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 /////////////////// Mapgen V6 perlin noise default values
41 NoiseParams nparams_v6_def_terrain_base =
42 {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
43 NoiseParams nparams_v6_def_terrain_higher =
44 {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
45 NoiseParams nparams_v6_def_steepness =
46 {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
47 NoiseParams nparams_v6_def_height_select =
48 {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
49 NoiseParams nparams_v6_def_mud =
50 {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
51 NoiseParams nparams_v6_def_beach =
52 {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
53 NoiseParams nparams_v6_def_biome =
54 {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
55 NoiseParams nparams_v6_def_cave =
56 {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
57 NoiseParams nparams_v6_def_humidity =
58 {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
59 NoiseParams nparams_v6_def_trees =
60 {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
61 NoiseParams nparams_v6_def_apple_trees =
62 {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
65 ///////////////////////////////////////////////////////////////////////////////
68 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
69 this->generating = false;
71 this->emerge = emerge;
73 this->seed = (int)params->seed;
74 this->water_level = params->water_level;
75 this->flags = params->flags;
76 this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
78 this->freq_desert = params->freq_desert;
79 this->freq_beach = params->freq_beach;
81 this->ystride = csize.X; //////fix this
83 np_cave = ¶ms->np_cave;
84 np_humidity = ¶ms->np_humidity;
85 np_trees = ¶ms->np_trees;
86 np_apple_trees = ¶ms->np_apple_trees;
88 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
89 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
90 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
91 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
92 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
93 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
94 noise_biome = new Noise(¶ms->np_biome, seed, csize.X, csize.Y);
98 MapgenV6::~MapgenV6() {
99 delete noise_terrain_base;
100 delete noise_terrain_higher;
101 delete noise_steepness;
102 delete noise_height_select;
109 //////////////////////// Some helper functions for the map generator
112 // Returns Y one under area minimum if not found
113 s16 MapgenV6::find_stone_level(v2s16 p2d) {
114 v3s16 em = vm->m_area.getExtent();
115 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
116 s16 y_nodes_min = vm->m_area.MinEdge.Y;
117 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
120 for (y = y_nodes_max; y >= y_nodes_min; y--) {
121 MapNode &n = vm->m_data[i];
122 content_t c = n.getContent();
123 if (c != CONTENT_IGNORE && (
124 c == c_stone || c == c_desert_stone))
127 vm->m_area.add_y(em, i, -1);
129 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
133 // Required by mapgen.h
134 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
136 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
137 seed, v2s16(blockpos.X, blockpos.Z));*/
138 // Nah, this is just a heuristic, just return something
139 s16 minimum_groundlevel = water_level;
141 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
148 //////////////////////// Base terrain height functions
150 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
151 float steepness, float height_select) {
152 float base = water_level + terrain_base;
153 float higher = water_level + terrain_higher;
155 // Limit higher ground level to at least base
159 // Steepness factor of cliffs
161 b = rangelim(b, 0.0, 1000.0);
162 b = 5 * b * b * b * b * b * b * b;
163 b = rangelim(b, 0.5, 1000.0);
165 // Values 1.5...100 give quite horrible looking slopes
166 if (b > 1.5 && b < 100.0)
167 b = (b < 10.0) ? 1.5 : 100.0;
169 float a_off = -0.20; // Offset to more low
170 float a = 0.5 + b * (a_off + height_select);
171 a = rangelim(a, 0.0, 1.0); // Limit
173 return base * (1.0 - a) + higher * a;
177 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
181 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
182 p.X, 0.5, p.Y, 0.5, seed);
183 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
184 p.X, 0.5, p.Y, 0.5, seed);
185 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
186 p.X, 0.5, p.Y, 0.5, seed);
187 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
188 p.X, 0.5, p.Y, 0.5, seed);
190 return baseTerrainLevel(terrain_base, terrain_higher,
191 steepness, height_select);
195 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
196 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
197 return baseTerrainLevelFromMap(index);
201 float MapgenV6::baseTerrainLevelFromMap(int index) {
205 float terrain_base = noise_terrain_base->result[index];
206 float terrain_higher = noise_terrain_higher->result[index];
207 float steepness = noise_steepness->result[index];
208 float height_select = noise_height_select->result[index];
210 return baseTerrainLevel(terrain_base, terrain_higher,
211 steepness, height_select);
215 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
216 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
220 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
221 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
225 //////////////////////// Noise functions
227 float MapgenV6::getMudAmount(v2s16 p) {
228 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
229 return getMudAmount(index);
233 bool MapgenV6::getHaveBeach(v2s16 p) {
234 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
235 return getHaveBeach(index);
239 BiomeType MapgenV6::getBiome(v2s16 p) {
240 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
241 return getBiome(index, p);
245 float MapgenV6::getHumidity(v2s16 p)
247 /*double noise = noise2d_perlin(
248 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
249 seed+72384, 4, 0.66);
250 noise = (noise + 1.0)/2.0;*/
252 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
262 float MapgenV6::getTreeAmount(v2s16 p)
264 /*double noise = noise2d_perlin(
265 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
268 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
269 float zeroval = -0.39;
273 return 0.04 * (noise-zeroval) / (1.0-zeroval);
277 bool MapgenV6::getHaveAppleTree(v2s16 p)
279 /*is_apple_tree = noise2d_perlin(
280 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
281 data->seed+342902, 3, 0.45) > 0.2;*/
283 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
289 float MapgenV6::getMudAmount(int index)
292 return AVERAGE_MUD_AMOUNT;
294 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
295 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
296 seed+91013, 3, 0.55));*/
298 return noise_mud->result[index];
302 bool MapgenV6::getHaveBeach(int index)
304 // Determine whether to have sand here
305 /*double sandnoise = noise2d_perlin(
306 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
307 seed+59420, 3, 0.50);*/
309 float sandnoise = noise_beach->result[index];
310 return (sandnoise > freq_beach);
314 BiomeType MapgenV6::getBiome(int index, v2s16 p)
316 // Just do something very simple as for now
317 /*double d = noise2d_perlin(
318 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
319 seed+9130, 3, 0.50);*/
321 float d = noise_biome->result[index];
325 if ((flags & MGV6_BIOME_BLEND) &&
326 (d > freq_desert - 0.10) &&
327 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
334 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
336 s32 x=p.X, y=p.Y, z=p.Z;
337 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
341 //////////////////////// Map generator
343 void MapgenV6::makeChunk(BlockMakeData *data) {
344 assert(data->vmanip);
345 assert(data->nodedef);
346 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
347 data->blockpos_requested.Y >= data->blockpos_min.Y &&
348 data->blockpos_requested.Z >= data->blockpos_min.Z);
349 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
350 data->blockpos_requested.Y <= data->blockpos_max.Y &&
351 data->blockpos_requested.Z <= data->blockpos_max.Z);
353 this->generating = true;
354 this->vm = data->vmanip;
355 this->ndef = data->nodedef;
357 // Hack: use minimum block coords for old code that assumes a single block
358 v3s16 blockpos = data->blockpos_requested;
359 v3s16 blockpos_min = data->blockpos_min;
360 v3s16 blockpos_max = data->blockpos_max;
362 // Area of central chunk
363 node_min = blockpos_min*MAP_BLOCKSIZE;
364 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
366 // Full allocated area
367 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
368 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
370 central_area_size = node_max - node_min + v3s16(1,1,1);
371 assert(central_area_size.X == central_area_size.Z);
373 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
374 * (blockpos_max.Y - blockpos_min.Y + 1)
375 * (blockpos_max.Z - blockpos_max.Z + 1);
377 volume_nodes = volume_blocks *
378 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
380 // Create a block-specific seed
381 blockseed = get_blockseed(data->seed, full_node_min);
386 c_stone = ndef->getId("mapgen_stone");
387 c_dirt = ndef->getId("mapgen_dirt");
388 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
389 c_sand = ndef->getId("mapgen_sand");
390 c_water_source = ndef->getId("mapgen_water_source");
391 c_lava_source = ndef->getId("mapgen_lava_source");
392 c_gravel = ndef->getId("mapgen_gravel");
393 c_cobble = ndef->getId("mapgen_cobble");
394 c_desert_sand = ndef->getId("mapgen_desert_sand");
395 c_desert_stone = ndef->getId("mapgen_desert_stone");
396 if (c_desert_sand == CONTENT_IGNORE)
397 c_desert_sand = c_sand;
398 if (c_desert_stone == CONTENT_IGNORE)
399 c_desert_stone = c_stone;
401 // Maximum height of the stone surface and obstacles.
402 // This is used to guide the cave generation
403 s16 stone_surface_max_y;
405 // Generate general ground level to full area
406 stone_surface_max_y = generateGround();
408 generateExperimental();
410 const s16 max_spread_amount = MAP_BLOCKSIZE;
411 // Limit dirt flow area by 1 because mud is flown into neighbors.
412 s16 mudflow_minpos = -max_spread_amount + 1;
413 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
415 // Loop this part, it will make stuff look older and newer nicely
416 const u32 age_loops = 2;
417 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
418 // Make caves (this code is relatively horrible)
419 if (flags & MG_CAVES)
420 generateCaves(stone_surface_max_y);
422 // Add mud to the central chunk
425 // Add blobs of dirt and gravel underground
426 addDirtGravelBlobs();
428 // Flow mud away from steep edges
429 flowMud(mudflow_minpos, mudflow_maxpos);
434 if (flags & MG_DUNGEONS) {
435 DungeonGen dgen(ndef, data->seed, water_level);
436 dgen.generate(vm, blockseed, full_node_min, full_node_max);
439 // Add top and bottom side of water to transforming_liquid queue
440 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
445 // Generate some trees, and add grass, if a jungle
446 if (flags & MG_TREES)
447 placeTreesAndJungleGrass();
449 // Generate the registered decorations
450 for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
451 Decoration *deco = emerge->decorations[i];
452 deco->placeDeco(this, blockseed + i, node_min, node_max);
455 // Generate the registered ores
456 for (unsigned int i = 0; i != emerge->ores.size(); i++) {
457 Ore *ore = emerge->ores[i];
458 ore->placeOre(this, blockseed + i, node_min, node_max);
461 // Calculate lighting
462 if (!(flags & MG_NOLIGHT))
463 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
464 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
466 this->generating = false;
470 void MapgenV6::calculateNoise() {
474 // Need to adjust for the original implementation's +.5 offset...
475 if (!(flags & MG_FLAT)) {
476 noise_terrain_base->perlinMap2D(
477 x + 0.5 * noise_terrain_base->np->spread.X,
478 z + 0.5 * noise_terrain_base->np->spread.Z);
479 noise_terrain_base->transformNoiseMap();
481 noise_terrain_higher->perlinMap2D(
482 x + 0.5 * noise_terrain_higher->np->spread.X,
483 z + 0.5 * noise_terrain_higher->np->spread.Z);
484 noise_terrain_higher->transformNoiseMap();
486 noise_steepness->perlinMap2D(
487 x + 0.5 * noise_steepness->np->spread.X,
488 z + 0.5 * noise_steepness->np->spread.Z);
489 noise_steepness->transformNoiseMap();
491 noise_height_select->perlinMap2D(
492 x + 0.5 * noise_height_select->np->spread.X,
493 z + 0.5 * noise_height_select->np->spread.Z);
495 noise_mud->perlinMap2D(
496 x + 0.5 * noise_mud->np->spread.X,
497 z + 0.5 * noise_mud->np->spread.Z);
498 noise_mud->transformNoiseMap();
501 noise_beach->perlinMap2D(
502 x + 0.2 * noise_beach->np->spread.X,
503 z + 0.7 * noise_beach->np->spread.Z);
505 noise_biome->perlinMap2D(
506 x + 0.6 * noise_biome->np->spread.X,
507 z + 0.2 * noise_biome->np->spread.Z);
511 int MapgenV6::generateGround() {
512 //TimeTaker timer1("Generating ground level");
513 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
514 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
515 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
518 for (s16 z = node_min.Z; z <= node_max.Z; z++)
519 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
521 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
524 if (surface_y > stone_surface_max_y)
525 stone_surface_max_y = surface_y;
527 BiomeType bt = getBiome(index, v2s16(x, z));
529 // Fill ground with stone
530 v3s16 em = vm->m_area.getExtent();
531 u32 i = vm->m_area.index(x, node_min.Y, z);
532 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
533 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
534 if (y <= surface_y) {
535 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
536 n_desert_stone : n_stone;
537 } else if (y <= water_level) {
538 vm->m_data[i] = n_water_source;
540 vm->m_data[i] = n_air;
543 vm->m_area.add_y(em, i, 1);
547 return stone_surface_max_y;
551 void MapgenV6::addMud() {
553 //TimeTaker timer1("add mud");
554 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
555 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
559 for (s16 z = node_min.Z; z <= node_max.Z; z++)
560 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
561 // Randomize mud amount
562 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
565 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
567 // Handle area not found
568 if (surface_y == vm->m_area.MinEdge.Y - 1)
571 BiomeType bt = getBiome(index, v2s16(x, z));
572 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
574 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
576 } else if (mud_add_amount <= 0) {
577 mud_add_amount = 1 - mud_add_amount;
579 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
580 surface_y + mud_add_amount <= water_level + 2) {
584 if (bt == BT_DESERT && surface_y > 20)
585 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
587 // If topmost node is grass, change it to mud. It might be if it was
588 // flown to there from a neighboring chunk and then converted.
589 u32 i = vm->m_area.index(x, surface_y, z);
590 if (vm->m_data[i].getContent() == c_dirt_with_grass)
591 vm->m_data[i] = n_dirt;
595 v3s16 em = vm->m_area.getExtent();
596 s16 y_start = surface_y + 1;
597 i = vm->m_area.index(x, y_start, z);
598 for (s16 y = y_start; y <= node_max.Y; y++) {
599 if (mudcount >= mud_add_amount)
602 vm->m_data[i] = addnode;
605 vm->m_area.add_y(em, i, 1);
611 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
613 TimeTaker timer1("flow mud");
615 // Iterate a few times
616 for(s16 k = 0; k < 3; k++) {
617 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
618 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
619 // Invert coordinates every 2nd iteration
621 x = mudflow_maxpos - (x - mudflow_minpos);
622 z = mudflow_maxpos - (z - mudflow_minpos);
625 // Node position in 2d
626 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
628 v3s16 em = vm->m_area.getExtent();
629 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
632 while(y >= node_min.Y)
639 for(; y >= node_min.Y; y--) {
641 if (n->getContent() == c_dirt ||
642 n->getContent() == c_dirt_with_grass ||
643 n->getContent() == c_gravel)
646 vm->m_area.add_y(em, i, -1);
649 // Stop if out of area
650 //if(vmanip.m_area.contains(i) == false)
654 if (n->getContent() == c_dirt ||
655 n->getContent() == c_dirt_with_grass)
657 // Make it exactly mud
658 n->setContent(c_dirt);
660 // Don't flow it if the stuff under it is not mud
663 vm->m_area.add_y(em, i2, -1);
664 // Cancel if out of area
665 if(vm->m_area.contains(i2) == false)
667 MapNode *n2 = &vm->m_data[i2];
668 if (n2->getContent() != c_dirt &&
669 n2->getContent() != c_dirt_with_grass)
675 v3s16(0,0,1), // back
676 v3s16(1,0,0), // right
677 v3s16(0,0,-1), // front
678 v3s16(-1,0,0), // left
681 // Check that upper is air or doesn't exist.
682 // Cancel dropping if upper keeps it in place
684 vm->m_area.add_y(em, i3, 1);
685 if (vm->m_area.contains(i3) == true &&
686 ndef->get(vm->m_data[i3]).walkable)
690 for(u32 di=0; di<4; di++) {
691 v3s16 dirp = dirs4[di];
694 vm->m_area.add_p(em, i2, dirp);
695 // Fail if out of area
696 if (vm->m_area.contains(i2) == false)
698 // Check that side is air
699 MapNode *n2 = &vm->m_data[i2];
700 if (ndef->get(*n2).walkable)
702 // Check that under side is air
703 vm->m_area.add_y(em, i2, -1);
704 if (vm->m_area.contains(i2) == false)
706 n2 = &vm->m_data[i2];
707 if (ndef->get(*n2).walkable)
709 // Loop further down until not air
710 bool dropped_to_unknown = false;
712 vm->m_area.add_y(em, i2, -1);
713 n2 = &vm->m_data[i2];
714 // if out of known area
715 if(vm->m_area.contains(i2) == false ||
716 n2->getContent() == CONTENT_IGNORE) {
717 dropped_to_unknown = true;
720 } while (ndef->get(*n2).walkable == false);
721 // Loop one up so that we're in air
722 vm->m_area.add_y(em, i2, 1);
723 n2 = &vm->m_data[i2];
725 bool old_is_water = (n->getContent() == c_water_source);
726 // Move mud to new place
727 if (!dropped_to_unknown) {
729 // Set old place to be air (or water)
731 *n = MapNode(c_water_source);
733 *n = MapNode(CONTENT_AIR);
746 void MapgenV6::addDirtGravelBlobs() {
747 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
750 PseudoRandom pr(blockseed + 983);
751 for (int i = 0; i < volume_nodes/10/10/10; i++) {
752 bool only_fill_cave = (myrand_range(0,1) != 0);
759 pr.range(node_min.X, node_max.X) - size.X / 2,
760 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
761 pr.range(node_min.Z, node_max.Z) - size.Z / 2
764 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
765 for (int z1 = 0; z1 < size.Z; z1++)
766 for (int y1 = 0; y1 < size.Y; y1++)
767 for (int x1 = 0; x1 < size.X; x1++) {
768 v3s16 p = p0 + v3s16(x1, y1, z1);
769 u32 i = vm->m_area.index(p);
770 if (!vm->m_area.contains(i))
772 // Cancel if not stone and not cave air
773 if (vm->m_data[i].getContent() != c_stone &&
774 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
776 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
784 void MapgenV6::placeTreesAndJungleGrass() {
785 //TimeTaker t("placeTrees");
786 if (node_max.Y < water_level)
789 PseudoRandom grassrandom(blockseed + 53);
790 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
791 // if we don't have junglegrass, don't place cignore... that's bad
792 if (c_junglegrass == CONTENT_IGNORE)
793 c_junglegrass = CONTENT_AIR;
794 MapNode n_junglegrass(c_junglegrass);
795 v3s16 em = vm->m_area.getExtent();
797 // Divide area into parts
799 s16 sidelen = central_area_size.X / div;
800 double area = sidelen * sidelen;
802 // N.B. We must add jungle grass first, since tree leaves will
803 // obstruct the ground, giving us a false ground level
804 for (s16 z0 = 0; z0 < div; z0++)
805 for (s16 x0 = 0; x0 < div; x0++) {
806 // Center position of part of division
808 node_min.X + sidelen / 2 + sidelen * x0,
809 node_min.Z + sidelen / 2 + sidelen * z0
811 // Minimum edge of part of division
813 node_min.X + sidelen * x0,
814 node_min.Z + sidelen * z0
816 // Maximum edge of part of division
818 node_min.X + sidelen + sidelen * x0 - 1,
819 node_min.Z + sidelen + sidelen * z0 - 1
822 // Amount of trees, jungle area
823 u32 tree_count = area * getTreeAmount(p2d_center);
826 bool is_jungle = false;
827 if (flags & MGV6_JUNGLES) {
828 humidity = getHumidity(p2d_center);
829 if (humidity > 0.75) {
837 u32 grass_count = 5 * humidity * tree_count;
838 for (u32 i = 0; i < grass_count; i++) {
839 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
840 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
842 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
843 if (y < water_level || y < node_min.Y || y > node_max.Y)
846 u32 vi = vm->m_area.index(x, y, z);
847 // place on dirt_with_grass, since we know it is exposed to sunlight
848 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
849 vm->m_area.add_y(em, vi, 1);
850 vm->m_data[vi] = n_junglegrass;
855 // Put trees in random places on part of division
856 for (u32 i = 0; i < tree_count; i++) {
857 s16 x = myrand_range(p2d_min.X, p2d_max.X);
858 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
859 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
860 // Don't make a tree under water level
861 // Don't make a tree so high that it doesn't fit
862 if(y < water_level || y > node_max.Y - 6)
866 // Trees grow only on mud and grass
868 u32 i = vm->m_area.index(p);
869 MapNode *n = &vm->m_data[i];
870 if (n->getContent() != c_dirt &&
871 n->getContent() != c_dirt_with_grass)
878 treegen::make_jungletree(*vm, p, ndef, myrand());
880 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
881 getHaveAppleTree(v2s16(x, z));
882 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
886 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
890 void MapgenV6::growGrass() {
891 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
892 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
893 // Find the lowest surface to which enough light ends up to make
894 // grass grow. Basically just wait until not air and not leaves.
897 v3s16 em = vm->m_area.getExtent();
898 u32 i = vm->m_area.index(x, node_max.Y, z);
900 // Go to ground level
901 for (y = node_max.Y; y >= full_node_min.Y; y--) {
902 MapNode &n = vm->m_data[i];
903 if (ndef->get(n).param_type != CPT_LIGHT ||
904 ndef->get(n).liquid_type != LIQUID_NONE)
906 vm->m_area.add_y(em, i, -1);
908 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
911 u32 i = vm->m_area.index(x, surface_y, z);
912 MapNode *n = &vm->m_data[i];
913 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
914 n->setContent(c_dirt_with_grass);
919 void MapgenV6::generateCaves(int max_stone_y) {
920 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
921 int volume_nodes = (node_max.X - node_min.X + 1) *
922 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
923 cave_amount = MYMAX(0.0, cave_amount);
924 u32 caves_count = cave_amount * volume_nodes / 50000;
925 u32 bruises_count = 1;
926 PseudoRandom ps(blockseed + 21343);
927 PseudoRandom ps2(blockseed + 1032);
929 if (ps.range(1, 6) == 1)
930 bruises_count = ps.range(0, ps.range(0, 2));
932 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
937 for (u32 i = 0; i < caves_count + bruises_count; i++) {
938 bool large_cave = (i >= caves_count);
939 CaveV6 cave(this, &ps, &ps2, large_cave);
941 cave.makeCave(node_min, node_max, max_stone_y);