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 = params->np_cave;
84 np_humidity = params->np_humidity;
85 np_trees = params->np_trees;
86 np_apple_trees = params->np_apple_trees;
88 noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
89 noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
90 noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
91 noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
92 noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
93 noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
94 noise_biome = new Noise(params->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
111 // Returns Y one under area minimum if not found
112 s16 MapgenV6::find_ground_level(v2s16 p2d) {
113 v3s16 em = vm->m_area.getExtent();
114 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
115 s16 y_nodes_min = vm->m_area.MinEdge.Y;
116 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
119 for (y = y_nodes_max; y >= y_nodes_min; y--) {
120 MapNode &n = vm->m_data[i];
121 if(ndef->get(n).walkable)
124 vm->m_area.add_y(em, i, -1);
126 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
129 // Returns Y one under area minimum if not found
130 s16 MapgenV6::find_stone_level(v2s16 p2d) {
131 v3s16 em = vm->m_area.getExtent();
132 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
133 s16 y_nodes_min = vm->m_area.MinEdge.Y;
134 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
137 for (y = y_nodes_max; y >= y_nodes_min; y--) {
138 MapNode &n = vm->m_data[i];
139 content_t c = n.getContent();
140 if (c != CONTENT_IGNORE && (
141 c == c_stone || c == c_desert_stone))
144 vm->m_area.add_y(em, i, -1);
146 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
150 // Required by mapgen.h
151 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
153 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
154 seed, v2s16(blockpos.X, blockpos.Z));*/
155 // Nah, this is just a heuristic, just return something
156 s16 minimum_groundlevel = water_level;
158 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
165 //////////////////////// Base terrain height functions
167 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
168 float steepness, float height_select) {
169 float base = water_level + terrain_base;
170 float higher = water_level + terrain_higher;
172 // Limit higher ground level to at least base
176 // Steepness factor of cliffs
178 b = rangelim(b, 0.0, 1000.0);
179 b = 5 * b * b * b * b * b * b * b;
180 b = rangelim(b, 0.5, 1000.0);
182 // Values 1.5...100 give quite horrible looking slopes
183 if (b > 1.5 && b < 100.0)
184 b = (b < 10.0) ? 1.5 : 100.0;
186 float a_off = -0.20; // Offset to more low
187 float a = 0.5 + b * (a_off + height_select);
188 a = rangelim(a, 0.0, 1.0); // Limit
190 return base * (1.0 - a) + higher * a;
194 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
198 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
199 p.X, 0.5, p.Y, 0.5, seed);
200 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
201 p.X, 0.5, p.Y, 0.5, seed);
202 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
203 p.X, 0.5, p.Y, 0.5, seed);
204 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
205 p.X, 0.5, p.Y, 0.5, seed);
207 return baseTerrainLevel(terrain_base, terrain_higher,
208 steepness, height_select);
212 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
213 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
214 return baseTerrainLevelFromMap(index);
218 float MapgenV6::baseTerrainLevelFromMap(int index) {
222 float terrain_base = noise_terrain_base->result[index];
223 float terrain_higher = noise_terrain_higher->result[index];
224 float steepness = noise_steepness->result[index];
225 float height_select = noise_height_select->result[index];
227 return baseTerrainLevel(terrain_base, terrain_higher,
228 steepness, height_select);
232 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
233 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
237 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
238 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
242 //////////////////////// Noise functions
244 float MapgenV6::getMudAmount(v2s16 p) {
245 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
246 return getMudAmount(index);
250 bool MapgenV6::getHaveBeach(v2s16 p) {
251 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
252 return getHaveBeach(index);
256 BiomeType MapgenV6::getBiome(v2s16 p) {
257 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
258 return getBiome(index, p);
262 float MapgenV6::getHumidity(v2s16 p)
264 /*double noise = noise2d_perlin(
265 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
266 seed+72384, 4, 0.66);
267 noise = (noise + 1.0)/2.0;*/
269 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
279 float MapgenV6::getTreeAmount(v2s16 p)
281 /*double noise = noise2d_perlin(
282 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
285 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
286 float zeroval = -0.39;
290 return 0.04 * (noise-zeroval) / (1.0-zeroval);
294 bool MapgenV6::getHaveAppleTree(v2s16 p)
296 /*is_apple_tree = noise2d_perlin(
297 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
298 data->seed+342902, 3, 0.45) > 0.2;*/
300 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
306 float MapgenV6::getMudAmount(int index)
309 return AVERAGE_MUD_AMOUNT;
311 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
312 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
313 seed+91013, 3, 0.55));*/
315 return noise_mud->result[index];
319 bool MapgenV6::getHaveBeach(int index)
321 // Determine whether to have sand here
322 /*double sandnoise = noise2d_perlin(
323 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
324 seed+59420, 3, 0.50);*/
326 float sandnoise = noise_beach->result[index];
327 return (sandnoise > freq_beach);
331 BiomeType MapgenV6::getBiome(int index, v2s16 p)
333 // Just do something very simple as for now
334 /*double d = noise2d_perlin(
335 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
336 seed+9130, 3, 0.50);*/
338 float d = noise_biome->result[index];
342 if ((flags & MGV6_BIOME_BLEND) &&
343 (d > freq_desert - 0.10) &&
344 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
351 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
353 s32 x=p.X, y=p.Y, z=p.Z;
354 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
358 //////////////////////// Map generator
360 void MapgenV6::makeChunk(BlockMakeData *data) {
361 assert(data->vmanip);
362 assert(data->nodedef);
363 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
364 data->blockpos_requested.Y >= data->blockpos_min.Y &&
365 data->blockpos_requested.Z >= data->blockpos_min.Z);
366 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
367 data->blockpos_requested.Y <= data->blockpos_max.Y &&
368 data->blockpos_requested.Z <= data->blockpos_max.Z);
370 this->generating = true;
371 this->vm = data->vmanip;
372 this->ndef = data->nodedef;
374 // Hack: use minimum block coords for old code that assumes a single block
375 v3s16 blockpos = data->blockpos_requested;
376 v3s16 blockpos_min = data->blockpos_min;
377 v3s16 blockpos_max = data->blockpos_max;
378 v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
379 v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
381 // Area of central chunk
382 node_min = blockpos_min*MAP_BLOCKSIZE;
383 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
385 // Full allocated area
386 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
387 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
389 central_area_size = node_max - node_min + v3s16(1,1,1);
390 assert(central_area_size.X == central_area_size.Z);
392 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
393 * (blockpos_max.Y - blockpos_min.Y + 1)
394 * (blockpos_max.Z - blockpos_max.Z + 1);
396 volume_nodes = volume_blocks *
397 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
399 // Create a block-specific seed
400 blockseed = get_blockseed(data->seed, full_node_min);
405 c_stone = ndef->getId("mapgen_stone");
406 c_dirt = ndef->getId("mapgen_dirt");
407 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
408 c_sand = ndef->getId("mapgen_sand");
409 c_water_source = ndef->getId("mapgen_water_source");
410 c_lava_source = ndef->getId("mapgen_lava_source");
411 c_gravel = ndef->getId("mapgen_gravel");
412 c_cobble = ndef->getId("mapgen_cobble");
413 c_desert_sand = ndef->getId("mapgen_desert_sand");
414 c_desert_stone = ndef->getId("mapgen_desert_stone");
415 if (c_desert_sand == CONTENT_IGNORE)
416 c_desert_sand = c_sand;
417 if (c_desert_stone == CONTENT_IGNORE)
418 c_desert_stone = c_stone;
420 // Maximum height of the stone surface and obstacles.
421 // This is used to guide the cave generation
422 s16 stone_surface_max_y;
424 // Generate general ground level to full area
425 stone_surface_max_y = generateGround();
427 generateExperimental();
429 const s16 max_spread_amount = MAP_BLOCKSIZE;
430 // Limit dirt flow area by 1 because mud is flown into neighbors.
431 s16 mudflow_minpos = -max_spread_amount + 1;
432 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
434 // Loop this part, it will make stuff look older and newer nicely
435 const u32 age_loops = 2;
436 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
437 // Make caves (this code is relatively horrible)
438 if (flags & MG_CAVES)
439 generateCaves(stone_surface_max_y);
441 // Add mud to the central chunk
444 // Add blobs of dirt and gravel underground
445 addDirtGravelBlobs();
447 // Flow mud away from steep edges
448 flowMud(mudflow_minpos, mudflow_maxpos);
453 if (flags & MG_DUNGEONS) {
454 DungeonGen dgen(ndef, data->seed, water_level);
455 dgen.generate(vm, blockseed, full_node_min, full_node_max);
458 // Add top and bottom side of water to transforming_liquid queue
459 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
464 // Generate some trees, and add grass, if a jungle
465 if (flags & MG_TREES)
466 placeTreesAndJungleGrass();
468 // Generate the registered ores
469 for (unsigned int i = 0; i != emerge->ores.size(); i++) {
470 Ore *ore = emerge->ores[i];
471 ore->placeOre(this, blockseed + i, node_min, node_max);
474 // Calculate lighting
475 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
476 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
478 this->generating = false;
482 void MapgenV6::calculateNoise() {
486 // Need to adjust for the original implementation's +.5 offset...
487 if (!(flags & MG_FLAT)) {
488 noise_terrain_base->perlinMap2D(
489 x + 0.5 * noise_terrain_base->np->spread.X,
490 z + 0.5 * noise_terrain_base->np->spread.Z);
491 noise_terrain_base->transformNoiseMap();
493 noise_terrain_higher->perlinMap2D(
494 x + 0.5 * noise_terrain_higher->np->spread.X,
495 z + 0.5 * noise_terrain_higher->np->spread.Z);
496 noise_terrain_higher->transformNoiseMap();
498 noise_steepness->perlinMap2D(
499 x + 0.5 * noise_steepness->np->spread.X,
500 z + 0.5 * noise_steepness->np->spread.Z);
501 noise_steepness->transformNoiseMap();
503 noise_height_select->perlinMap2D(
504 x + 0.5 * noise_height_select->np->spread.X,
505 z + 0.5 * noise_height_select->np->spread.Z);
507 noise_mud->perlinMap2D(
508 x + 0.5 * noise_mud->np->spread.X,
509 z + 0.5 * noise_mud->np->spread.Z);
510 noise_mud->transformNoiseMap();
513 noise_beach->perlinMap2D(
514 x + 0.2 * noise_beach->np->spread.X,
515 z + 0.7 * noise_beach->np->spread.Z);
517 noise_biome->perlinMap2D(
518 x + 0.6 * noise_biome->np->spread.X,
519 z + 0.2 * noise_biome->np->spread.Z);
523 int MapgenV6::generateGround() {
524 //TimeTaker timer1("Generating ground level");
525 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
526 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
527 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
530 for (s16 z = node_min.Z; z <= node_max.Z; z++)
531 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
533 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
536 if (surface_y > stone_surface_max_y)
537 stone_surface_max_y = surface_y;
539 BiomeType bt = getBiome(index, v2s16(x, z));
541 // Fill ground with stone
542 v3s16 em = vm->m_area.getExtent();
543 u32 i = vm->m_area.index(x, node_min.Y, z);
544 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
545 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
546 if (y <= surface_y) {
547 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
548 n_desert_stone : n_stone;
549 } else if (y <= water_level) {
550 vm->m_data[i] = n_water_source;
552 vm->m_data[i] = n_air;
555 vm->m_area.add_y(em, i, 1);
559 return stone_surface_max_y;
563 void MapgenV6::addMud() {
565 //TimeTaker timer1("add mud");
566 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
567 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
571 for (s16 z = node_min.Z; z <= node_max.Z; z++)
572 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
573 // Randomize mud amount
574 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
577 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
579 // Handle area not found
580 if (surface_y == vm->m_area.MinEdge.Y - 1)
583 BiomeType bt = getBiome(index, v2s16(x, z));
584 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
586 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
588 } else if (mud_add_amount <= 0) {
589 mud_add_amount = 1 - mud_add_amount;
591 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
592 surface_y + mud_add_amount <= water_level + 2) {
596 if (bt == BT_DESERT && surface_y > 20)
597 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
599 // If topmost node is grass, change it to mud. It might be if it was
600 // flown to there from a neighboring chunk and then converted.
601 u32 i = vm->m_area.index(x, surface_y, z);
602 if (vm->m_data[i].getContent() == c_dirt_with_grass)
603 vm->m_data[i] = n_dirt;
607 v3s16 em = vm->m_area.getExtent();
608 s16 y_start = surface_y + 1;
609 i = vm->m_area.index(x, y_start, z);
610 for (s16 y = y_start; y <= node_max.Y; y++) {
611 if (mudcount >= mud_add_amount)
614 vm->m_data[i] = addnode;
617 vm->m_area.add_y(em, i, 1);
623 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
625 TimeTaker timer1("flow mud");
627 // Iterate a few times
628 for(s16 k = 0; k < 3; k++) {
629 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
630 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
631 // Invert coordinates every 2nd iteration
633 x = mudflow_maxpos - (x - mudflow_minpos);
634 z = mudflow_maxpos - (z - mudflow_minpos);
637 // Node position in 2d
638 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
640 v3s16 em = vm->m_area.getExtent();
641 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
644 while(y >= node_min.Y)
651 for(; y >= node_min.Y; y--) {
653 if (n->getContent() == c_dirt ||
654 n->getContent() == c_dirt_with_grass ||
655 n->getContent() == c_gravel)
658 vm->m_area.add_y(em, i, -1);
661 // Stop if out of area
662 //if(vmanip.m_area.contains(i) == false)
666 if (n->getContent() == c_dirt ||
667 n->getContent() == c_dirt_with_grass)
669 // Make it exactly mud
670 n->setContent(c_dirt);
672 // Don't flow it if the stuff under it is not mud
675 vm->m_area.add_y(em, i2, -1);
676 // Cancel if out of area
677 if(vm->m_area.contains(i2) == false)
679 MapNode *n2 = &vm->m_data[i2];
680 if (n2->getContent() != c_dirt &&
681 n2->getContent() != c_dirt_with_grass)
687 v3s16(0,0,1), // back
688 v3s16(1,0,0), // right
689 v3s16(0,0,-1), // front
690 v3s16(-1,0,0), // left
693 // Check that upper is air or doesn't exist.
694 // Cancel dropping if upper keeps it in place
696 vm->m_area.add_y(em, i3, 1);
697 if (vm->m_area.contains(i3) == true &&
698 ndef->get(vm->m_data[i3]).walkable)
702 for(u32 di=0; di<4; di++) {
703 v3s16 dirp = dirs4[di];
706 vm->m_area.add_p(em, i2, dirp);
707 // Fail if out of area
708 if (vm->m_area.contains(i2) == false)
710 // Check that side is air
711 MapNode *n2 = &vm->m_data[i2];
712 if (ndef->get(*n2).walkable)
714 // Check that under side is air
715 vm->m_area.add_y(em, i2, -1);
716 if (vm->m_area.contains(i2) == false)
718 n2 = &vm->m_data[i2];
719 if (ndef->get(*n2).walkable)
721 // Loop further down until not air
722 bool dropped_to_unknown = false;
724 vm->m_area.add_y(em, i2, -1);
725 n2 = &vm->m_data[i2];
726 // if out of known area
727 if(vm->m_area.contains(i2) == false ||
728 n2->getContent() == CONTENT_IGNORE) {
729 dropped_to_unknown = true;
732 } while (ndef->get(*n2).walkable == false);
733 // Loop one up so that we're in air
734 vm->m_area.add_y(em, i2, 1);
735 n2 = &vm->m_data[i2];
737 bool old_is_water = (n->getContent() == c_water_source);
738 // Move mud to new place
739 if (!dropped_to_unknown) {
741 // Set old place to be air (or water)
743 *n = MapNode(c_water_source);
745 *n = MapNode(CONTENT_AIR);
758 void MapgenV6::addDirtGravelBlobs() {
759 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
762 PseudoRandom pr(blockseed + 983);
763 for (int i = 0; i < volume_nodes/10/10/10; i++) {
764 bool only_fill_cave = (myrand_range(0,1) != 0);
771 pr.range(node_min.X, node_max.X) - size.X / 2,
772 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
773 pr.range(node_min.Z, node_max.Z) - size.Z / 2
776 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
777 for (int z1 = 0; z1 < size.Z; z1++)
778 for (int y1 = 0; y1 < size.Y; y1++)
779 for (int x1 = 0; x1 < size.X; x1++) {
780 v3s16 p = p0 + v3s16(x1, y1, z1);
781 u32 i = vm->m_area.index(p);
782 if (!vm->m_area.contains(i))
784 // Cancel if not stone and not cave air
785 if (vm->m_data[i].getContent() != c_stone &&
786 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
788 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
796 void MapgenV6::placeTreesAndJungleGrass() {
797 //TimeTaker t("placeTrees");
798 if (node_max.Y < water_level)
801 PseudoRandom grassrandom(blockseed + 53);
802 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
803 // if we don't have junglegrass, don't place cignore... that's bad
804 if (c_junglegrass == CONTENT_IGNORE)
805 c_junglegrass = CONTENT_AIR;
806 MapNode n_junglegrass(c_junglegrass);
807 v3s16 em = vm->m_area.getExtent();
809 // Divide area into parts
811 s16 sidelen = central_area_size.X / div;
812 double area = sidelen * sidelen;
814 // N.B. We must add jungle grass first, since tree leaves will
815 // obstruct the ground, giving us a false ground level
816 for (s16 z0 = 0; z0 < div; z0++)
817 for (s16 x0 = 0; x0 < div; x0++) {
818 // Center position of part of division
820 node_min.X + sidelen / 2 + sidelen * x0,
821 node_min.Z + sidelen / 2 + sidelen * z0
823 // Minimum edge of part of division
825 node_min.X + sidelen * x0,
826 node_min.Z + sidelen * z0
828 // Maximum edge of part of division
830 node_min.X + sidelen + sidelen * x0 - 1,
831 node_min.Z + sidelen + sidelen * z0 - 1
834 // Amount of trees, jungle area
835 u32 tree_count = area * getTreeAmount(p2d_center);
838 bool is_jungle = false;
839 if (flags & MGV6_JUNGLES) {
840 humidity = getHumidity(p2d_center);
841 if (humidity > 0.75) {
849 u32 grass_count = 5 * humidity * tree_count;
850 for (u32 i = 0; i < grass_count; i++) {
851 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
852 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
854 s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
855 if (y < water_level || y < node_min.Y || y > node_max.Y)
858 u32 vi = vm->m_area.index(x, y, z);
859 // place on dirt_with_grass, since we know it is exposed to sunlight
860 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
861 vm->m_area.add_y(em, vi, 1);
862 vm->m_data[vi] = n_junglegrass;
867 // Put trees in random places on part of division
868 for (u32 i = 0; i < tree_count; i++) {
869 s16 x = myrand_range(p2d_min.X, p2d_max.X);
870 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
871 s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
872 // Don't make a tree under water level
873 // Don't make a tree so high that it doesn't fit
874 if(y < water_level || y > node_max.Y - 6)
878 // Trees grow only on mud and grass
880 u32 i = vm->m_area.index(p);
881 MapNode *n = &vm->m_data[i];
882 if (n->getContent() != c_dirt &&
883 n->getContent() != c_dirt_with_grass)
890 treegen::make_jungletree(*vm, p, ndef, myrand());
892 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
893 getHaveAppleTree(v2s16(x, z));
894 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
898 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
902 void MapgenV6::growGrass() {
903 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
904 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
905 // Find the lowest surface to which enough light ends up to make
906 // grass grow. Basically just wait until not air and not leaves.
909 v3s16 em = vm->m_area.getExtent();
910 u32 i = vm->m_area.index(x, node_max.Y, z);
912 // Go to ground level
913 for (y = node_max.Y; y >= full_node_min.Y; y--) {
914 MapNode &n = vm->m_data[i];
915 if (ndef->get(n).param_type != CPT_LIGHT ||
916 ndef->get(n).liquid_type != LIQUID_NONE)
918 vm->m_area.add_y(em, i, -1);
920 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
923 u32 i = vm->m_area.index(x, surface_y, z);
924 MapNode *n = &vm->m_data[i];
925 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
926 n->setContent(c_dirt_with_grass);
931 void MapgenV6::generateCaves(int max_stone_y) {
932 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
933 int volume_nodes = (node_max.X - node_min.X + 1) *
934 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
935 cave_amount = MYMAX(0.0, cave_amount);
936 u32 caves_count = cave_amount * volume_nodes / 50000;
937 u32 bruises_count = 1;
938 PseudoRandom ps(blockseed + 21343);
939 PseudoRandom ps2(blockseed + 1032);
941 if (ps.range(1, 6) == 1)
942 bruises_count = ps.range(0, ps.range(0, 2));
944 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
949 for (u32 i = 0; i < caves_count + bruises_count; i++) {
950 bool large_cave = (i >= caves_count);
951 CaveV6 cave(this, &ps, &ps2, large_cave);
953 cave.makeCave(node_min, node_max, max_stone_y);