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"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
42 FlagDesc flagdesc_mapgen_v6[] = {
43 {"jungles", MGV6_JUNGLES},
44 {"biomeblend", MGV6_BIOMEBLEND},
45 {"mudflow", MGV6_MUDFLOW},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->ystride = csize.X; //////fix this
58 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
59 this->spflags = sp->spflags;
60 this->freq_desert = sp->freq_desert;
61 this->freq_beach = sp->freq_beach;
63 np_cave = &sp->np_cave;
64 np_humidity = &sp->np_humidity;
65 np_trees = &sp->np_trees;
66 np_apple_trees = &sp->np_apple_trees;
68 //// Create noise objects
69 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
70 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
71 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
72 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
73 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
74 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
75 noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
77 //// Resolve nodes to be used
78 INodeDefManager *ndef = emerge->ndef;
80 c_stone = ndef->getId("mapgen_stone");
81 c_dirt = ndef->getId("mapgen_dirt");
82 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
83 c_sand = ndef->getId("mapgen_sand");
84 c_water_source = ndef->getId("mapgen_water_source");
85 c_lava_source = ndef->getId("mapgen_lava_source");
86 c_gravel = ndef->getId("mapgen_gravel");
87 c_cobble = ndef->getId("mapgen_cobble");
88 c_desert_sand = ndef->getId("mapgen_desert_sand");
89 c_desert_stone = ndef->getId("mapgen_desert_stone");
90 c_mossycobble = ndef->getId("mapgen_mossycobble");
91 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
92 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
93 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
94 if (c_desert_sand == CONTENT_IGNORE)
95 c_desert_sand = c_sand;
96 if (c_desert_stone == CONTENT_IGNORE)
97 c_desert_stone = c_stone;
98 if (c_mossycobble == CONTENT_IGNORE)
99 c_mossycobble = c_cobble;
100 if (c_sandbrick == CONTENT_IGNORE)
101 c_sandbrick = c_desert_stone;
102 if (c_stair_cobble == CONTENT_IGNORE)
103 c_stair_cobble = c_cobble;
104 if (c_stair_sandstone == CONTENT_IGNORE)
105 c_stair_sandstone = c_sandbrick;
109 MapgenV6::~MapgenV6()
111 delete noise_terrain_base;
112 delete noise_terrain_higher;
113 delete noise_steepness;
114 delete noise_height_select;
121 MapgenV6Params::MapgenV6Params()
123 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
127 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
128 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
129 np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
130 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
131 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
132 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
133 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
134 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
135 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
136 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
137 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
141 void MapgenV6Params::readParams(Settings *settings)
143 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
144 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
145 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
147 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
148 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
149 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
150 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
151 settings->getNoiseParams("mgv6_np_mud", np_mud);
152 settings->getNoiseParams("mgv6_np_beach", np_beach);
153 settings->getNoiseParams("mgv6_np_biome", np_biome);
154 settings->getNoiseParams("mgv6_np_cave", np_cave);
155 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
156 settings->getNoiseParams("mgv6_np_trees", np_trees);
157 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
161 void MapgenV6Params::writeParams(Settings *settings)
163 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
164 settings->setFloat("mgv6_freq_desert", freq_desert);
165 settings->setFloat("mgv6_freq_beach", freq_beach);
167 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
168 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
169 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
170 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
171 settings->setNoiseParams("mgv6_np_mud", np_mud);
172 settings->setNoiseParams("mgv6_np_beach", np_beach);
173 settings->setNoiseParams("mgv6_np_biome", np_biome);
174 settings->setNoiseParams("mgv6_np_cave", np_cave);
175 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
176 settings->setNoiseParams("mgv6_np_trees", np_trees);
177 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
181 //////////////////////// Some helper functions for the map generator
184 // Returns Y one under area minimum if not found
185 s16 MapgenV6::find_stone_level(v2s16 p2d)
187 v3s16 em = vm->m_area.getExtent();
188 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
189 s16 y_nodes_min = vm->m_area.MinEdge.Y;
190 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
193 for (y = y_nodes_max; y >= y_nodes_min; y--) {
194 MapNode &n = vm->m_data[i];
195 content_t c = n.getContent();
196 if (c != CONTENT_IGNORE && (
197 c == c_stone || c == c_desert_stone))
200 vm->m_area.add_y(em, i, -1);
202 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
206 // Required by mapgen.h
207 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
209 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
210 seed, v2s16(blockpos.X, blockpos.Z));*/
211 // Nah, this is just a heuristic, just return something
212 s16 minimum_groundlevel = water_level;
214 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
221 //////////////////////// Base terrain height functions
223 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
224 float steepness, float height_select)
226 float base = 1 + terrain_base;
227 float higher = 1 + terrain_higher;
229 // Limit higher ground level to at least base
233 // Steepness factor of cliffs
235 b = rangelim(b, 0.0, 1000.0);
236 b = 5 * b * b * b * b * b * b * b;
237 b = rangelim(b, 0.5, 1000.0);
239 // Values 1.5...100 give quite horrible looking slopes
240 if (b > 1.5 && b < 100.0)
241 b = (b < 10.0) ? 1.5 : 100.0;
243 float a_off = -0.20; // Offset to more low
244 float a = 0.5 + b * (a_off + height_select);
245 a = rangelim(a, 0.0, 1.0); // Limit
247 return base * (1.0 - a) + higher * a;
251 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
256 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
257 p.X, 0.5, p.Y, 0.5, seed);
258 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
259 p.X, 0.5, p.Y, 0.5, seed);
260 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
261 p.X, 0.5, p.Y, 0.5, seed);
262 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
263 p.X, 0.5, p.Y, 0.5, seed);
265 return baseTerrainLevel(terrain_base, terrain_higher,
266 steepness, height_select);
270 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
272 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
273 return baseTerrainLevelFromMap(index);
277 float MapgenV6::baseTerrainLevelFromMap(int index)
282 float terrain_base = noise_terrain_base->result[index];
283 float terrain_higher = noise_terrain_higher->result[index];
284 float steepness = noise_steepness->result[index];
285 float height_select = noise_height_select->result[index];
287 return baseTerrainLevel(terrain_base, terrain_higher,
288 steepness, height_select);
292 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
294 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
298 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
300 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
304 //////////////////////// Noise functions
306 float MapgenV6::getMudAmount(v2s16 p)
308 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
309 return getMudAmount(index);
313 bool MapgenV6::getHaveBeach(v2s16 p)
315 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
316 return getHaveBeach(index);
320 BiomeV6Type MapgenV6::getBiome(v2s16 p)
322 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
323 return getBiome(index, p);
327 float MapgenV6::getHumidity(v2s16 p)
329 /*double noise = noise2d_perlin(
330 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
331 seed+72384, 4, 0.66);
332 noise = (noise + 1.0)/2.0;*/
334 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
344 float MapgenV6::getTreeAmount(v2s16 p)
346 /*double noise = noise2d_perlin(
347 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
350 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
351 float zeroval = -0.39;
355 return 0.04 * (noise-zeroval) / (1.0-zeroval);
359 bool MapgenV6::getHaveAppleTree(v2s16 p)
361 /*is_apple_tree = noise2d_perlin(
362 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
363 data->seed+342902, 3, 0.45) > 0.2;*/
365 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
371 float MapgenV6::getMudAmount(int index)
374 return AVERAGE_MUD_AMOUNT;
376 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
377 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
378 seed+91013, 3, 0.55));*/
380 return noise_mud->result[index];
384 bool MapgenV6::getHaveBeach(int index)
386 // Determine whether to have sand here
387 /*double sandnoise = noise2d_perlin(
388 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
389 seed+59420, 3, 0.50);*/
391 float sandnoise = noise_beach->result[index];
392 return (sandnoise > freq_beach);
396 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
398 // Just do something very simple as for now
399 /*double d = noise2d_perlin(
400 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
401 seed+9130, 3, 0.50);*/
403 float d = noise_biome->result[index];
407 if ((spflags & MGV6_BIOMEBLEND) &&
408 (d > freq_desert - 0.10) &&
409 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
416 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
418 s32 x=p.X, y=p.Y, z=p.Z;
419 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
423 //////////////////////// Map generator
425 void MapgenV6::makeChunk(BlockMakeData *data)
427 assert(data->vmanip);
428 assert(data->nodedef);
429 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
430 data->blockpos_requested.Y >= data->blockpos_min.Y &&
431 data->blockpos_requested.Z >= data->blockpos_min.Z);
432 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
433 data->blockpos_requested.Y <= data->blockpos_max.Y &&
434 data->blockpos_requested.Z <= data->blockpos_max.Z);
436 this->generating = true;
437 this->vm = data->vmanip;
438 this->ndef = data->nodedef;
440 // Hack: use minimum block coords for old code that assumes a single block
441 v3s16 blockpos = data->blockpos_requested;
442 v3s16 blockpos_min = data->blockpos_min;
443 v3s16 blockpos_max = data->blockpos_max;
445 // Area of central chunk
446 node_min = blockpos_min*MAP_BLOCKSIZE;
447 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
449 // Full allocated area
450 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
451 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
453 central_area_size = node_max - node_min + v3s16(1,1,1);
454 assert(central_area_size.X == central_area_size.Z);
456 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
457 * (blockpos_max.Y - blockpos_min.Y + 1)
458 * (blockpos_max.Z - blockpos_max.Z + 1);
460 volume_nodes = volume_blocks *
461 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
463 // Create a block-specific seed
464 blockseed = get_blockseed(data->seed, full_node_min);
469 // Maximum height of the stone surface and obstacles.
470 // This is used to guide the cave generation
471 s16 stone_surface_max_y;
473 // Generate general ground level to full area
474 stone_surface_max_y = generateGround();
476 generateExperimental();
478 const s16 max_spread_amount = MAP_BLOCKSIZE;
479 // Limit dirt flow area by 1 because mud is flown into neighbors.
480 s16 mudflow_minpos = -max_spread_amount + 1;
481 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
483 // Loop this part, it will make stuff look older and newer nicely
484 const u32 age_loops = 2;
485 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
486 // Make caves (this code is relatively horrible)
487 if (flags & MG_CAVES)
488 generateCaves(stone_surface_max_y);
490 // Add mud to the central chunk
493 // Add blobs of dirt and gravel underground
494 addDirtGravelBlobs();
496 // Flow mud away from steep edges
497 if (spflags & MGV6_MUDFLOW)
498 flowMud(mudflow_minpos, mudflow_maxpos);
503 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
506 dp.np_rarity = nparams_dungeon_rarity;
507 dp.np_density = nparams_dungeon_density;
508 dp.np_wetness = nparams_dungeon_wetness;
509 dp.c_water = c_water_source;
510 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
511 dp.c_cobble = c_cobble;
512 dp.c_moss = c_mossycobble;
513 dp.c_stair = c_stair_cobble;
515 dp.diagonal_dirs = false;
517 dp.holesize = v3s16(1, 2, 1);
518 dp.roomsize = v3s16(0, 0, 0);
519 dp.notifytype = GENNOTIFY_DUNGEON;
521 dp.c_cobble = c_sandbrick;
522 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
523 dp.c_stair = c_stair_sandstone;
525 dp.diagonal_dirs = true;
527 dp.holesize = v3s16(2, 3, 2);
528 dp.roomsize = v3s16(2, 5, 2);
529 dp.notifytype = GENNOTIFY_TEMPLE;
532 DungeonGen dgen(this, &dp);
533 dgen.generate(blockseed, full_node_min, full_node_max);
536 // Add top and bottom side of water to transforming_liquid queue
537 //updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
542 // Generate some trees, and add grass, if a jungle
543 if (flags & MG_TREES)
544 placeTreesAndJungleGrass();
546 // Generate the registered decorations
547 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
549 // Generate the registered ores
550 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
552 // Calculate lighting
553 if (flags & MG_LIGHT)
554 calcLighting(node_min, node_max);
556 this->generating = false;
560 void MapgenV6::calculateNoise()
565 if (!(flags & MG_FLAT)) {
566 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
567 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
568 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
569 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
570 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
573 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
574 noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
578 int MapgenV6::generateGround()
580 //TimeTaker timer1("Generating ground level");
581 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
582 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
583 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
586 for (s16 z = node_min.Z; z <= node_max.Z; z++)
587 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
589 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
592 if (surface_y > stone_surface_max_y)
593 stone_surface_max_y = surface_y;
595 BiomeV6Type bt = getBiome(index, v2s16(x, z));
597 // Fill ground with stone
598 v3s16 em = vm->m_area.getExtent();
599 u32 i = vm->m_area.index(x, node_min.Y, z);
600 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
601 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
602 if (y <= surface_y) {
603 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
604 n_desert_stone : n_stone;
605 } else if (y <= water_level) {
606 vm->m_data[i] = n_water_source;
608 vm->m_data[i] = n_air;
611 vm->m_area.add_y(em, i, 1);
615 return stone_surface_max_y;
619 void MapgenV6::addMud()
622 //TimeTaker timer1("add mud");
623 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
624 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
628 for (s16 z = node_min.Z; z <= node_max.Z; z++)
629 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
630 // Randomize mud amount
631 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
634 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
636 // Handle area not found
637 if (surface_y == vm->m_area.MinEdge.Y - 1)
640 BiomeV6Type bt = getBiome(index, v2s16(x, z));
641 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
643 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
645 } else if (mud_add_amount <= 0) {
646 mud_add_amount = 1 - mud_add_amount;
648 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
649 surface_y + mud_add_amount <= water_level + 2) {
653 if (bt == BT_DESERT && surface_y > 20)
654 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
656 // If topmost node is grass, change it to mud. It might be if it was
657 // flown to there from a neighboring chunk and then converted.
658 u32 i = vm->m_area.index(x, surface_y, z);
659 if (vm->m_data[i].getContent() == c_dirt_with_grass)
660 vm->m_data[i] = n_dirt;
664 v3s16 em = vm->m_area.getExtent();
665 s16 y_start = surface_y + 1;
666 i = vm->m_area.index(x, y_start, z);
667 for (s16 y = y_start; y <= node_max.Y; y++) {
668 if (mudcount >= mud_add_amount)
671 vm->m_data[i] = addnode;
674 vm->m_area.add_y(em, i, 1);
680 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
683 TimeTaker timer1("flow mud");
685 // Iterate a few times
686 for(s16 k = 0; k < 3; k++) {
687 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
688 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
689 // Invert coordinates every 2nd iteration
691 x = mudflow_maxpos - (x - mudflow_minpos);
692 z = mudflow_maxpos - (z - mudflow_minpos);
695 // Node position in 2d
696 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
698 v3s16 em = vm->m_area.getExtent();
699 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
702 while(y >= node_min.Y)
709 for(; y >= node_min.Y; y--) {
711 if (n->getContent() == c_dirt ||
712 n->getContent() == c_dirt_with_grass ||
713 n->getContent() == c_gravel)
716 vm->m_area.add_y(em, i, -1);
719 // Stop if out of area
720 //if(vmanip.m_area.contains(i) == false)
724 if (n->getContent() == c_dirt ||
725 n->getContent() == c_dirt_with_grass)
727 // Make it exactly mud
728 n->setContent(c_dirt);
730 // Don't flow it if the stuff under it is not mud
733 vm->m_area.add_y(em, i2, -1);
734 // Cancel if out of area
735 if(vm->m_area.contains(i2) == false)
737 MapNode *n2 = &vm->m_data[i2];
738 if (n2->getContent() != c_dirt &&
739 n2->getContent() != c_dirt_with_grass)
745 v3s16(0,0,1), // back
746 v3s16(1,0,0), // right
747 v3s16(0,0,-1), // front
748 v3s16(-1,0,0), // left
751 // Check that upper is air or doesn't exist.
752 // Cancel dropping if upper keeps it in place
754 vm->m_area.add_y(em, i3, 1);
755 if (vm->m_area.contains(i3) == true &&
756 ndef->get(vm->m_data[i3]).walkable)
760 for(u32 di=0; di<4; di++) {
761 v3s16 dirp = dirs4[di];
764 vm->m_area.add_p(em, i2, dirp);
765 // Fail if out of area
766 if (vm->m_area.contains(i2) == false)
768 // Check that side is air
769 MapNode *n2 = &vm->m_data[i2];
770 if (ndef->get(*n2).walkable)
772 // Check that under side is air
773 vm->m_area.add_y(em, i2, -1);
774 if (vm->m_area.contains(i2) == false)
776 n2 = &vm->m_data[i2];
777 if (ndef->get(*n2).walkable)
779 // Loop further down until not air
780 bool dropped_to_unknown = false;
782 vm->m_area.add_y(em, i2, -1);
783 n2 = &vm->m_data[i2];
784 // if out of known area
785 if(vm->m_area.contains(i2) == false ||
786 n2->getContent() == CONTENT_IGNORE) {
787 dropped_to_unknown = true;
790 } while (ndef->get(*n2).walkable == false);
791 // Loop one up so that we're in air
792 vm->m_area.add_y(em, i2, 1);
793 n2 = &vm->m_data[i2];
795 bool old_is_water = (n->getContent() == c_water_source);
796 // Move mud to new place
797 if (!dropped_to_unknown) {
799 // Set old place to be air (or water)
801 *n = MapNode(c_water_source);
803 *n = MapNode(CONTENT_AIR);
816 void MapgenV6::addDirtGravelBlobs()
818 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
821 PseudoRandom pr(blockseed + 983);
822 for (int i = 0; i < volume_nodes/10/10/10; i++) {
823 bool only_fill_cave = (myrand_range(0,1) != 0);
830 pr.range(node_min.X, node_max.X) - size.X / 2,
831 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
832 pr.range(node_min.Z, node_max.Z) - size.Z / 2
835 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
836 for (int z1 = 0; z1 < size.Z; z1++)
837 for (int y1 = 0; y1 < size.Y; y1++)
838 for (int x1 = 0; x1 < size.X; x1++) {
839 v3s16 p = p0 + v3s16(x1, y1, z1);
840 u32 i = vm->m_area.index(p);
841 if (!vm->m_area.contains(i))
843 // Cancel if not stone and not cave air
844 if (vm->m_data[i].getContent() != c_stone &&
845 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
847 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
855 void MapgenV6::placeTreesAndJungleGrass()
857 //TimeTaker t("placeTrees");
858 if (node_max.Y < water_level)
861 PseudoRandom grassrandom(blockseed + 53);
862 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
863 // if we don't have junglegrass, don't place cignore... that's bad
864 if (c_junglegrass == CONTENT_IGNORE)
865 c_junglegrass = CONTENT_AIR;
866 MapNode n_junglegrass(c_junglegrass);
867 v3s16 em = vm->m_area.getExtent();
869 // Divide area into parts
871 s16 sidelen = central_area_size.X / div;
872 double area = sidelen * sidelen;
874 // N.B. We must add jungle grass first, since tree leaves will
875 // obstruct the ground, giving us a false ground level
876 for (s16 z0 = 0; z0 < div; z0++)
877 for (s16 x0 = 0; x0 < div; x0++) {
878 // Center position of part of division
880 node_min.X + sidelen / 2 + sidelen * x0,
881 node_min.Z + sidelen / 2 + sidelen * z0
883 // Minimum edge of part of division
885 node_min.X + sidelen * x0,
886 node_min.Z + sidelen * z0
888 // Maximum edge of part of division
890 node_min.X + sidelen + sidelen * x0 - 1,
891 node_min.Z + sidelen + sidelen * z0 - 1
894 // Amount of trees, jungle area
895 u32 tree_count = area * getTreeAmount(p2d_center);
898 bool is_jungle = false;
899 if (spflags & MGV6_JUNGLES) {
900 humidity = getHumidity(p2d_center);
901 if (humidity > 0.75) {
909 u32 grass_count = 5 * humidity * tree_count;
910 for (u32 i = 0; i < grass_count; i++) {
911 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
912 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
914 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
915 if (y < water_level || y < node_min.Y || y > node_max.Y)
918 u32 vi = vm->m_area.index(x, y, z);
919 // place on dirt_with_grass, since we know it is exposed to sunlight
920 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
921 vm->m_area.add_y(em, vi, 1);
922 vm->m_data[vi] = n_junglegrass;
927 // Put trees in random places on part of division
928 for (u32 i = 0; i < tree_count; i++) {
929 s16 x = myrand_range(p2d_min.X, p2d_max.X);
930 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
931 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
932 // Don't make a tree under water level
933 // Don't make a tree so high that it doesn't fit
934 if(y < water_level || y > node_max.Y - 6)
938 // Trees grow only on mud and grass
940 u32 i = vm->m_area.index(p);
941 MapNode *n = &vm->m_data[i];
942 if (n->getContent() != c_dirt &&
943 n->getContent() != c_dirt_with_grass)
950 treegen::make_jungletree(*vm, p, ndef, myrand());
952 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
953 getHaveAppleTree(v2s16(x, z));
954 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
958 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
962 void MapgenV6::growGrass()
964 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
965 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
966 // Find the lowest surface to which enough light ends up to make
967 // grass grow. Basically just wait until not air and not leaves.
970 v3s16 em = vm->m_area.getExtent();
971 u32 i = vm->m_area.index(x, node_max.Y, z);
973 // Go to ground level
974 for (y = node_max.Y; y >= full_node_min.Y; y--) {
975 MapNode &n = vm->m_data[i];
976 if (ndef->get(n).param_type != CPT_LIGHT ||
977 ndef->get(n).liquid_type != LIQUID_NONE)
979 vm->m_area.add_y(em, i, -1);
981 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
984 u32 i = vm->m_area.index(x, surface_y, z);
985 MapNode *n = &vm->m_data[i];
986 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
987 n->setContent(c_dirt_with_grass);
992 void MapgenV6::generateCaves(int max_stone_y)
994 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
995 int volume_nodes = (node_max.X - node_min.X + 1) *
996 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
997 cave_amount = MYMAX(0.0, cave_amount);
998 u32 caves_count = cave_amount * volume_nodes / 50000;
999 u32 bruises_count = 1;
1000 PseudoRandom ps(blockseed + 21343);
1001 PseudoRandom ps2(blockseed + 1032);
1003 if (ps.range(1, 6) == 1)
1004 bruises_count = ps.range(0, ps.range(0, 2));
1006 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1011 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1012 bool large_cave = (i >= caves_count);
1013 CaveV6 cave(this, &ps, &ps2, large_cave);
1015 cave.makeCave(node_min, node_max, max_stone_y);