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 this->heightmap = new s16[csize.X * csize.Z];
60 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
61 this->spflags = sp->spflags;
62 this->freq_desert = sp->freq_desert;
63 this->freq_beach = sp->freq_beach;
65 np_cave = &sp->np_cave;
66 np_humidity = &sp->np_humidity;
67 np_trees = &sp->np_trees;
68 np_apple_trees = &sp->np_apple_trees;
70 //// Create noise objects
71 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
72 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
73 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
74 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
75 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
76 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
77 noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
79 //// Resolve nodes to be used
80 INodeDefManager *ndef = emerge->ndef;
82 c_stone = ndef->getId("mapgen_stone");
83 c_dirt = ndef->getId("mapgen_dirt");
84 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
85 c_sand = ndef->getId("mapgen_sand");
86 c_water_source = ndef->getId("mapgen_water_source");
87 c_lava_source = ndef->getId("mapgen_lava_source");
88 c_gravel = ndef->getId("mapgen_gravel");
89 c_cobble = ndef->getId("mapgen_cobble");
90 c_desert_sand = ndef->getId("mapgen_desert_sand");
91 c_desert_stone = ndef->getId("mapgen_desert_stone");
92 c_mossycobble = ndef->getId("mapgen_mossycobble");
93 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
94 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
95 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
96 if (c_desert_sand == CONTENT_IGNORE)
97 c_desert_sand = c_sand;
98 if (c_desert_stone == CONTENT_IGNORE)
99 c_desert_stone = c_stone;
100 if (c_mossycobble == CONTENT_IGNORE)
101 c_mossycobble = c_cobble;
102 if (c_sandbrick == CONTENT_IGNORE)
103 c_sandbrick = c_desert_stone;
104 if (c_stair_cobble == CONTENT_IGNORE)
105 c_stair_cobble = c_cobble;
106 if (c_stair_sandstone == CONTENT_IGNORE)
107 c_stair_sandstone = c_sandbrick;
111 MapgenV6::~MapgenV6()
113 delete noise_terrain_base;
114 delete noise_terrain_higher;
115 delete noise_steepness;
116 delete noise_height_select;
125 MapgenV6Params::MapgenV6Params()
127 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
131 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
132 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
133 np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
134 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
135 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
136 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
137 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
138 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
139 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
140 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
141 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
145 void MapgenV6Params::readParams(Settings *settings)
147 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
148 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
149 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
151 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
152 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
153 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
154 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
155 settings->getNoiseParams("mgv6_np_mud", np_mud);
156 settings->getNoiseParams("mgv6_np_beach", np_beach);
157 settings->getNoiseParams("mgv6_np_biome", np_biome);
158 settings->getNoiseParams("mgv6_np_cave", np_cave);
159 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
160 settings->getNoiseParams("mgv6_np_trees", np_trees);
161 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
165 void MapgenV6Params::writeParams(Settings *settings)
167 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
168 settings->setFloat("mgv6_freq_desert", freq_desert);
169 settings->setFloat("mgv6_freq_beach", freq_beach);
171 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
172 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
173 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
174 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
175 settings->setNoiseParams("mgv6_np_mud", np_mud);
176 settings->setNoiseParams("mgv6_np_beach", np_beach);
177 settings->setNoiseParams("mgv6_np_biome", np_biome);
178 settings->setNoiseParams("mgv6_np_cave", np_cave);
179 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
180 settings->setNoiseParams("mgv6_np_trees", np_trees);
181 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
185 //////////////////////// Some helper functions for the map generator
188 // Returns Y one under area minimum if not found
189 s16 MapgenV6::find_stone_level(v2s16 p2d)
191 v3s16 em = vm->m_area.getExtent();
192 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
193 s16 y_nodes_min = vm->m_area.MinEdge.Y;
194 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
197 for (y = y_nodes_max; y >= y_nodes_min; y--) {
198 MapNode &n = vm->m_data[i];
199 content_t c = n.getContent();
200 if (c != CONTENT_IGNORE && (
201 c == c_stone || c == c_desert_stone))
204 vm->m_area.add_y(em, i, -1);
206 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
210 // Required by mapgen.h
211 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
213 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
214 seed, v2s16(blockpos.X, blockpos.Z));*/
215 // Nah, this is just a heuristic, just return something
216 s16 minimum_groundlevel = water_level;
218 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
225 //////////////////////// Base terrain height functions
227 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
228 float steepness, float height_select)
230 float base = 1 + terrain_base;
231 float higher = 1 + terrain_higher;
233 // Limit higher ground level to at least base
237 // Steepness factor of cliffs
239 b = rangelim(b, 0.0, 1000.0);
240 b = 5 * b * b * b * b * b * b * b;
241 b = rangelim(b, 0.5, 1000.0);
243 // Values 1.5...100 give quite horrible looking slopes
244 if (b > 1.5 && b < 100.0)
245 b = (b < 10.0) ? 1.5 : 100.0;
247 float a_off = -0.20; // Offset to more low
248 float a = 0.5 + b * (a_off + height_select);
249 a = rangelim(a, 0.0, 1.0); // Limit
251 return base * (1.0 - a) + higher * a;
255 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
260 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
261 p.X, 0.5, p.Y, 0.5, seed);
262 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
263 p.X, 0.5, p.Y, 0.5, seed);
264 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
265 p.X, 0.5, p.Y, 0.5, seed);
266 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
267 p.X, 0.5, p.Y, 0.5, seed);
269 return baseTerrainLevel(terrain_base, terrain_higher,
270 steepness, height_select);
274 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
276 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
277 return baseTerrainLevelFromMap(index);
281 float MapgenV6::baseTerrainLevelFromMap(int index)
286 float terrain_base = noise_terrain_base->result[index];
287 float terrain_higher = noise_terrain_higher->result[index];
288 float steepness = noise_steepness->result[index];
289 float height_select = noise_height_select->result[index];
291 return baseTerrainLevel(terrain_base, terrain_higher,
292 steepness, height_select);
296 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
298 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
302 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
304 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
308 //////////////////////// Noise functions
310 float MapgenV6::getMudAmount(v2s16 p)
312 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
313 return getMudAmount(index);
317 bool MapgenV6::getHaveBeach(v2s16 p)
319 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
320 return getHaveBeach(index);
324 BiomeV6Type MapgenV6::getBiome(v2s16 p)
326 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
327 return getBiome(index, p);
331 float MapgenV6::getHumidity(v2s16 p)
333 /*double noise = noise2d_perlin(
334 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
335 seed+72384, 4, 0.66);
336 noise = (noise + 1.0)/2.0;*/
338 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
348 float MapgenV6::getTreeAmount(v2s16 p)
350 /*double noise = noise2d_perlin(
351 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
354 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
355 float zeroval = -0.39;
359 return 0.04 * (noise-zeroval) / (1.0-zeroval);
363 bool MapgenV6::getHaveAppleTree(v2s16 p)
365 /*is_apple_tree = noise2d_perlin(
366 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
367 data->seed+342902, 3, 0.45) > 0.2;*/
369 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
375 float MapgenV6::getMudAmount(int index)
378 return AVERAGE_MUD_AMOUNT;
380 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
381 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
382 seed+91013, 3, 0.55));*/
384 return noise_mud->result[index];
388 bool MapgenV6::getHaveBeach(int index)
390 // Determine whether to have sand here
391 /*double sandnoise = noise2d_perlin(
392 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
393 seed+59420, 3, 0.50);*/
395 float sandnoise = noise_beach->result[index];
396 return (sandnoise > freq_beach);
400 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
402 // Just do something very simple as for now
403 /*double d = noise2d_perlin(
404 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
405 seed+9130, 3, 0.50);*/
407 float d = noise_biome->result[index];
411 if ((spflags & MGV6_BIOMEBLEND) &&
412 (d > freq_desert - 0.10) &&
413 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
420 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
422 s32 x=p.X, y=p.Y, z=p.Z;
423 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
427 //////////////////////// Map generator
429 void MapgenV6::makeChunk(BlockMakeData *data)
431 assert(data->vmanip);
432 assert(data->nodedef);
433 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
434 data->blockpos_requested.Y >= data->blockpos_min.Y &&
435 data->blockpos_requested.Z >= data->blockpos_min.Z);
436 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
437 data->blockpos_requested.Y <= data->blockpos_max.Y &&
438 data->blockpos_requested.Z <= data->blockpos_max.Z);
440 this->generating = true;
441 this->vm = data->vmanip;
442 this->ndef = data->nodedef;
444 // Hack: use minimum block coords for old code that assumes a single block
445 v3s16 blockpos_min = data->blockpos_min;
446 v3s16 blockpos_max = data->blockpos_max;
448 // Area of central chunk
449 node_min = blockpos_min*MAP_BLOCKSIZE;
450 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
452 // Full allocated area
453 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
454 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
456 central_area_size = node_max - node_min + v3s16(1,1,1);
457 assert(central_area_size.X == central_area_size.Z);
459 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
460 * (blockpos_max.Y - blockpos_min.Y + 1)
461 * (blockpos_max.Z - blockpos_max.Z + 1);
463 volume_nodes = volume_blocks *
464 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
466 // Create a block-specific seed
467 blockseed = get_blockseed(data->seed, full_node_min);
472 // Maximum height of the stone surface and obstacles.
473 // This is used to guide the cave generation
474 s16 stone_surface_max_y;
476 // Generate general ground level to full area
477 stone_surface_max_y = generateGround();
479 generateExperimental();
481 const s16 max_spread_amount = MAP_BLOCKSIZE;
482 // Limit dirt flow area by 1 because mud is flown into neighbors.
483 s16 mudflow_minpos = -max_spread_amount + 1;
484 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
486 // Loop this part, it will make stuff look older and newer nicely
487 const u32 age_loops = 2;
488 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
489 // Make caves (this code is relatively horrible)
490 if (flags & MG_CAVES)
491 generateCaves(stone_surface_max_y);
493 // Add mud to the central chunk
496 // Add blobs of dirt and gravel underground
497 addDirtGravelBlobs();
499 // Flow mud away from steep edges
500 if (spflags & MGV6_MUDFLOW)
501 flowMud(mudflow_minpos, mudflow_maxpos);
505 // Create heightmap after mudflow
506 updateHeightmap(node_min, node_max);
509 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
512 dp.np_rarity = nparams_dungeon_rarity;
513 dp.np_density = nparams_dungeon_density;
514 dp.np_wetness = nparams_dungeon_wetness;
515 dp.c_water = c_water_source;
516 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
517 dp.c_cobble = c_cobble;
518 dp.c_moss = c_mossycobble;
519 dp.c_stair = c_stair_cobble;
521 dp.diagonal_dirs = false;
523 dp.holesize = v3s16(1, 2, 1);
524 dp.roomsize = v3s16(0, 0, 0);
525 dp.notifytype = GENNOTIFY_DUNGEON;
527 dp.c_cobble = c_sandbrick;
528 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
529 dp.c_stair = c_stair_sandstone;
531 dp.diagonal_dirs = true;
533 dp.holesize = v3s16(2, 3, 2);
534 dp.roomsize = v3s16(2, 5, 2);
535 dp.notifytype = GENNOTIFY_TEMPLE;
538 DungeonGen dgen(this, &dp);
539 dgen.generate(blockseed, full_node_min, full_node_max);
542 // Add top and bottom side of water to transforming_liquid queue
543 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
548 // Generate some trees, and add grass, if a jungle
549 if (flags & MG_TREES)
550 placeTreesAndJungleGrass();
552 // Generate the registered decorations
553 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
555 // Generate the registered ores
556 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
558 // Calculate lighting
559 if (flags & MG_LIGHT)
560 calcLighting(node_min, node_max);
562 this->generating = false;
566 void MapgenV6::calculateNoise()
571 if (!(flags & MG_FLAT)) {
572 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
573 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
574 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
575 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
576 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
579 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
580 noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
584 int MapgenV6::generateGround()
586 //TimeTaker timer1("Generating ground level");
587 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
588 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
589 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
592 for (s16 z = node_min.Z; z <= node_max.Z; z++)
593 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
595 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
598 if (surface_y > stone_surface_max_y)
599 stone_surface_max_y = surface_y;
601 BiomeV6Type bt = getBiome(index, v2s16(x, z));
603 // Fill ground with stone
604 v3s16 em = vm->m_area.getExtent();
605 u32 i = vm->m_area.index(x, node_min.Y, z);
606 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
607 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
608 if (y <= surface_y) {
609 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
610 n_desert_stone : n_stone;
611 } else if (y <= water_level) {
612 vm->m_data[i] = n_water_source;
614 vm->m_data[i] = n_air;
617 vm->m_area.add_y(em, i, 1);
621 return stone_surface_max_y;
625 void MapgenV6::addMud()
628 //TimeTaker timer1("add mud");
629 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
630 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
634 for (s16 z = node_min.Z; z <= node_max.Z; z++)
635 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
636 // Randomize mud amount
637 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
640 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
642 // Handle area not found
643 if (surface_y == vm->m_area.MinEdge.Y - 1)
646 BiomeV6Type bt = getBiome(index, v2s16(x, z));
647 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
649 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
651 } else if (mud_add_amount <= 0) {
652 mud_add_amount = 1 - mud_add_amount;
654 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
655 surface_y + mud_add_amount <= water_level + 2) {
659 if (bt == BT_DESERT && surface_y > 20)
660 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
662 // If topmost node is grass, change it to mud. It might be if it was
663 // flown to there from a neighboring chunk and then converted.
664 u32 i = vm->m_area.index(x, surface_y, z);
665 if (vm->m_data[i].getContent() == c_dirt_with_grass)
666 vm->m_data[i] = n_dirt;
670 v3s16 em = vm->m_area.getExtent();
671 s16 y_start = surface_y + 1;
672 i = vm->m_area.index(x, y_start, z);
673 for (s16 y = y_start; y <= node_max.Y; y++) {
674 if (mudcount >= mud_add_amount)
677 vm->m_data[i] = addnode;
680 vm->m_area.add_y(em, i, 1);
686 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
689 TimeTaker timer1("flow mud");
691 // Iterate a few times
692 for(s16 k = 0; k < 3; k++) {
693 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
694 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
695 // Invert coordinates every 2nd iteration
697 x = mudflow_maxpos - (x - mudflow_minpos);
698 z = mudflow_maxpos - (z - mudflow_minpos);
701 // Node position in 2d
702 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
704 v3s16 em = vm->m_area.getExtent();
705 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
708 while(y >= node_min.Y)
715 for(; y >= node_min.Y; y--) {
717 if (n->getContent() == c_dirt ||
718 n->getContent() == c_dirt_with_grass ||
719 n->getContent() == c_gravel)
722 vm->m_area.add_y(em, i, -1);
725 // Stop if out of area
726 //if(vmanip.m_area.contains(i) == false)
730 if (n->getContent() == c_dirt ||
731 n->getContent() == c_dirt_with_grass)
733 // Make it exactly mud
734 n->setContent(c_dirt);
736 // Don't flow it if the stuff under it is not mud
739 vm->m_area.add_y(em, i2, -1);
740 // Cancel if out of area
741 if(vm->m_area.contains(i2) == false)
743 MapNode *n2 = &vm->m_data[i2];
744 if (n2->getContent() != c_dirt &&
745 n2->getContent() != c_dirt_with_grass)
751 v3s16(0,0,1), // back
752 v3s16(1,0,0), // right
753 v3s16(0,0,-1), // front
754 v3s16(-1,0,0), // left
757 // Check that upper is air or doesn't exist.
758 // Cancel dropping if upper keeps it in place
760 vm->m_area.add_y(em, i3, 1);
761 if (vm->m_area.contains(i3) == true &&
762 ndef->get(vm->m_data[i3]).walkable)
766 for(u32 di=0; di<4; di++) {
767 v3s16 dirp = dirs4[di];
770 vm->m_area.add_p(em, i2, dirp);
771 // Fail if out of area
772 if (vm->m_area.contains(i2) == false)
774 // Check that side is air
775 MapNode *n2 = &vm->m_data[i2];
776 if (ndef->get(*n2).walkable)
778 // Check that under side is air
779 vm->m_area.add_y(em, i2, -1);
780 if (vm->m_area.contains(i2) == false)
782 n2 = &vm->m_data[i2];
783 if (ndef->get(*n2).walkable)
785 // Loop further down until not air
786 bool dropped_to_unknown = false;
788 vm->m_area.add_y(em, i2, -1);
789 n2 = &vm->m_data[i2];
790 // if out of known area
791 if(vm->m_area.contains(i2) == false ||
792 n2->getContent() == CONTENT_IGNORE) {
793 dropped_to_unknown = true;
796 } while (ndef->get(*n2).walkable == false);
797 // Loop one up so that we're in air
798 vm->m_area.add_y(em, i2, 1);
799 n2 = &vm->m_data[i2];
801 bool old_is_water = (n->getContent() == c_water_source);
802 // Move mud to new place
803 if (!dropped_to_unknown) {
805 // Set old place to be air (or water)
807 *n = MapNode(c_water_source);
809 *n = MapNode(CONTENT_AIR);
822 void MapgenV6::addDirtGravelBlobs()
824 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
827 PseudoRandom pr(blockseed + 983);
828 for (int i = 0; i < volume_nodes/10/10/10; i++) {
829 bool only_fill_cave = (myrand_range(0,1) != 0);
836 pr.range(node_min.X, node_max.X) - size.X / 2,
837 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
838 pr.range(node_min.Z, node_max.Z) - size.Z / 2
841 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
842 for (int z1 = 0; z1 < size.Z; z1++)
843 for (int y1 = 0; y1 < size.Y; y1++)
844 for (int x1 = 0; x1 < size.X; x1++) {
845 v3s16 p = p0 + v3s16(x1, y1, z1);
846 u32 i = vm->m_area.index(p);
847 if (!vm->m_area.contains(i))
849 // Cancel if not stone and not cave air
850 if (vm->m_data[i].getContent() != c_stone &&
851 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
853 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
861 void MapgenV6::placeTreesAndJungleGrass()
863 //TimeTaker t("placeTrees");
864 if (node_max.Y < water_level)
867 PseudoRandom grassrandom(blockseed + 53);
868 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
869 // if we don't have junglegrass, don't place cignore... that's bad
870 if (c_junglegrass == CONTENT_IGNORE)
871 c_junglegrass = CONTENT_AIR;
872 MapNode n_junglegrass(c_junglegrass);
873 v3s16 em = vm->m_area.getExtent();
875 // Divide area into parts
877 s16 sidelen = central_area_size.X / div;
878 double area = sidelen * sidelen;
880 // N.B. We must add jungle grass first, since tree leaves will
881 // obstruct the ground, giving us a false ground level
882 for (s16 z0 = 0; z0 < div; z0++)
883 for (s16 x0 = 0; x0 < div; x0++) {
884 // Center position of part of division
886 node_min.X + sidelen / 2 + sidelen * x0,
887 node_min.Z + sidelen / 2 + sidelen * z0
889 // Minimum edge of part of division
891 node_min.X + sidelen * x0,
892 node_min.Z + sidelen * z0
894 // Maximum edge of part of division
896 node_min.X + sidelen + sidelen * x0 - 1,
897 node_min.Z + sidelen + sidelen * z0 - 1
900 // Amount of trees, jungle area
901 u32 tree_count = area * getTreeAmount(p2d_center);
904 bool is_jungle = false;
905 if (spflags & MGV6_JUNGLES) {
906 humidity = getHumidity(p2d_center);
907 if (humidity > 0.75) {
915 u32 grass_count = 5 * humidity * tree_count;
916 for (u32 i = 0; i < grass_count; i++) {
917 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
918 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
920 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
921 if (y < water_level || y < node_min.Y || y > node_max.Y)
924 u32 vi = vm->m_area.index(x, y, z);
925 // place on dirt_with_grass, since we know it is exposed to sunlight
926 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
927 vm->m_area.add_y(em, vi, 1);
928 vm->m_data[vi] = n_junglegrass;
933 // Put trees in random places on part of division
934 for (u32 i = 0; i < tree_count; i++) {
935 s16 x = myrand_range(p2d_min.X, p2d_max.X);
936 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
937 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
938 // Don't make a tree under water level
939 // Don't make a tree so high that it doesn't fit
940 if(y < water_level || y > node_max.Y - 6)
944 // Trees grow only on mud and grass
946 u32 i = vm->m_area.index(p);
947 MapNode *n = &vm->m_data[i];
948 if (n->getContent() != c_dirt &&
949 n->getContent() != c_dirt_with_grass)
956 treegen::make_jungletree(*vm, p, ndef, myrand());
958 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
959 getHaveAppleTree(v2s16(x, z));
960 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
964 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
968 void MapgenV6::growGrass()
970 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
971 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
972 // Find the lowest surface to which enough light ends up to make
973 // grass grow. Basically just wait until not air and not leaves.
976 v3s16 em = vm->m_area.getExtent();
977 u32 i = vm->m_area.index(x, node_max.Y, z);
979 // Go to ground level
980 for (y = node_max.Y; y >= full_node_min.Y; y--) {
981 MapNode &n = vm->m_data[i];
982 if (ndef->get(n).param_type != CPT_LIGHT ||
983 ndef->get(n).liquid_type != LIQUID_NONE)
985 vm->m_area.add_y(em, i, -1);
987 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
990 u32 i = vm->m_area.index(x, surface_y, z);
991 MapNode *n = &vm->m_data[i];
992 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
993 n->setContent(c_dirt_with_grass);
998 void MapgenV6::generateCaves(int max_stone_y)
1000 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1001 int volume_nodes = (node_max.X - node_min.X + 1) *
1002 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1003 cave_amount = MYMAX(0.0, cave_amount);
1004 u32 caves_count = cave_amount * volume_nodes / 50000;
1005 u32 bruises_count = 1;
1006 PseudoRandom ps(blockseed + 21343);
1007 PseudoRandom ps2(blockseed + 1032);
1009 if (ps.range(1, 6) == 1)
1010 bruises_count = ps.range(0, ps.range(0, 2));
1012 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1017 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1018 bool large_cave = (i >= caves_count);
1019 CaveV6 cave(this, &ps, &ps2, large_cave);
1021 cave.makeCave(node_min, node_max, max_stone_y);