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)
61 this->m_emerge = emerge;
62 this->ystride = csize.X; //////fix this
64 this->heightmap = new s16[csize.X * csize.Z];
66 this->spflags = params->spflags;
67 this->freq_desert = params->freq_desert;
68 this->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 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)
448 } else if (d < MGV6_FREQ_SNOW + blend) {
449 if (h > MGV6_FREQ_TAIGA + blend)
460 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
461 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
464 if ((spflags & MGV6_JUNGLES) && h > 0.75)
472 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
474 s32 x = p.X, y = p.Y, z = p.Z;
475 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
479 //////////////////////// Map generator
481 void MapgenV6::makeChunk(BlockMakeData *data)
484 assert(data->vmanip);
485 assert(data->nodedef);
486 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
487 data->blockpos_requested.Y >= data->blockpos_min.Y &&
488 data->blockpos_requested.Z >= data->blockpos_min.Z);
489 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
490 data->blockpos_requested.Y <= data->blockpos_max.Y &&
491 data->blockpos_requested.Z <= data->blockpos_max.Z);
493 this->generating = true;
494 this->vm = data->vmanip;
495 this->ndef = data->nodedef;
497 // Hack: use minimum block coords for old code that assumes a single block
498 v3s16 blockpos_min = data->blockpos_min;
499 v3s16 blockpos_max = data->blockpos_max;
501 // Area of central chunk
502 node_min = blockpos_min * MAP_BLOCKSIZE;
503 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
505 // Full allocated area
506 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
507 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
509 central_area_size = node_max - node_min + v3s16(1, 1, 1);
510 assert(central_area_size.X == central_area_size.Z);
512 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
513 * (blockpos_max.Y - blockpos_min.Y + 1)
514 * (blockpos_max.Z - blockpos_max.Z + 1);
516 volume_nodes = volume_blocks *
517 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
519 // Create a block-specific seed
520 blockseed = get_blockseed(data->seed, full_node_min);
525 // Maximum height of the stone surface and obstacles.
526 // This is used to guide the cave generation
527 s16 stone_surface_max_y;
529 // Generate general ground level to full area
530 stone_surface_max_y = generateGround();
532 // Create initial heightmap to limit caves
533 updateHeightmap(node_min, node_max);
535 const s16 max_spread_amount = MAP_BLOCKSIZE;
536 // Limit dirt flow area by 1 because mud is flown into neighbors.
537 s16 mudflow_minpos = -max_spread_amount + 1;
538 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
540 // Loop this part, it will make stuff look older and newer nicely
541 const u32 age_loops = 2;
542 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
543 // Make caves (this code is relatively horrible)
544 if (flags & MG_CAVES)
545 generateCaves(stone_surface_max_y);
547 // Add mud to the central chunk
550 // Flow mud away from steep edges
551 if (spflags & MGV6_MUDFLOW)
552 flowMud(mudflow_minpos, mudflow_maxpos);
556 // Update heightmap after mudflow
557 updateHeightmap(node_min, node_max);
560 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
564 dp.c_water = c_water_source;
565 dp.c_river_water = c_water_source;
567 dp.only_in_ground = true;
568 dp.corridor_len_min = 1;
569 dp.corridor_len_max = 13;
572 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
573 dp.y_max = MAX_MAP_GENERATION_LIMIT;
576 = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
578 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
580 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
581 dp.c_wall = c_desert_stone;
582 dp.c_alt_wall = CONTENT_IGNORE;
583 dp.c_stair = c_stair_desert_stone;
585 dp.diagonal_dirs = true;
586 dp.holesize = v3s16(2, 3, 2);
587 dp.room_size_min = v3s16(6, 9, 6);
588 dp.room_size_max = v3s16(10, 11, 10);
589 dp.room_size_large_min = v3s16(10, 13, 10);
590 dp.room_size_large_max = v3s16(18, 21, 18);
591 dp.notifytype = GENNOTIFY_TEMPLE;
593 dp.c_wall = c_cobble;
594 dp.c_alt_wall = c_mossycobble;
595 dp.c_stair = c_stair_cobble;
597 dp.diagonal_dirs = false;
598 dp.holesize = v3s16(1, 2, 1);
599 dp.room_size_min = v3s16(4, 4, 4);
600 dp.room_size_max = v3s16(8, 6, 8);
601 dp.room_size_large_min = v3s16(8, 8, 8);
602 dp.room_size_large_max = v3s16(16, 16, 16);
603 dp.notifytype = GENNOTIFY_DUNGEON;
606 DungeonGen dgen(ndef, &gennotify, &dp);
607 dgen.generate(vm, blockseed, full_node_min, full_node_max);
610 // Add top and bottom side of water to transforming_liquid queue
611 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
616 // Generate some trees, and add grass, if a jungle
617 if (spflags & MGV6_TREES)
618 placeTreesAndJungleGrass();
620 // Generate the registered decorations
621 if (flags & MG_DECORATIONS)
622 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
624 // Generate the registered ores
625 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
627 // Calculate lighting
628 if (flags & MG_LIGHT)
629 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
630 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
631 full_node_min, full_node_max);
633 this->generating = false;
637 void MapgenV6::calculateNoise()
641 int fx = full_node_min.X;
642 int fz = full_node_min.Z;
644 if (!(spflags & MGV6_FLAT)) {
645 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
646 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
647 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
648 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
649 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
652 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
654 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
655 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
656 // Humidity map does not need range limiting 0 to 1,
657 // only humidity at point does
661 int MapgenV6::generateGround()
663 //TimeTaker timer1("Generating ground level");
664 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
665 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
666 MapNode n_ice(c_ice);
667 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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++) {
673 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
676 if (surface_y > stone_surface_max_y)
677 stone_surface_max_y = surface_y;
679 BiomeV6Type bt = getBiome(v2s16(x, z));
681 // Fill ground with stone
682 v3s16 em = vm->m_area.getExtent();
683 u32 i = vm->m_area.index(x, node_min.Y, z);
684 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
685 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
686 if (y <= surface_y) {
687 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
688 && bt == BT_DESERT) ?
689 n_desert_stone : n_stone;
690 } else if (y <= water_level) {
691 vm->m_data[i] = (y >= MGV6_ICE_BASE
692 && bt == BT_TUNDRA) ?
693 n_ice : n_water_source;
695 vm->m_data[i] = n_air;
698 vm->m_area.add_y(em, i, 1);
702 return stone_surface_max_y;
706 void MapgenV6::addMud()
709 //TimeTaker timer1("add mud");
710 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
711 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
715 for (s16 z = node_min.Z; z <= node_max.Z; z++)
716 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
717 // Randomize mud amount
718 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
721 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
723 // Handle area not found
724 if (surface_y == vm->m_area.MinEdge.Y - 1)
727 BiomeV6Type bt = getBiome(v2s16(x, z));
728 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
730 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
732 } else if (mud_add_amount <= 0) {
733 mud_add_amount = 1 - mud_add_amount;
735 } else if (bt != BT_DESERT && getHaveBeach(index) &&
736 surface_y + mud_add_amount <= water_level + 2) {
740 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
741 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
743 /* If topmost node is grass, change it to mud. It might be if it was
744 // flown to there from a neighboring chunk and then converted.
745 u32 i = vm->m_area.index(x, surface_y, z);
746 if (vm->m_data[i].getContent() == c_dirt_with_grass)
747 vm->m_data[i] = n_dirt;*/
751 v3s16 em = vm->m_area.getExtent();
752 s16 y_start = surface_y + 1;
753 u32 i = vm->m_area.index(x, y_start, z);
754 for (s16 y = y_start; y <= node_max.Y; y++) {
755 if (mudcount >= mud_add_amount)
758 vm->m_data[i] = addnode;
761 vm->m_area.add_y(em, i, 1);
767 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
770 //TimeTaker timer1("flow mud");
772 // Iterate a few times
773 for (s16 k = 0; k < 3; k++) {
774 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
775 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
776 // Invert coordinates every 2nd iteration
778 x = mudflow_maxpos - (x - mudflow_minpos);
779 z = mudflow_maxpos - (z - mudflow_minpos);
782 // Node position in 2d
783 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
785 v3s16 em = vm->m_area.getExtent();
786 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
789 while (y >= node_min.Y) {
794 for (; y >= node_min.Y; y--) {
796 if (n->getContent() == c_dirt ||
797 n->getContent() == c_dirt_with_grass ||
798 n->getContent() == c_gravel)
801 vm->m_area.add_y(em, i, -1);
804 // Stop if out of area
805 //if(vmanip.m_area.contains(i) == false)
809 if (n->getContent() == c_dirt ||
810 n->getContent() == c_dirt_with_grass) {
811 // Make it exactly mud
812 n->setContent(c_dirt);
814 // Don't flow it if the stuff under it is not mud
817 vm->m_area.add_y(em, i2, -1);
818 // Cancel if out of area
819 if (vm->m_area.contains(i2) == false)
821 MapNode *n2 = &vm->m_data[i2];
822 if (n2->getContent() != c_dirt &&
823 n2->getContent() != c_dirt_with_grass)
829 v3s16(0, 0, 1), // back
830 v3s16(1, 0, 0), // right
831 v3s16(0, 0, -1), // front
832 v3s16(-1, 0, 0), // left
835 // Check that upper is walkable. Cancel
836 // dropping if upper keeps it in place.
838 vm->m_area.add_y(em, i3, 1);
841 if (vm->m_area.contains(i3)) {
842 n3 = &vm->m_data[i3];
843 if (ndef->get(*n3).walkable)
848 for (u32 di = 0; di < 4; di++) {
849 v3s16 dirp = dirs4[di];
852 vm->m_area.add_p(em, i2, dirp);
853 // Fail if out of area
854 if (vm->m_area.contains(i2) == false)
856 // Check that side is air
857 MapNode *n2 = &vm->m_data[i2];
858 if (ndef->get(*n2).walkable)
860 // Check that under side is air
861 vm->m_area.add_y(em, i2, -1);
862 if (vm->m_area.contains(i2) == false)
864 n2 = &vm->m_data[i2];
865 if (ndef->get(*n2).walkable)
867 // Loop further down until not air
868 bool dropped_to_unknown = false;
870 vm->m_area.add_y(em, i2, -1);
871 n2 = &vm->m_data[i2];
872 // if out of known area
873 if (vm->m_area.contains(i2) == false ||
874 n2->getContent() == CONTENT_IGNORE) {
875 dropped_to_unknown = true;
878 } while (ndef->get(*n2).walkable == false);
879 // Loop one up so that we're in air
880 vm->m_area.add_y(em, i2, 1);
882 // Move mud to new place. Outside mapchunk remove
883 // any decorations above removed or placed mud.
884 if (!dropped_to_unknown)
885 moveMud(i, i2, i3, p2d, em);
897 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
898 u32 above_remove_index, v2s16 pos, v3s16 em)
900 MapNode n_air(CONTENT_AIR);
901 // Copy mud from old place to new place
902 vm->m_data[place_index] = vm->m_data[remove_index];
903 // Set old place to be air
904 vm->m_data[remove_index] = n_air;
905 // Outside the mapchunk decorations may need to be removed if above removed
906 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
907 // use 'pos.X >= node_max.X' etc.
908 if (pos.X >= node_max.X || pos.X <= node_min.X ||
909 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
910 // 'above remove' node is above removed mud. If it is not air, water or
911 // 'ignore' it is a decoration that needs removing. Also search upwards
912 // to remove a possible stacked decoration.
913 // Check for 'ignore' because stacked decorations can penetrate into
914 // 'ignore' nodes above the mapchunk.
915 while (vm->m_area.contains(above_remove_index) &&
916 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
917 vm->m_data[above_remove_index].getContent() != c_water_source &&
918 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
919 vm->m_data[above_remove_index] = n_air;
920 vm->m_area.add_y(em, above_remove_index, 1);
922 // Mud placed may have partially-buried a stacked decoration, search
924 vm->m_area.add_y(em, place_index, 1);
925 while (vm->m_area.contains(place_index) &&
926 vm->m_data[place_index].getContent() != CONTENT_AIR &&
927 vm->m_data[place_index].getContent() != c_water_source &&
928 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
929 vm->m_data[place_index] = n_air;
930 vm->m_area.add_y(em, place_index, 1);
936 void MapgenV6::placeTreesAndJungleGrass()
938 //TimeTaker t("placeTrees");
939 if (node_max.Y < water_level)
942 PseudoRandom grassrandom(blockseed + 53);
943 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
944 // if we don't have junglegrass, don't place cignore... that's bad
945 if (c_junglegrass == CONTENT_IGNORE)
946 c_junglegrass = CONTENT_AIR;
947 MapNode n_junglegrass(c_junglegrass);
948 v3s16 em = vm->m_area.getExtent();
950 // Divide area into parts
952 s16 sidelen = central_area_size.X / div;
953 double area = sidelen * sidelen;
955 // N.B. We must add jungle grass first, since tree leaves will
956 // obstruct the ground, giving us a false ground level
957 for (s16 z0 = 0; z0 < div; z0++)
958 for (s16 x0 = 0; x0 < div; x0++) {
959 // Center position of part of division
961 node_min.X + sidelen / 2 + sidelen * x0,
962 node_min.Z + sidelen / 2 + sidelen * z0
964 // Minimum edge of part of division
966 node_min.X + sidelen * x0,
967 node_min.Z + sidelen * z0
969 // Maximum edge of part of division
971 node_min.X + sidelen + sidelen * x0 - 1,
972 node_min.Z + sidelen + sidelen * z0 - 1
975 // Get biome at center position of part of division
976 BiomeV6Type bt = getBiome(p2d_center);
980 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
981 tree_count = area * getTreeAmount(p2d_center);
989 if (bt == BT_JUNGLE) {
990 float humidity = getHumidity(p2d_center);
991 u32 grass_count = 5 * humidity * tree_count;
992 for (u32 i = 0; i < grass_count; i++) {
993 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
994 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
995 int mapindex = central_area_size.X * (z - node_min.Z)
997 s16 y = heightmap[mapindex];
1001 u32 vi = vm->m_area.index(x, y, z);
1002 // place on dirt_with_grass, since we know it is exposed to sunlight
1003 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1004 vm->m_area.add_y(em, vi, 1);
1005 vm->m_data[vi] = n_junglegrass;
1010 // Put trees in random places on part of division
1011 for (u32 i = 0; i < tree_count; i++) {
1012 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1013 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1014 int mapindex = central_area_size.X * (z - node_min.Z)
1016 s16 y = heightmap[mapindex];
1017 // Don't make a tree under water level
1018 // Don't make a tree so high that it doesn't fit
1019 if (y < water_level || y > node_max.Y - 6)
1023 // Trees grow only on mud and grass
1025 u32 i = vm->m_area.index(p);
1026 content_t c = vm->m_data[i].getContent();
1028 c != c_dirt_with_grass &&
1029 c != c_dirt_with_snow)
1035 if (bt == BT_JUNGLE) {
1036 treegen::make_jungletree(*vm, p, ndef, myrand());
1037 } else if (bt == BT_TAIGA) {
1038 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1039 } else if (bt == BT_NORMAL) {
1040 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1041 getHaveAppleTree(v2s16(x, z));
1042 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1046 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1050 void MapgenV6::growGrass() // Add surface nodes
1052 MapNode n_dirt_with_grass(c_dirt_with_grass);
1053 MapNode n_dirt_with_snow(c_dirt_with_snow);
1054 MapNode n_snowblock(c_snowblock);
1055 MapNode n_snow(c_snow);
1056 v3s16 em = vm->m_area.getExtent();
1059 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1060 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1061 // Find the lowest surface to which enough light ends up to make
1062 // grass grow. Basically just wait until not air and not leaves.
1065 u32 i = vm->m_area.index(x, node_max.Y, z);
1067 // Go to ground level
1068 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1069 MapNode &n = vm->m_data[i];
1070 if (ndef->get(n).param_type != CPT_LIGHT ||
1071 ndef->get(n).liquid_type != LIQUID_NONE ||
1072 n.getContent() == c_ice)
1074 vm->m_area.add_y(em, i, -1);
1076 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1079 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1080 u32 i = vm->m_area.index(x, surface_y, z);
1081 content_t c = vm->m_data[i].getContent();
1082 if (surface_y >= water_level - 20) {
1083 if (bt == BT_TAIGA && c == c_dirt) {
1084 vm->m_data[i] = n_dirt_with_snow;
1085 } else if (bt == BT_TUNDRA) {
1087 vm->m_data[i] = n_snowblock;
1088 vm->m_area.add_y(em, i, -1);
1089 vm->m_data[i] = n_dirt_with_snow;
1090 } else if (c == c_stone && surface_y < node_max.Y) {
1091 vm->m_area.add_y(em, i, 1);
1092 vm->m_data[i] = n_snowblock;
1094 } else if (c == c_dirt) {
1095 vm->m_data[i] = n_dirt_with_grass;
1102 void MapgenV6::generateCaves(int max_stone_y)
1104 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1105 int volume_nodes = (node_max.X - node_min.X + 1) *
1106 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1107 cave_amount = MYMAX(0.0, cave_amount);
1108 u32 caves_count = cave_amount * volume_nodes / 50000;
1109 u32 bruises_count = 1;
1110 PseudoRandom ps(blockseed + 21343);
1111 PseudoRandom ps2(blockseed + 1032);
1113 if (ps.range(1, 6) == 1)
1114 bruises_count = ps.range(0, ps.range(0, 2));
1116 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1121 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1122 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1124 bool large_cave = (i >= caves_count);
1125 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1126 large_cave, max_stone_y, heightmap);