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()
150 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
151 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
152 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
153 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
154 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
155 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
156 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
157 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
158 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
159 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
160 np_apple_trees = NoiseParams(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 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
516 * (blockpos_max.Y - blockpos_min.Y + 1)
517 * (blockpos_max.Z - blockpos_max.Z + 1);
519 volume_nodes = volume_blocks *
520 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
522 // Create a block-specific seed
523 blockseed = get_blockseed(data->seed, full_node_min);
528 // Maximum height of the stone surface and obstacles.
529 // This is used to guide the cave generation
530 s16 stone_surface_max_y;
532 // Generate general ground level to full area
533 stone_surface_max_y = generateGround();
535 // Create initial heightmap to limit caves
536 updateHeightmap(node_min, node_max);
538 const s16 max_spread_amount = MAP_BLOCKSIZE;
539 // Limit dirt flow area by 1 because mud is flown into neighbors.
540 s16 mudflow_minpos = -max_spread_amount + 1;
541 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
543 // Loop this part, it will make stuff look older and newer nicely
544 const u32 age_loops = 2;
545 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
546 // Make caves (this code is relatively horrible)
547 if (flags & MG_CAVES)
548 generateCaves(stone_surface_max_y);
550 // Add mud to the central chunk
553 // Flow mud away from steep edges
554 if (spflags & MGV6_MUDFLOW)
555 flowMud(mudflow_minpos, mudflow_maxpos);
559 // Update heightmap after mudflow
560 updateHeightmap(node_min, node_max);
563 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
567 dp.c_water = c_water_source;
568 dp.c_river_water = c_water_source;
570 dp.only_in_ground = true;
571 dp.corridor_len_min = 1;
572 dp.corridor_len_max = 13;
575 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
576 dp.y_max = MAX_MAP_GENERATION_LIMIT;
579 = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
581 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
583 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
584 dp.c_wall = c_desert_stone;
585 dp.c_alt_wall = CONTENT_IGNORE;
586 dp.c_stair = c_stair_desert_stone;
588 dp.diagonal_dirs = true;
589 dp.holesize = v3s16(2, 3, 2);
590 dp.room_size_min = v3s16(6, 9, 6);
591 dp.room_size_max = v3s16(10, 11, 10);
592 dp.room_size_large_min = v3s16(10, 13, 10);
593 dp.room_size_large_max = v3s16(18, 21, 18);
594 dp.notifytype = GENNOTIFY_TEMPLE;
596 dp.c_wall = c_cobble;
597 dp.c_alt_wall = c_mossycobble;
598 dp.c_stair = c_stair_cobble;
600 dp.diagonal_dirs = false;
601 dp.holesize = v3s16(1, 2, 1);
602 dp.room_size_min = v3s16(4, 4, 4);
603 dp.room_size_max = v3s16(8, 6, 8);
604 dp.room_size_large_min = v3s16(8, 8, 8);
605 dp.room_size_large_max = v3s16(16, 16, 16);
606 dp.notifytype = GENNOTIFY_DUNGEON;
609 DungeonGen dgen(ndef, &gennotify, &dp);
610 dgen.generate(vm, blockseed, full_node_min, full_node_max);
613 // Add top and bottom side of water to transforming_liquid queue
614 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
619 // Generate some trees, and add grass, if a jungle
620 if (spflags & MGV6_TREES)
621 placeTreesAndJungleGrass();
623 // Generate the registered decorations
624 if (flags & MG_DECORATIONS)
625 m_emerge->decomgr->placeAllDecos(this, blockseed,
626 node_min, node_max, water_level - 1);
628 // Generate the registered ores
629 m_emerge->oremgr->placeAllOres(this, blockseed,
630 node_min, node_max, water_level - 1);
632 // Calculate lighting
633 if (flags & MG_LIGHT)
634 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
635 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
636 full_node_min, full_node_max);
638 this->generating = false;
642 void MapgenV6::calculateNoise()
646 int fx = full_node_min.X;
647 int fz = full_node_min.Z;
649 if (!(spflags & MGV6_FLAT)) {
650 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
651 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
652 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
653 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
654 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
657 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
659 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
660 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
661 // Humidity map does not need range limiting 0 to 1,
662 // only humidity at point does
666 int MapgenV6::generateGround()
668 //TimeTaker timer1("Generating ground level");
669 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
670 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
671 MapNode n_ice(c_ice);
672 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
675 for (s16 z = node_min.Z; z <= node_max.Z; z++)
676 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
678 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
681 if (surface_y > stone_surface_max_y)
682 stone_surface_max_y = surface_y;
684 BiomeV6Type bt = getBiome(v2s16(x, z));
686 // Fill ground with stone
687 const v3s16 &em = vm->m_area.getExtent();
688 u32 i = vm->m_area.index(x, node_min.Y, z);
689 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
690 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
691 if (y <= surface_y) {
692 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
693 && bt == BT_DESERT) ?
694 n_desert_stone : n_stone;
695 } else if (y <= water_level) {
696 vm->m_data[i] = (y >= MGV6_ICE_BASE
697 && bt == BT_TUNDRA) ?
698 n_ice : n_water_source;
700 vm->m_data[i] = n_air;
703 vm->m_area.add_y(em, i, 1);
707 return stone_surface_max_y;
711 void MapgenV6::addMud()
714 //TimeTaker timer1("add mud");
715 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
716 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
720 for (s16 z = node_min.Z; z <= node_max.Z; z++)
721 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
722 // Randomize mud amount
723 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
726 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
728 // Handle area not found
729 if (surface_y == vm->m_area.MinEdge.Y - 1)
732 BiomeV6Type bt = getBiome(v2s16(x, z));
733 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
735 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
737 } else if (mud_add_amount <= 0) {
738 mud_add_amount = 1 - mud_add_amount;
740 } else if (bt != BT_DESERT && getHaveBeach(index) &&
741 surface_y + mud_add_amount <= water_level + 2) {
745 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
746 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
748 /* If topmost node is grass, change it to mud. It might be if it was
749 // flown to there from a neighboring chunk and then converted.
750 u32 i = vm->m_area.index(x, surface_y, z);
751 if (vm->m_data[i].getContent() == c_dirt_with_grass)
752 vm->m_data[i] = n_dirt;*/
756 const v3s16 &em = vm->m_area.getExtent();
757 s16 y_start = surface_y + 1;
758 u32 i = vm->m_area.index(x, y_start, z);
759 for (s16 y = y_start; y <= node_max.Y; y++) {
760 if (mudcount >= mud_add_amount)
763 vm->m_data[i] = addnode;
766 vm->m_area.add_y(em, i, 1);
772 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
775 //TimeTaker timer1("flow mud");
777 // Iterate a few times
778 for (s16 k = 0; k < 3; k++) {
779 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
780 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
781 // Invert coordinates every 2nd iteration
783 x = mudflow_maxpos - (x - mudflow_minpos);
784 z = mudflow_maxpos - (z - mudflow_minpos);
787 // Node position in 2d
788 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
790 const v3s16 &em = vm->m_area.getExtent();
791 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
794 while (y >= node_min.Y) {
799 for (; y >= node_min.Y; y--) {
801 if (n->getContent() == c_dirt ||
802 n->getContent() == c_dirt_with_grass ||
803 n->getContent() == c_gravel)
806 vm->m_area.add_y(em, i, -1);
809 // Stop if out of area
810 //if(vmanip.m_area.contains(i) == false)
814 if (n->getContent() == c_dirt ||
815 n->getContent() == c_dirt_with_grass) {
816 // Make it exactly mud
817 n->setContent(c_dirt);
819 // Don't flow it if the stuff under it is not mud
822 vm->m_area.add_y(em, i2, -1);
823 // Cancel if out of area
824 if (!vm->m_area.contains(i2))
826 MapNode *n2 = &vm->m_data[i2];
827 if (n2->getContent() != c_dirt &&
828 n2->getContent() != c_dirt_with_grass)
834 v3s16(0, 0, 1), // back
835 v3s16(1, 0, 0), // right
836 v3s16(0, 0, -1), // front
837 v3s16(-1, 0, 0), // left
840 // Check that upper is walkable. Cancel
841 // dropping if upper keeps it in place.
843 vm->m_area.add_y(em, i3, 1);
846 if (vm->m_area.contains(i3)) {
847 n3 = &vm->m_data[i3];
848 if (ndef->get(*n3).walkable)
853 for (const v3s16 &dirp : dirs4) {
856 vm->m_area.add_p(em, i2, dirp);
857 // Fail if out of area
858 if (!vm->m_area.contains(i2))
860 // Check that side is air
861 MapNode *n2 = &vm->m_data[i2];
862 if (ndef->get(*n2).walkable)
864 // Check that under side is air
865 vm->m_area.add_y(em, i2, -1);
866 if (!vm->m_area.contains(i2))
868 n2 = &vm->m_data[i2];
869 if (ndef->get(*n2).walkable)
871 // Loop further down until not air
872 bool dropped_to_unknown = false;
874 vm->m_area.add_y(em, i2, -1);
875 n2 = &vm->m_data[i2];
876 // if out of known area
877 if (!vm->m_area.contains(i2) ||
878 n2->getContent() == CONTENT_IGNORE) {
879 dropped_to_unknown = true;
882 } while (!ndef->get(*n2).walkable);
883 // Loop one up so that we're in air
884 vm->m_area.add_y(em, i2, 1);
886 // Move mud to new place. Outside mapchunk remove
887 // any decorations above removed or placed mud.
888 if (!dropped_to_unknown)
889 moveMud(i, i2, i3, p2d, em);
901 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
902 u32 above_remove_index, v2s16 pos, v3s16 em)
904 MapNode n_air(CONTENT_AIR);
905 // Copy mud from old place to new place
906 vm->m_data[place_index] = vm->m_data[remove_index];
907 // Set old place to be air
908 vm->m_data[remove_index] = n_air;
909 // Outside the mapchunk decorations may need to be removed if above removed
910 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
911 // use 'pos.X >= node_max.X' etc.
912 if (pos.X >= node_max.X || pos.X <= node_min.X ||
913 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
914 // 'above remove' node is above removed mud. If it is not air, water or
915 // 'ignore' it is a decoration that needs removing. Also search upwards
916 // to remove a possible stacked decoration.
917 // Check for 'ignore' because stacked decorations can penetrate into
918 // 'ignore' nodes above the mapchunk.
919 while (vm->m_area.contains(above_remove_index) &&
920 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
921 vm->m_data[above_remove_index].getContent() != c_water_source &&
922 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
923 vm->m_data[above_remove_index] = n_air;
924 vm->m_area.add_y(em, above_remove_index, 1);
926 // Mud placed may have partially-buried a stacked decoration, search
928 vm->m_area.add_y(em, place_index, 1);
929 while (vm->m_area.contains(place_index) &&
930 vm->m_data[place_index].getContent() != CONTENT_AIR &&
931 vm->m_data[place_index].getContent() != c_water_source &&
932 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
933 vm->m_data[place_index] = n_air;
934 vm->m_area.add_y(em, place_index, 1);
940 void MapgenV6::placeTreesAndJungleGrass()
942 //TimeTaker t("placeTrees");
943 if (node_max.Y < water_level)
946 PseudoRandom grassrandom(blockseed + 53);
947 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
948 // if we don't have junglegrass, don't place cignore... that's bad
949 if (c_junglegrass == CONTENT_IGNORE)
950 c_junglegrass = CONTENT_AIR;
951 MapNode n_junglegrass(c_junglegrass);
952 const v3s16 &em = vm->m_area.getExtent();
954 // Divide area into parts
956 s16 sidelen = central_area_size.X / div;
957 double area = sidelen * sidelen;
959 // N.B. We must add jungle grass first, since tree leaves will
960 // obstruct the ground, giving us a false ground level
961 for (s16 z0 = 0; z0 < div; z0++)
962 for (s16 x0 = 0; x0 < div; x0++) {
963 // Center position of part of division
965 node_min.X + sidelen / 2 + sidelen * x0,
966 node_min.Z + sidelen / 2 + sidelen * z0
968 // Minimum edge of part of division
970 node_min.X + sidelen * x0,
971 node_min.Z + sidelen * z0
973 // Maximum edge of part of division
975 node_min.X + sidelen + sidelen * x0 - 1,
976 node_min.Z + sidelen + sidelen * z0 - 1
979 // Get biome at center position of part of division
980 BiomeV6Type bt = getBiome(p2d_center);
984 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
985 tree_count = area * getTreeAmount(p2d_center);
993 if (bt == BT_JUNGLE) {
994 float humidity = getHumidity(p2d_center);
995 u32 grass_count = 5 * humidity * tree_count;
996 for (u32 i = 0; i < grass_count; i++) {
997 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
998 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
999 int mapindex = central_area_size.X * (z - node_min.Z)
1001 s16 y = heightmap[mapindex];
1002 if (y < water_level)
1005 u32 vi = vm->m_area.index(x, y, z);
1006 // place on dirt_with_grass, since we know it is exposed to sunlight
1007 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1008 vm->m_area.add_y(em, vi, 1);
1009 vm->m_data[vi] = n_junglegrass;
1014 // Put trees in random places on part of division
1015 for (u32 i = 0; i < tree_count; i++) {
1016 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1017 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1018 int mapindex = central_area_size.X * (z - node_min.Z)
1020 s16 y = heightmap[mapindex];
1021 // Don't make a tree under water level
1022 // Don't make a tree so high that it doesn't fit
1023 if (y < water_level || y > node_max.Y - 6)
1027 // Trees grow only on mud and grass
1029 u32 i = vm->m_area.index(p);
1030 content_t c = vm->m_data[i].getContent();
1032 c != c_dirt_with_grass &&
1033 c != c_dirt_with_snow)
1039 if (bt == BT_JUNGLE) {
1040 treegen::make_jungletree(*vm, p, ndef, myrand());
1041 } else if (bt == BT_TAIGA) {
1042 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1043 } else if (bt == BT_NORMAL) {
1044 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1045 getHaveAppleTree(v2s16(x, z));
1046 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1050 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1054 void MapgenV6::growGrass() // Add surface nodes
1056 MapNode n_dirt_with_grass(c_dirt_with_grass);
1057 MapNode n_dirt_with_snow(c_dirt_with_snow);
1058 MapNode n_snowblock(c_snowblock);
1059 MapNode n_snow(c_snow);
1060 const v3s16 &em = vm->m_area.getExtent();
1063 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1064 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1065 // Find the lowest surface to which enough light ends up to make
1066 // grass grow. Basically just wait until not air and not leaves.
1069 u32 i = vm->m_area.index(x, node_max.Y, z);
1071 // Go to ground level
1072 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1073 MapNode &n = vm->m_data[i];
1074 if (ndef->get(n).param_type != CPT_LIGHT ||
1075 ndef->get(n).liquid_type != LIQUID_NONE ||
1076 n.getContent() == c_ice)
1078 vm->m_area.add_y(em, i, -1);
1080 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1083 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1084 u32 i = vm->m_area.index(x, surface_y, z);
1085 content_t c = vm->m_data[i].getContent();
1086 if (surface_y >= water_level - 20) {
1087 if (bt == BT_TAIGA && c == c_dirt) {
1088 vm->m_data[i] = n_dirt_with_snow;
1089 } else if (bt == BT_TUNDRA) {
1091 vm->m_data[i] = n_snowblock;
1092 vm->m_area.add_y(em, i, -1);
1093 vm->m_data[i] = n_dirt_with_snow;
1094 } else if (c == c_stone && surface_y < node_max.Y) {
1095 vm->m_area.add_y(em, i, 1);
1096 vm->m_data[i] = n_snowblock;
1098 } else if (c == c_dirt) {
1099 vm->m_data[i] = n_dirt_with_grass;
1106 void MapgenV6::generateCaves(int max_stone_y)
1108 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1109 int volume_nodes = (node_max.X - node_min.X + 1) *
1110 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1111 cave_amount = MYMAX(0.0, cave_amount);
1112 u32 caves_count = cave_amount * volume_nodes / 50000;
1113 u32 bruises_count = 1;
1114 PseudoRandom ps(blockseed + 21343);
1115 PseudoRandom ps2(blockseed + 1032);
1117 if (ps.range(1, 6) == 1)
1118 bruises_count = ps.range(0, ps.range(0, 2));
1120 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1125 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1126 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1128 bool large_cave = (i >= caves_count);
1129 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1130 large_cave, max_stone_y, heightmap);