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;
77 this->gennotify = emerge->gennotify;
79 this->freq_desert = params->freq_desert;
80 this->freq_beach = params->freq_beach;
82 this->ystride = csize.X; //////fix this
84 np_cave = ¶ms->np_cave;
85 np_humidity = ¶ms->np_humidity;
86 np_trees = ¶ms->np_trees;
87 np_apple_trees = ¶ms->np_apple_trees;
89 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
90 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
91 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
92 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
93 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
94 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
95 noise_biome = new Noise(¶ms->np_biome, seed, csize.X, csize.Y);
99 MapgenV6::~MapgenV6() {
100 delete noise_terrain_base;
101 delete noise_terrain_higher;
102 delete noise_steepness;
103 delete noise_height_select;
110 //////////////////////// Some helper functions for the map generator
113 // Returns Y one under area minimum if not found
114 s16 MapgenV6::find_stone_level(v2s16 p2d) {
115 v3s16 em = vm->m_area.getExtent();
116 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
117 s16 y_nodes_min = vm->m_area.MinEdge.Y;
118 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
121 for (y = y_nodes_max; y >= y_nodes_min; y--) {
122 MapNode &n = vm->m_data[i];
123 content_t c = n.getContent();
124 if (c != CONTENT_IGNORE && (
125 c == c_stone || c == c_desert_stone))
128 vm->m_area.add_y(em, i, -1);
130 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
134 // Required by mapgen.h
135 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
137 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
138 seed, v2s16(blockpos.X, blockpos.Z));*/
139 // Nah, this is just a heuristic, just return something
140 s16 minimum_groundlevel = water_level;
142 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
149 //////////////////////// Base terrain height functions
151 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
152 float steepness, float height_select) {
153 float base = 1 + terrain_base;
154 float higher = 1 + terrain_higher;
156 // Limit higher ground level to at least base
160 // Steepness factor of cliffs
162 b = rangelim(b, 0.0, 1000.0);
163 b = 5 * b * b * b * b * b * b * b;
164 b = rangelim(b, 0.5, 1000.0);
166 // Values 1.5...100 give quite horrible looking slopes
167 if (b > 1.5 && b < 100.0)
168 b = (b < 10.0) ? 1.5 : 100.0;
170 float a_off = -0.20; // Offset to more low
171 float a = 0.5 + b * (a_off + height_select);
172 a = rangelim(a, 0.0, 1.0); // Limit
174 return base * (1.0 - a) + higher * a;
178 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
182 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
183 p.X, 0.5, p.Y, 0.5, seed);
184 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
185 p.X, 0.5, p.Y, 0.5, seed);
186 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
187 p.X, 0.5, p.Y, 0.5, seed);
188 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
189 p.X, 0.5, p.Y, 0.5, seed);
191 return baseTerrainLevel(terrain_base, terrain_higher,
192 steepness, height_select);
196 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
197 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
198 return baseTerrainLevelFromMap(index);
202 float MapgenV6::baseTerrainLevelFromMap(int index) {
206 float terrain_base = noise_terrain_base->result[index];
207 float terrain_higher = noise_terrain_higher->result[index];
208 float steepness = noise_steepness->result[index];
209 float height_select = noise_height_select->result[index];
211 return baseTerrainLevel(terrain_base, terrain_higher,
212 steepness, height_select);
216 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
217 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
221 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
222 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
226 //////////////////////// Noise functions
228 float MapgenV6::getMudAmount(v2s16 p) {
229 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
230 return getMudAmount(index);
234 bool MapgenV6::getHaveBeach(v2s16 p) {
235 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
236 return getHaveBeach(index);
240 BiomeType MapgenV6::getBiome(v2s16 p) {
241 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
242 return getBiome(index, p);
246 float MapgenV6::getHumidity(v2s16 p)
248 /*double noise = noise2d_perlin(
249 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
250 seed+72384, 4, 0.66);
251 noise = (noise + 1.0)/2.0;*/
253 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
263 float MapgenV6::getTreeAmount(v2s16 p)
265 /*double noise = noise2d_perlin(
266 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
269 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
270 float zeroval = -0.39;
274 return 0.04 * (noise-zeroval) / (1.0-zeroval);
278 bool MapgenV6::getHaveAppleTree(v2s16 p)
280 /*is_apple_tree = noise2d_perlin(
281 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
282 data->seed+342902, 3, 0.45) > 0.2;*/
284 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
290 float MapgenV6::getMudAmount(int index)
293 return AVERAGE_MUD_AMOUNT;
295 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
296 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
297 seed+91013, 3, 0.55));*/
299 return noise_mud->result[index];
303 bool MapgenV6::getHaveBeach(int index)
305 // Determine whether to have sand here
306 /*double sandnoise = noise2d_perlin(
307 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
308 seed+59420, 3, 0.50);*/
310 float sandnoise = noise_beach->result[index];
311 return (sandnoise > freq_beach);
315 BiomeType MapgenV6::getBiome(int index, v2s16 p)
317 // Just do something very simple as for now
318 /*double d = noise2d_perlin(
319 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
320 seed+9130, 3, 0.50);*/
322 float d = noise_biome->result[index];
326 if ((flags & MGV6_BIOME_BLEND) &&
327 (d > freq_desert - 0.10) &&
328 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
335 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
337 s32 x=p.X, y=p.Y, z=p.Z;
338 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
342 //////////////////////// Map generator
344 void MapgenV6::makeChunk(BlockMakeData *data) {
345 assert(data->vmanip);
346 assert(data->nodedef);
347 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
348 data->blockpos_requested.Y >= data->blockpos_min.Y &&
349 data->blockpos_requested.Z >= data->blockpos_min.Z);
350 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
351 data->blockpos_requested.Y <= data->blockpos_max.Y &&
352 data->blockpos_requested.Z <= data->blockpos_max.Z);
354 this->generating = true;
355 this->vm = data->vmanip;
356 this->ndef = data->nodedef;
358 // Hack: use minimum block coords for old code that assumes a single block
359 v3s16 blockpos = data->blockpos_requested;
360 v3s16 blockpos_min = data->blockpos_min;
361 v3s16 blockpos_max = data->blockpos_max;
363 // Area of central chunk
364 node_min = blockpos_min*MAP_BLOCKSIZE;
365 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
367 // Full allocated area
368 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
369 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
371 central_area_size = node_max - node_min + v3s16(1,1,1);
372 assert(central_area_size.X == central_area_size.Z);
374 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
375 * (blockpos_max.Y - blockpos_min.Y + 1)
376 * (blockpos_max.Z - blockpos_max.Z + 1);
378 volume_nodes = volume_blocks *
379 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
381 // Create a block-specific seed
382 blockseed = get_blockseed(data->seed, full_node_min);
387 c_stone = ndef->getId("mapgen_stone");
388 c_dirt = ndef->getId("mapgen_dirt");
389 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
390 c_sand = ndef->getId("mapgen_sand");
391 c_water_source = ndef->getId("mapgen_water_source");
392 c_lava_source = ndef->getId("mapgen_lava_source");
393 c_gravel = ndef->getId("mapgen_gravel");
394 c_cobble = ndef->getId("mapgen_cobble");
395 c_desert_sand = ndef->getId("mapgen_desert_sand");
396 c_desert_stone = ndef->getId("mapgen_desert_stone");
397 c_mossycobble = ndef->getId("mapgen_mossycobble");
398 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
399 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
400 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
401 if (c_desert_sand == CONTENT_IGNORE)
402 c_desert_sand = c_sand;
403 if (c_desert_stone == CONTENT_IGNORE)
404 c_desert_stone = c_stone;
405 if (c_mossycobble == CONTENT_IGNORE)
406 c_mossycobble = c_cobble;
407 if (c_sandbrick == CONTENT_IGNORE)
408 c_sandbrick = c_desert_stone;
409 if (c_stair_cobble == CONTENT_IGNORE)
410 c_stair_cobble = c_cobble;
411 if (c_stair_sandstone == CONTENT_IGNORE)
412 c_stair_sandstone = c_sandbrick;
414 // Maximum height of the stone surface and obstacles.
415 // This is used to guide the cave generation
416 s16 stone_surface_max_y;
418 // Generate general ground level to full area
419 stone_surface_max_y = generateGround();
421 generateExperimental();
423 const s16 max_spread_amount = MAP_BLOCKSIZE;
424 // Limit dirt flow area by 1 because mud is flown into neighbors.
425 s16 mudflow_minpos = -max_spread_amount + 1;
426 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
428 // Loop this part, it will make stuff look older and newer nicely
429 const u32 age_loops = 2;
430 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
431 // Make caves (this code is relatively horrible)
432 if (flags & MG_CAVES)
433 generateCaves(stone_surface_max_y);
435 // Add mud to the central chunk
438 // Add blobs of dirt and gravel underground
439 addDirtGravelBlobs();
441 // Flow mud away from steep edges
442 if (!(flags & MGV6_NOMUDFLOW))
443 flowMud(mudflow_minpos, mudflow_maxpos);
448 if (flags & MG_DUNGEONS) {
451 dp.np_rarity = nparams_dungeon_rarity;
452 dp.np_density = nparams_dungeon_density;
453 dp.np_wetness = nparams_dungeon_wetness;
454 dp.c_water = c_water_source;
455 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
456 dp.c_cobble = c_cobble;
457 dp.c_moss = c_mossycobble;
458 dp.c_stair = c_stair_cobble;
460 dp.diagonal_dirs = false;
462 dp.holesize = v3s16(1, 2, 1);
463 dp.roomsize = v3s16(0, 0, 0);
464 dp.notifytype = GENNOTIFY_DUNGEON;
466 dp.c_cobble = c_sandbrick;
467 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
468 dp.c_stair = c_stair_sandstone;
470 dp.diagonal_dirs = true;
472 dp.holesize = v3s16(2, 3, 2);
473 dp.roomsize = v3s16(2, 5, 2);
474 dp.notifytype = GENNOTIFY_TEMPLE;
477 DungeonGen dgen(this, &dp);
478 dgen.generate(blockseed, full_node_min, full_node_max);
481 // Add top and bottom side of water to transforming_liquid queue
482 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
487 // Generate some trees, and add grass, if a jungle
488 if (flags & MG_TREES)
489 placeTreesAndJungleGrass();
491 // Generate the registered decorations
492 for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
493 Decoration *deco = emerge->decorations[i];
494 deco->placeDeco(this, blockseed + i, node_min, node_max);
497 // Generate the registered ores
498 for (unsigned int i = 0; i != emerge->ores.size(); i++) {
499 Ore *ore = emerge->ores[i];
500 ore->placeOre(this, blockseed + i, node_min, node_max);
503 // Calculate lighting
504 if (!(flags & MG_NOLIGHT))
505 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
506 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
508 this->generating = false;
512 void MapgenV6::calculateNoise() {
516 // Need to adjust for the original implementation's +.5 offset...
517 if (!(flags & MG_FLAT)) {
518 noise_terrain_base->perlinMap2D(
519 x + 0.5 * noise_terrain_base->np->spread.X,
520 z + 0.5 * noise_terrain_base->np->spread.Z);
521 noise_terrain_base->transformNoiseMap();
523 noise_terrain_higher->perlinMap2D(
524 x + 0.5 * noise_terrain_higher->np->spread.X,
525 z + 0.5 * noise_terrain_higher->np->spread.Z);
526 noise_terrain_higher->transformNoiseMap();
528 noise_steepness->perlinMap2D(
529 x + 0.5 * noise_steepness->np->spread.X,
530 z + 0.5 * noise_steepness->np->spread.Z);
531 noise_steepness->transformNoiseMap();
533 noise_height_select->perlinMap2D(
534 x + 0.5 * noise_height_select->np->spread.X,
535 z + 0.5 * noise_height_select->np->spread.Z);
537 noise_mud->perlinMap2D(
538 x + 0.5 * noise_mud->np->spread.X,
539 z + 0.5 * noise_mud->np->spread.Z);
540 noise_mud->transformNoiseMap();
543 noise_beach->perlinMap2D(
544 x + 0.2 * noise_beach->np->spread.X,
545 z + 0.7 * noise_beach->np->spread.Z);
547 noise_biome->perlinMap2D(
548 x + 0.6 * noise_biome->np->spread.X,
549 z + 0.2 * noise_biome->np->spread.Z);
553 int MapgenV6::generateGround() {
554 //TimeTaker timer1("Generating ground level");
555 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
556 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
557 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
560 for (s16 z = node_min.Z; z <= node_max.Z; z++)
561 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
563 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
566 if (surface_y > stone_surface_max_y)
567 stone_surface_max_y = surface_y;
569 BiomeType bt = getBiome(index, v2s16(x, z));
571 // Fill ground with stone
572 v3s16 em = vm->m_area.getExtent();
573 u32 i = vm->m_area.index(x, node_min.Y, z);
574 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
575 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
576 if (y <= surface_y) {
577 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
578 n_desert_stone : n_stone;
579 } else if (y <= water_level) {
580 vm->m_data[i] = n_water_source;
582 vm->m_data[i] = n_air;
585 vm->m_area.add_y(em, i, 1);
589 return stone_surface_max_y;
593 void MapgenV6::addMud() {
595 //TimeTaker timer1("add mud");
596 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
597 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
601 for (s16 z = node_min.Z; z <= node_max.Z; z++)
602 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
603 // Randomize mud amount
604 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
607 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
609 // Handle area not found
610 if (surface_y == vm->m_area.MinEdge.Y - 1)
613 BiomeType bt = getBiome(index, v2s16(x, z));
614 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
616 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
618 } else if (mud_add_amount <= 0) {
619 mud_add_amount = 1 - mud_add_amount;
621 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
622 surface_y + mud_add_amount <= water_level + 2) {
626 if (bt == BT_DESERT && surface_y > 20)
627 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
629 // If topmost node is grass, change it to mud. It might be if it was
630 // flown to there from a neighboring chunk and then converted.
631 u32 i = vm->m_area.index(x, surface_y, z);
632 if (vm->m_data[i].getContent() == c_dirt_with_grass)
633 vm->m_data[i] = n_dirt;
637 v3s16 em = vm->m_area.getExtent();
638 s16 y_start = surface_y + 1;
639 i = vm->m_area.index(x, y_start, z);
640 for (s16 y = y_start; y <= node_max.Y; y++) {
641 if (mudcount >= mud_add_amount)
644 vm->m_data[i] = addnode;
647 vm->m_area.add_y(em, i, 1);
653 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
655 TimeTaker timer1("flow mud");
657 // Iterate a few times
658 for(s16 k = 0; k < 3; k++) {
659 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
660 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
661 // Invert coordinates every 2nd iteration
663 x = mudflow_maxpos - (x - mudflow_minpos);
664 z = mudflow_maxpos - (z - mudflow_minpos);
667 // Node position in 2d
668 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
670 v3s16 em = vm->m_area.getExtent();
671 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
674 while(y >= node_min.Y)
681 for(; y >= node_min.Y; y--) {
683 if (n->getContent() == c_dirt ||
684 n->getContent() == c_dirt_with_grass ||
685 n->getContent() == c_gravel)
688 vm->m_area.add_y(em, i, -1);
691 // Stop if out of area
692 //if(vmanip.m_area.contains(i) == false)
696 if (n->getContent() == c_dirt ||
697 n->getContent() == c_dirt_with_grass)
699 // Make it exactly mud
700 n->setContent(c_dirt);
702 // Don't flow it if the stuff under it is not mud
705 vm->m_area.add_y(em, i2, -1);
706 // Cancel if out of area
707 if(vm->m_area.contains(i2) == false)
709 MapNode *n2 = &vm->m_data[i2];
710 if (n2->getContent() != c_dirt &&
711 n2->getContent() != c_dirt_with_grass)
717 v3s16(0,0,1), // back
718 v3s16(1,0,0), // right
719 v3s16(0,0,-1), // front
720 v3s16(-1,0,0), // left
723 // Check that upper is air or doesn't exist.
724 // Cancel dropping if upper keeps it in place
726 vm->m_area.add_y(em, i3, 1);
727 if (vm->m_area.contains(i3) == true &&
728 ndef->get(vm->m_data[i3]).walkable)
732 for(u32 di=0; di<4; di++) {
733 v3s16 dirp = dirs4[di];
736 vm->m_area.add_p(em, i2, dirp);
737 // Fail if out of area
738 if (vm->m_area.contains(i2) == false)
740 // Check that side is air
741 MapNode *n2 = &vm->m_data[i2];
742 if (ndef->get(*n2).walkable)
744 // Check that under side is air
745 vm->m_area.add_y(em, i2, -1);
746 if (vm->m_area.contains(i2) == false)
748 n2 = &vm->m_data[i2];
749 if (ndef->get(*n2).walkable)
751 // Loop further down until not air
752 bool dropped_to_unknown = false;
754 vm->m_area.add_y(em, i2, -1);
755 n2 = &vm->m_data[i2];
756 // if out of known area
757 if(vm->m_area.contains(i2) == false ||
758 n2->getContent() == CONTENT_IGNORE) {
759 dropped_to_unknown = true;
762 } while (ndef->get(*n2).walkable == false);
763 // Loop one up so that we're in air
764 vm->m_area.add_y(em, i2, 1);
765 n2 = &vm->m_data[i2];
767 bool old_is_water = (n->getContent() == c_water_source);
768 // Move mud to new place
769 if (!dropped_to_unknown) {
771 // Set old place to be air (or water)
773 *n = MapNode(c_water_source);
775 *n = MapNode(CONTENT_AIR);
788 void MapgenV6::addDirtGravelBlobs() {
789 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
792 PseudoRandom pr(blockseed + 983);
793 for (int i = 0; i < volume_nodes/10/10/10; i++) {
794 bool only_fill_cave = (myrand_range(0,1) != 0);
801 pr.range(node_min.X, node_max.X) - size.X / 2,
802 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
803 pr.range(node_min.Z, node_max.Z) - size.Z / 2
806 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
807 for (int z1 = 0; z1 < size.Z; z1++)
808 for (int y1 = 0; y1 < size.Y; y1++)
809 for (int x1 = 0; x1 < size.X; x1++) {
810 v3s16 p = p0 + v3s16(x1, y1, z1);
811 u32 i = vm->m_area.index(p);
812 if (!vm->m_area.contains(i))
814 // Cancel if not stone and not cave air
815 if (vm->m_data[i].getContent() != c_stone &&
816 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
818 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
826 void MapgenV6::placeTreesAndJungleGrass() {
827 //TimeTaker t("placeTrees");
828 if (node_max.Y < water_level)
831 PseudoRandom grassrandom(blockseed + 53);
832 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
833 // if we don't have junglegrass, don't place cignore... that's bad
834 if (c_junglegrass == CONTENT_IGNORE)
835 c_junglegrass = CONTENT_AIR;
836 MapNode n_junglegrass(c_junglegrass);
837 v3s16 em = vm->m_area.getExtent();
839 // Divide area into parts
841 s16 sidelen = central_area_size.X / div;
842 double area = sidelen * sidelen;
844 // N.B. We must add jungle grass first, since tree leaves will
845 // obstruct the ground, giving us a false ground level
846 for (s16 z0 = 0; z0 < div; z0++)
847 for (s16 x0 = 0; x0 < div; x0++) {
848 // Center position of part of division
850 node_min.X + sidelen / 2 + sidelen * x0,
851 node_min.Z + sidelen / 2 + sidelen * z0
853 // Minimum edge of part of division
855 node_min.X + sidelen * x0,
856 node_min.Z + sidelen * z0
858 // Maximum edge of part of division
860 node_min.X + sidelen + sidelen * x0 - 1,
861 node_min.Z + sidelen + sidelen * z0 - 1
864 // Amount of trees, jungle area
865 u32 tree_count = area * getTreeAmount(p2d_center);
868 bool is_jungle = false;
869 if (flags & MGV6_JUNGLES) {
870 humidity = getHumidity(p2d_center);
871 if (humidity > 0.75) {
879 u32 grass_count = 5 * humidity * tree_count;
880 for (u32 i = 0; i < grass_count; i++) {
881 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
882 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
884 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
885 if (y < water_level || y < node_min.Y || y > node_max.Y)
888 u32 vi = vm->m_area.index(x, y, z);
889 // place on dirt_with_grass, since we know it is exposed to sunlight
890 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
891 vm->m_area.add_y(em, vi, 1);
892 vm->m_data[vi] = n_junglegrass;
897 // Put trees in random places on part of division
898 for (u32 i = 0; i < tree_count; i++) {
899 s16 x = myrand_range(p2d_min.X, p2d_max.X);
900 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
901 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
902 // Don't make a tree under water level
903 // Don't make a tree so high that it doesn't fit
904 if(y < water_level || y > node_max.Y - 6)
908 // Trees grow only on mud and grass
910 u32 i = vm->m_area.index(p);
911 MapNode *n = &vm->m_data[i];
912 if (n->getContent() != c_dirt &&
913 n->getContent() != c_dirt_with_grass)
920 treegen::make_jungletree(*vm, p, ndef, myrand());
922 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
923 getHaveAppleTree(v2s16(x, z));
924 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
928 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
932 void MapgenV6::growGrass() {
933 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
934 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
935 // Find the lowest surface to which enough light ends up to make
936 // grass grow. Basically just wait until not air and not leaves.
939 v3s16 em = vm->m_area.getExtent();
940 u32 i = vm->m_area.index(x, node_max.Y, z);
942 // Go to ground level
943 for (y = node_max.Y; y >= full_node_min.Y; y--) {
944 MapNode &n = vm->m_data[i];
945 if (ndef->get(n).param_type != CPT_LIGHT ||
946 ndef->get(n).liquid_type != LIQUID_NONE)
948 vm->m_area.add_y(em, i, -1);
950 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
953 u32 i = vm->m_area.index(x, surface_y, z);
954 MapNode *n = &vm->m_data[i];
955 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
956 n->setContent(c_dirt_with_grass);
961 void MapgenV6::generateCaves(int max_stone_y) {
962 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
963 int volume_nodes = (node_max.X - node_min.X + 1) *
964 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
965 cave_amount = MYMAX(0.0, cave_amount);
966 u32 caves_count = cave_amount * volume_nodes / 50000;
967 u32 bruises_count = 1;
968 PseudoRandom ps(blockseed + 21343);
969 PseudoRandom ps2(blockseed + 1032);
971 if (ps.range(1, 6) == 1)
972 bruises_count = ps.range(0, ps.range(0, 2));
974 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
979 for (u32 i = 0; i < caves_count + bruises_count; i++) {
980 bool large_cave = (i >= caves_count);
981 CaveV6 cave(this, &ps, &ps2, large_cave);
983 cave.makeCave(node_min, node_max, max_stone_y);