3, 2);
572 dp.roomsize = v3s16(2, 5, 2);
573 dp.notifytype = GENNOTIFY_TEMPLE;
575 dp.c_cobble = c_cobble;
576 dp.c_moss = c_mossycobble;
577 dp.c_stair = c_stair_cobble;
579 dp.diagonal_dirs = false;
581 dp.holesize = v3s16(1, 2, 1);
582 dp.roomsize = v3s16(0, 0, 0);
583 dp.notifytype = GENNOTIFY_DUNGEON;
586 DungeonGen dgen(this, &dp);
587 dgen.generate(blockseed, full_node_min, full_node_max);
590 // Add top and bottom side of water to transforming_liquid queue
591 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
596 // Generate some trees, and add grass, if a jungle
597 if ((spflags & MGV6_TREES) || (flags & MG_TREES))
598 placeTreesAndJungleGrass();
600 // Generate the registered decorations
601 if (flags & MG_DECORATIONS)
602 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
604 // Generate the registered ores
605 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
607 // Calculate lighting
608 if (flags & MG_LIGHT)
609 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
610 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
611 full_node_min, full_node_max);
613 this->generating = false;
617 void MapgenV6::calculateNoise()
621 int fx = full_node_min.X;
622 int fz = full_node_min.Z;
624 if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
625 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
626 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
627 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
628 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
629 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
632 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
634 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
635 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
636 // Humidity map does not need range limiting 0 to 1,
637 // only humidity at point does
641 int MapgenV6::generateGround()
643 //TimeTaker timer1("Generating ground level");
644 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
645 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
646 MapNode n_ice(c_ice);
647 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
650 for (s16 z = node_min.Z; z <= node_max.Z; z++)
651 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
653 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
656 if (surface_y > stone_surface_max_y)
657 stone_surface_max_y = surface_y;
659 BiomeV6Type bt = getBiome(v2s16(x, z));
661 // Fill ground with stone
662 v3s16 em = vm->m_area.getExtent();
663 u32 i = vm->m_area.index(x, node_min.Y, z);
664 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
665 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
666 if (y <= surface_y) {
667 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
668 && bt == BT_DESERT) ?
669 n_desert_stone : n_stone;
670 } else if (y <= water_level) {
671 vm->m_data[i] = (y >= MGV6_ICE_BASE
672 && bt == BT_TUNDRA) ?
673 n_ice : n_water_source;
675 vm->m_data[i] = n_air;
678 vm->m_area.add_y(em, i, 1);
682 return stone_surface_max_y;
686 void MapgenV6::addMud()
689 //TimeTaker timer1("add mud");
690 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
691 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
695 for (s16 z = node_min.Z; z <= node_max.Z; z++)
696 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
697 // Randomize mud amount
698 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
701 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
703 // Handle area not found
704 if (surface_y == vm->m_area.MinEdge.Y - 1)
707 BiomeV6Type bt = getBiome(v2s16(x, z));
708 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
710 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
712 } else if (mud_add_amount <= 0) {
713 mud_add_amount = 1 - mud_add_amount;
715 } else if (bt != BT_DESERT && getHaveBeach(index) &&
716 surface_y + mud_add_amount <= water_level + 2) {
720 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
721 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
723 /* If topmost node is grass, change it to mud. It might be if it was
724 // flown to there from a neighboring chunk and then converted.
725 u32 i = vm->m_area.index(x, surface_y, z);
726 if (vm->m_data[i].getContent() == c_dirt_with_grass)
727 vm->m_data[i] = n_dirt;*/
731 v3s16 em = vm->m_area.getExtent();
732 s16 y_start = surface_y + 1;
733 u32 i = vm->m_area.index(x, y_start, z);
734 for (s16 y = y_start; y <= node_max.Y; y++) {
735 if (mudcount >= mud_add_amount)
738 vm->m_data[i] = addnode;
741 vm->m_area.add_y(em, i, 1);
747 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
750 //TimeTaker timer1("flow mud");
752 // Iterate a few times
753 for (s16 k = 0; k < 3; k++) {
754 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
755 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
756 // Invert coordinates every 2nd iteration
758 x = mudflow_maxpos - (x - mudflow_minpos);
759 z = mudflow_maxpos - (z - mudflow_minpos);
762 // Node position in 2d
763 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
765 v3s16 em = vm->m_area.getExtent();
766 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
769 while (y >= node_min.Y) {
774 for (; y >= node_min.Y; y--) {
776 if (n->getContent() == c_dirt ||
777 n->getContent() == c_dirt_with_grass ||
778 n->getContent() == c_gravel)
781 vm->m_area.add_y(em, i, -1);
784 // Stop if out of area
785 //if(vmanip.m_area.contains(i) == false)
789 if (n->getContent() == c_dirt ||
790 n->getContent() == c_dirt_with_grass) {
791 // Make it exactly mud
792 n->setContent(c_dirt);
794 // Don't flow it if the stuff under it is not mud
797 vm->m_area.add_y(em, i2, -1);
798 // Cancel if out of area
799 if (vm->m_area.contains(i2) == false)
801 MapNode *n2 = &vm->m_data[i2];
802 if (n2->getContent() != c_dirt &&
803 n2->getContent() != c_dirt_with_grass)
809 v3s16(0, 0, 1), // back
810 v3s16(1, 0, 0), // right
811 v3s16(0, 0, -1), // front
812 v3s16(-1, 0, 0), // left
815 // Check that upper is air or doesn't exist.
816 // Cancel dropping if upper keeps it in place
818 vm->m_area.add_y(em, i3, 1);
819 if (vm->m_area.contains(i3) == true &&
820 ndef->get(vm->m_data[i3]).walkable)
824 for (u32 di = 0; di < 4; di++) {
825 v3s16 dirp = dirs4[di];
828 vm->m_area.add_p(em, i2, dirp);
829 // Fail if out of area
830 if (vm->m_area.contains(i2) == false)
832 // Check that side is air
833 MapNode *n2 = &vm->m_data[i2];
834 if (ndef->get(*n2).walkable)
836 // Check that under side is air
837 vm->m_area.add_y(em, i2, -1);
838 if (vm->m_area.contains(i2) == false)
840 n2 = &vm->m_data[i2];
841 if (ndef->get(*n2).walkable)
843 // Loop further down until not air
844 bool dropped_to_unknown = false;
846 vm->m_area.add_y(em, i2, -1);
847 n2 = &vm->m_data[i2];
848 // if out of known area
849 if (vm->m_area.contains(i2) == false ||
850 n2->getContent() == CONTENT_IGNORE) {
851 dropped_to_unknown = true;
854 } while (ndef->get(*n2).walkable == false);
855 // Loop one up so that we're in air
856 vm->m_area.add_y(em, i2, 1);
857 n2 = &vm->m_data[i2];
859 bool old_is_water = (n->getContent() == c_water_source);
860 // Move mud to new place
861 if (!dropped_to_unknown) {
863 // Set old place to be air (or water)
865 *n = MapNode(c_water_source);
867 *n = MapNode(CONTENT_AIR);
880 void MapgenV6::placeTreesAndJungleGrass()
882 //TimeTaker t("placeTrees");
883 if (node_max.Y < water_level)
886 PseudoRandom grassrandom(blockseed + 53);
887 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
888 // if we don't have junglegrass, don't place cignore... that's bad
889 if (c_junglegrass == CONTENT_IGNORE)
890 c_junglegrass = CONTENT_AIR;
891 MapNode n_junglegrass(c_junglegrass);
892 v3s16 em = vm->m_area.getExtent();
894 // Divide area into parts
896 s16 sidelen = central_area_size.X / div;
897 double area = sidelen * sidelen;
899 // N.B. We must add jungle grass first, since tree leaves will
900 // obstruct the ground, giving us a false ground level
901 for (s16 z0 = 0; z0 < div; z0++)
902 for (s16 x0 = 0; x0 < div; x0++) {
903 // Center position of part of division
905 node_min.X + sidelen / 2 + sidelen * x0,
906 node_min.Z + sidelen / 2 + sidelen * z0
908 // Minimum edge of part of division
910 node_min.X + sidelen * x0,
911 node_min.Z + sidelen * z0
913 // Maximum edge of part of division
915 node_min.X + sidelen + sidelen * x0 - 1,
916 node_min.Z + sidelen + sidelen * z0 - 1
919 // Get biome at center position of part of division
920 BiomeV6Type bt = getBiome(p2d_center);
924 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
925 tree_count = area * getTreeAmount(p2d_center);
933 if (bt == BT_JUNGLE) {
934 float humidity = getHumidity(p2d_center);
935 u32 grass_count = 5 * humidity * tree_count;
936 for (u32 i = 0; i < grass_count; i++) {
937 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
938 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
939 int mapindex = central_area_size.X * (z - node_min.Z)
941 s16 y = heightmap[mapindex];
945 u32 vi = vm->m_area.index(x, y, z);
946 // place on dirt_with_grass, since we know it is exposed to sunlight
947 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
948 vm->m_area.add_y(em, vi, 1);
949 vm->m_data[vi] = n_junglegrass;
954 // Put trees in random places on part of division
955 for (u32 i = 0; i < tree_count; i++) {
956 s16 x = myrand_range(p2d_min.X, p2d_max.X);
957 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
958 int mapindex = central_area_size.X * (z - node_min.Z)
960 s16 y = heightmap[mapindex];
961 // Don't make a tree under water level
962 // Don't make a tree so high that it doesn't fit
963 if (y < water_level || y > node_max.Y - 6)
967 // Trees grow only on mud and grass and snowblock
969 u32 i = vm->m_area.index(p);
970 content_t c = vm->m_data[i].getContent();
972 c != c_dirt_with_grass &&
973 c != c_dirt_with_snow &&
980 if (bt == BT_JUNGLE) {
981 treegen::make_jungletree(*vm, p, ndef, myrand());
982 } else if (bt == BT_TAIGA) {
983 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
984 } else if (bt == BT_NORMAL) {
985 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
986 getHaveAppleTree(v2s16(x, z));
987 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
991 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
995 void MapgenV6::growGrass() // Add surface nodes
997 MapNode n_dirt_with_grass(c_dirt_with_grass);
998 MapNode n_dirt_with_snow(c_dirt_with_snow);
999 MapNode n_snowblock(c_snowblock);
1000 MapNode n_snow(c_snow);
1001 v3s16 em = vm->m_area.getExtent();
1004 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1005 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1006 // Find the lowest surface to which enough light ends up to make
1007 // grass grow. Basically just wait until not air and not leaves.
1010 u32 i = vm->m_area.index(x, node_max.Y, z);
1012 // Go to ground level
1013 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1014 MapNode &n = vm->m_data[i];
1015 if (ndef->get(n).param_type != CPT_LIGHT ||
1016 ndef->get(n).liquid_type != LIQUID_NONE ||
1017 n.getContent() == c_ice)
1019 vm->m_area.add_y(em, i, -1);
1021 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1024 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1025 u32 i = vm->m_area.index(x, surface_y, z);
1026 content_t c = vm->m_data[i].getContent();
1027 if (surface_y >= water_level - 20) {
1028 if (bt == BT_TAIGA && c == c_dirt) {
1029 vm->m_data[i] = n_snowblock;
1030 vm->m_area.add_y(em, i, -1);
1031 vm->m_data[i] = n_dirt_with_snow;
1032 } else if (bt == BT_TUNDRA) {
1034 vm->m_data[i] = n_dirt_with_snow;
1035 } else if (c == c_stone && surface_y < node_max.Y) {
1036 vm->m_area.add_y(em, i, 1);
1037 vm->m_data[i] = n_snow;
1039 } else if (c == c_dirt) {
1040 vm->m_data[i] = n_dirt_with_grass;
1047 void MapgenV6::generateCaves(int max_stone_y)
1049 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1050 int volume_nodes = (node_max.X - node_min.X + 1) *
1051 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1052 cave_amount = MYMAX(0.0, cave_amount);
1053 u32 caves_count = cave_amount * volume_nodes / 50000;
1054 u32 bruises_count = 1;
1055 PseudoRandom ps(blockseed + 21343);
1056 PseudoRandom ps2(blockseed + 1032);
1058 if (ps.range(1, 6) == 1)
1059 bruises_count = ps.range(0, ps.range(0, 2));
1061 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1066 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1067 bool large_cave = (i >= caves_count);
1068 CaveV6 cave(this, &ps, &ps2, large_cave);
1070 cave.makeCave(node_min, node_max, max_stone_y);