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
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
41 FlagDesc flagdesc_mapgen_v6[] = {
42 {"jungles", MGV6_JUNGLES},
43 {"biomeblend", MGV6_BIOMEBLEND},
44 {"mudflow", MGV6_MUDFLOW},
45 {"snowbiomes", MGV6_SNOWBIOMES},
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,
78 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
79 noise_humidity = new Noise(&sp->np_humidity, seed,
80 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82 //// Resolve nodes to be used
83 INodeDefManager *ndef = emerge->ndef;
85 c_stone = ndef->getId("mapgen_stone");
86 c_dirt = ndef->getId("mapgen_dirt");
87 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
88 c_sand = ndef->getId("mapgen_sand");
89 c_water_source = ndef->getId("mapgen_water_source");
90 c_lava_source = ndef->getId("mapgen_lava_source");
91 c_gravel = ndef->getId("mapgen_gravel");
92 c_cobble = ndef->getId("mapgen_cobble");
93 c_desert_sand = ndef->getId("mapgen_desert_sand");
94 c_desert_stone = ndef->getId("mapgen_desert_stone");
95 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
96 c_snow = ndef->getId("mapgen_snow");
97 c_snowblock = ndef->getId("mapgen_snowblock");
98 c_ice = ndef->getId("mapgen_ice");
100 c_mossycobble = ndef->getId("mapgen_mossycobble");
101 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
102 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
103 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
104 if (c_desert_sand == CONTENT_IGNORE)
105 c_desert_sand = c_sand;
106 if (c_desert_stone == CONTENT_IGNORE)
107 c_desert_stone = c_stone;
108 if (c_mossycobble == CONTENT_IGNORE)
109 c_mossycobble = c_cobble;
110 if (c_sandbrick == CONTENT_IGNORE)
111 c_sandbrick = c_desert_stone;
112 if (c_stair_cobble == CONTENT_IGNORE)
113 c_stair_cobble = c_cobble;
114 if (c_stair_sandstone == CONTENT_IGNORE)
115 c_stair_sandstone = c_sandbrick;
119 MapgenV6::~MapgenV6()
121 delete noise_terrain_base;
122 delete noise_terrain_higher;
123 delete noise_steepness;
124 delete noise_height_select;
128 delete noise_humidity;
134 MapgenV6Params::MapgenV6Params()
136 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
140 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
141 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
142 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
143 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
144 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
145 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
146 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
147 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
148 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
149 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
150 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
154 void MapgenV6Params::readParams(const Settings *settings)
156 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
157 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
158 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
160 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
161 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
162 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
163 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
164 settings->getNoiseParams("mgv6_np_mud", np_mud);
165 settings->getNoiseParams("mgv6_np_beach", np_beach);
166 settings->getNoiseParams("mgv6_np_biome", np_biome);
167 settings->getNoiseParams("mgv6_np_cave", np_cave);
168 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
169 settings->getNoiseParams("mgv6_np_trees", np_trees);
170 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
174 void MapgenV6Params::writeParams(Settings *settings) const
176 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
177 settings->setFloat("mgv6_freq_desert", freq_desert);
178 settings->setFloat("mgv6_freq_beach", freq_beach);
180 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
181 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
182 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
183 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
184 settings->setNoiseParams("mgv6_np_mud", np_mud);
185 settings->setNoiseParams("mgv6_np_beach", np_beach);
186 settings->setNoiseParams("mgv6_np_biome", np_biome);
187 settings->setNoiseParams("mgv6_np_cave", np_cave);
188 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
189 settings->setNoiseParams("mgv6_np_trees", np_trees);
190 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
194 //////////////////////// Some helper functions for the map generator
197 // Returns Y one under area minimum if not found
198 s16 MapgenV6::find_stone_level(v2s16 p2d)
200 v3s16 em = vm->m_area.getExtent();
201 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
202 s16 y_nodes_min = vm->m_area.MinEdge.Y;
203 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
206 for (y = y_nodes_max; y >= y_nodes_min; y--) {
207 content_t c = vm->m_data[i].getContent();
208 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
211 vm->m_area.add_y(em, i, -1);
213 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
217 // Required by mapgen.h
218 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
220 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
221 seed, v2s16(blockpos.X, blockpos.Z));*/
222 // Nah, this is just a heuristic, just return something
223 s16 minimum_groundlevel = water_level;
225 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
232 //////////////////////// Base terrain height functions
234 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
235 float steepness, float height_select)
237 float base = 1 + terrain_base;
238 float higher = 1 + terrain_higher;
240 // Limit higher ground level to at least base
244 // Steepness factor of cliffs
246 b = rangelim(b, 0.0, 1000.0);
247 b = 5 * b * b * b * b * b * b * b;
248 b = rangelim(b, 0.5, 1000.0);
250 // Values 1.5...100 give quite horrible looking slopes
251 if (b > 1.5 && b < 100.0)
252 b = (b < 10.0) ? 1.5 : 100.0;
254 float a_off = -0.20; // Offset to more low
255 float a = 0.5 + b * (a_off + height_select);
256 a = rangelim(a, 0.0, 1.0); // Limit
258 return base * (1.0 - a) + higher * a;
262 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
267 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
268 p.X, 0.5, p.Y, 0.5, seed);
269 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
270 p.X, 0.5, p.Y, 0.5, seed);
271 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
272 p.X, 0.5, p.Y, 0.5, seed);
273 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
274 p.X, 0.5, p.Y, 0.5, seed);
276 return baseTerrainLevel(terrain_base, terrain_higher,
277 steepness, height_select);
281 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
283 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
284 return baseTerrainLevelFromMap(index);
288 float MapgenV6::baseTerrainLevelFromMap(int index)
293 float terrain_base = noise_terrain_base->result[index];
294 float terrain_higher = noise_terrain_higher->result[index];
295 float steepness = noise_steepness->result[index];
296 float height_select = noise_height_select->result[index];
298 return baseTerrainLevel(terrain_base, terrain_higher,
299 steepness, height_select);
303 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
305 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
309 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
311 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
315 //////////////////////// Noise functions
317 float MapgenV6::getMudAmount(v2s16 p)
319 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
320 return getMudAmount(index);
324 bool MapgenV6::getHaveBeach(v2s16 p)
326 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
327 return getHaveBeach(index);
331 BiomeV6Type MapgenV6::getBiome(v2s16 p)
333 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
334 + (p.X - full_node_min.X);
335 return getBiome(index, p);
339 float MapgenV6::getHumidity(v2s16 p)
341 /*double noise = noise2d_perlin(
342 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
343 seed+72384, 4, 0.66);
344 noise = (noise + 1.0)/2.0;*/
346 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
347 + (p.X - full_node_min.X);
348 float noise = noise_humidity->result[index];
358 float MapgenV6::getTreeAmount(v2s16 p)
360 /*double noise = noise2d_perlin(
361 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
364 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
365 float zeroval = -0.39;
369 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
373 bool MapgenV6::getHaveAppleTree(v2s16 p)
375 /*is_apple_tree = noise2d_perlin(
376 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
377 data->seed+342902, 3, 0.45) > 0.2;*/
379 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
385 float MapgenV6::getMudAmount(int index)
388 return AVERAGE_MUD_AMOUNT;
390 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
391 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
392 seed+91013, 3, 0.55));*/
394 return noise_mud->result[index];
398 bool MapgenV6::getHaveBeach(int index)
400 // Determine whether to have sand here
401 /*double sandnoise = noise2d_perlin(
402 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
403 seed+59420, 3, 0.50);*/
405 float sandnoise = noise_beach->result[index];
406 return (sandnoise > freq_beach);
410 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
412 // Just do something very simple as for now
413 /*double d = noise2d_perlin(
414 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
415 seed+9130, 3, 0.50);*/
417 float d = noise_biome->result[index];
418 float h = noise_humidity->result[index];
420 if (spflags & MGV6_SNOWBIOMES) {
421 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
423 if (d > FREQ_HOT + blend) {
424 if (h > FREQ_JUNGLE + blend)
428 } else if (d < FREQ_SNOW + blend) {
429 if (h > FREQ_TAIGA + blend)
440 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
441 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
444 if ((spflags & MGV6_JUNGLES) && h > 0.75)
452 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
454 s32 x = p.X, y = p.Y, z = p.Z;
455 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
459 //////////////////////// Map generator
461 void MapgenV6::makeChunk(BlockMakeData *data)
464 assert(data->vmanip);
465 assert(data->nodedef);
466 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
467 data->blockpos_requested.Y >= data->blockpos_min.Y &&
468 data->blockpos_requested.Z >= data->blockpos_min.Z);
469 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
470 data->blockpos_requested.Y <= data->blockpos_max.Y &&
471 data->blockpos_requested.Z <= data->blockpos_max.Z);
473 this->generating = true;
474 this->vm = data->vmanip;
475 this->ndef = data->nodedef;
477 // Hack: use minimum block coords for old code that assumes a single block
478 v3s16 blockpos_min = data->blockpos_min;
479 v3s16 blockpos_max = data->blockpos_max;
481 // Area of central chunk
482 node_min = blockpos_min * MAP_BLOCKSIZE;
483 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
485 // Full allocated area
486 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
487 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
489 central_area_size = node_max - node_min + v3s16(1, 1, 1);
490 assert(central_area_size.X == central_area_size.Z);
492 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
493 * (blockpos_max.Y - blockpos_min.Y + 1)
494 * (blockpos_max.Z - blockpos_max.Z + 1);
496 volume_nodes = volume_blocks *
497 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
499 // Create a block-specific seed
500 blockseed = get_blockseed(data->seed, full_node_min);
505 // Maximum height of the stone surface and obstacles.
506 // This is used to guide the cave generation
507 s16 stone_surface_max_y;
509 // Generate general ground level to full area
510 stone_surface_max_y = generateGround();
512 // Create initial heightmap to limit caves
513 updateHeightmap(node_min, node_max);
515 const s16 max_spread_amount = MAP_BLOCKSIZE;
516 // Limit dirt flow area by 1 because mud is flown into neighbors.
517 s16 mudflow_minpos = -max_spread_amount + 1;
518 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
520 // Loop this part, it will make stuff look older and newer nicely
521 const u32 age_loops = 2;
522 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
523 // Make caves (this code is relatively horrible)
524 if (flags & MG_CAVES)
525 generateCaves(stone_surface_max_y);
527 // Add mud to the central chunk
530 // Flow mud away from steep edges
531 if (spflags & MGV6_MUDFLOW)
532 flowMud(mudflow_minpos, mudflow_maxpos);
536 // Update heightmap after mudflow
537 updateHeightmap(node_min, node_max);
540 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
543 dp.np_rarity = nparams_dungeon_rarity;
544 dp.np_density = nparams_dungeon_density;
545 dp.np_wetness = nparams_dungeon_wetness;
546 dp.c_water = c_water_source;
547 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
548 dp.c_cobble = c_sandbrick;
549 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
550 dp.c_stair = c_stair_sandstone;
552 dp.diagonal_dirs = true;
554 dp.holesize = v3s16(2, 3, 2);
555 dp.roomsize = v3s16(2, 5, 2);
556 dp.notifytype = GENNOTIFY_TEMPLE;
558 dp.c_cobble = c_cobble;
559 dp.c_moss = c_mossycobble;
560 dp.c_stair = c_stair_cobble;
562 dp.diagonal_dirs = false;
564 dp.holesize = v3s16(1, 2, 1);
565 dp.roomsize = v3s16(0, 0, 0);
566 dp.notifytype = GENNOTIFY_DUNGEON;
569 DungeonGen dgen(this, &dp);
570 dgen.generate(blockseed, full_node_min, full_node_max);
573 // Add top and bottom side of water to transforming_liquid queue
574 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
579 // Generate some trees, and add grass, if a jungle
580 if (flags & MG_TREES)
581 placeTreesAndJungleGrass();
583 // Generate the registered decorations
584 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
586 // Generate the registered ores
587 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
589 // Calculate lighting
590 if (flags & MG_LIGHT)
591 calcLighting(node_min, node_max);
593 this->generating = false;
597 void MapgenV6::calculateNoise()
601 int fx = full_node_min.X;
602 int fz = full_node_min.Z;
604 if (!(flags & MG_FLAT)) {
605 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
606 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
607 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
608 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
609 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
612 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
614 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
615 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
616 // Humidity map does not need range limiting 0 to 1,
617 // only humidity at point does
621 int MapgenV6::generateGround()
623 //TimeTaker timer1("Generating ground level");
624 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
625 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
626 MapNode n_ice(c_ice);
627 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
630 for (s16 z = node_min.Z; z <= node_max.Z; z++)
631 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
633 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
636 if (surface_y > stone_surface_max_y)
637 stone_surface_max_y = surface_y;
639 BiomeV6Type bt = getBiome(v2s16(x, z));
641 // Fill ground with stone
642 v3s16 em = vm->m_area.getExtent();
643 u32 i = vm->m_area.index(x, node_min.Y, z);
644 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
645 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
646 if (y <= surface_y) {
647 vm->m_data[i] = (y >= DESERT_STONE_BASE
648 && bt == BT_DESERT) ?
649 n_desert_stone : n_stone;
650 } else if (y <= water_level) {
651 vm->m_data[i] = (y >= ICE_BASE
652 && bt == BT_TUNDRA) ?
653 n_ice : n_water_source;
655 vm->m_data[i] = n_air;
658 vm->m_area.add_y(em, i, 1);
662 return stone_surface_max_y;
666 void MapgenV6::addMud()
669 //TimeTaker timer1("add mud");
670 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
671 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
675 for (s16 z = node_min.Z; z <= node_max.Z; z++)
676 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
677 // Randomize mud amount
678 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
681 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
683 // Handle area not found
684 if (surface_y == vm->m_area.MinEdge.Y - 1)
687 BiomeV6Type bt = getBiome(v2s16(x, z));
688 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
690 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
692 } else if (mud_add_amount <= 0) {
693 mud_add_amount = 1 - mud_add_amount;
695 } else if (bt != BT_DESERT && getHaveBeach(index) &&
696 surface_y + mud_add_amount <= water_level + 2) {
700 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
701 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
703 /* If topmost node is grass, change it to mud. It might be if it was
704 // flown to there from a neighboring chunk and then converted.
705 u32 i = vm->m_area.index(x, surface_y, z);
706 if (vm->m_data[i].getContent() == c_dirt_with_grass)
707 vm->m_data[i] = n_dirt;*/
711 v3s16 em = vm->m_area.getExtent();
712 s16 y_start = surface_y + 1;
713 u32 i = vm->m_area.index(x, y_start, z);
714 for (s16 y = y_start; y <= node_max.Y; y++) {
715 if (mudcount >= mud_add_amount)
718 vm->m_data[i] = addnode;
721 vm->m_area.add_y(em, i, 1);
727 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
730 //TimeTaker timer1("flow mud");
732 // Iterate a few times
733 for (s16 k = 0; k < 3; k++) {
734 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
735 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
736 // Invert coordinates every 2nd iteration
738 x = mudflow_maxpos - (x - mudflow_minpos);
739 z = mudflow_maxpos - (z - mudflow_minpos);
742 // Node position in 2d
743 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
745 v3s16 em = vm->m_area.getExtent();
746 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
749 while (y >= node_min.Y) {
754 for (; y >= node_min.Y; y--) {
756 if (n->getContent() == c_dirt ||
757 n->getContent() == c_dirt_with_grass ||
758 n->getContent() == c_gravel)
761 vm->m_area.add_y(em, i, -1);
764 // Stop if out of area
765 //if(vmanip.m_area.contains(i) == false)
769 if (n->getContent() == c_dirt ||
770 n->getContent() == c_dirt_with_grass) {
771 // Make it exactly mud
772 n->setContent(c_dirt);
774 // Don't flow it if the stuff under it is not mud
777 vm->m_area.add_y(em, i2, -1);
778 // Cancel if out of area
779 if (vm->m_area.contains(i2) == false)
781 MapNode *n2 = &vm->m_data[i2];
782 if (n2->getContent() != c_dirt &&
783 n2->getContent() != c_dirt_with_grass)
789 v3s16(0, 0, 1), // back
790 v3s16(1, 0, 0), // right
791 v3s16(0, 0, -1), // front
792 v3s16(-1, 0, 0), // left
795 // Check that upper is air or doesn't exist.
796 // Cancel dropping if upper keeps it in place
798 vm->m_area.add_y(em, i3, 1);
799 if (vm->m_area.contains(i3) == true &&
800 ndef->get(vm->m_data[i3]).walkable)
804 for(u32 di = 0; di < 4; di++) {
805 v3s16 dirp = dirs4[di];
808 vm->m_area.add_p(em, i2, dirp);
809 // Fail if out of area
810 if (vm->m_area.contains(i2) == false)
812 // Check that side is air
813 MapNode *n2 = &vm->m_data[i2];
814 if (ndef->get(*n2).walkable)
816 // Check that under side is air
817 vm->m_area.add_y(em, i2, -1);
818 if (vm->m_area.contains(i2) == false)
820 n2 = &vm->m_data[i2];
821 if (ndef->get(*n2).walkable)
823 // Loop further down until not air
824 bool dropped_to_unknown = false;
826 vm->m_area.add_y(em, i2, -1);
827 n2 = &vm->m_data[i2];
828 // if out of known area
829 if(vm->m_area.contains(i2) == false ||
830 n2->getContent() == CONTENT_IGNORE) {
831 dropped_to_unknown = true;
834 } while (ndef->get(*n2).walkable == false);
835 // Loop one up so that we're in air
836 vm->m_area.add_y(em, i2, 1);
837 n2 = &vm->m_data[i2];
839 bool old_is_water = (n->getContent() == c_water_source);
840 // Move mud to new place
841 if (!dropped_to_unknown) {
843 // Set old place to be air (or water)
845 *n = MapNode(c_water_source);
847 *n = MapNode(CONTENT_AIR);
860 void MapgenV6::placeTreesAndJungleGrass()
862 //TimeTaker t("placeTrees");
863 if (node_max.Y < water_level)
866 PseudoRandom grassrandom(blockseed + 53);
867 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
868 // if we don't have junglegrass, don't place cignore... that's bad
869 if (c_junglegrass == CONTENT_IGNORE)
870 c_junglegrass = CONTENT_AIR;
871 MapNode n_junglegrass(c_junglegrass);
872 v3s16 em = vm->m_area.getExtent();
874 // Divide area into parts
876 s16 sidelen = central_area_size.X / div;
877 double area = sidelen * sidelen;
879 // N.B. We must add jungle grass first, since tree leaves will
880 // obstruct the ground, giving us a false ground level
881 for (s16 z0 = 0; z0 < div; z0++)
882 for (s16 x0 = 0; x0 < div; x0++) {
883 // Center position of part of division
885 node_min.X + sidelen / 2 + sidelen * x0,
886 node_min.Z + sidelen / 2 + sidelen * z0
888 // Minimum edge of part of division
890 node_min.X + sidelen * x0,
891 node_min.Z + sidelen * z0
893 // Maximum edge of part of division
895 node_min.X + sidelen + sidelen * x0 - 1,
896 node_min.Z + sidelen + sidelen * z0 - 1
899 // Get biome at center position of part of division
900 BiomeV6Type bt = getBiome(p2d_center);
904 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
905 tree_count = area * getTreeAmount(p2d_center);
913 if (bt == BT_JUNGLE) {
914 float humidity = getHumidity(p2d_center);
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);
919 int mapindex = central_area_size.X * (z - node_min.Z)
921 s16 y = heightmap[mapindex];
925 u32 vi = vm->m_area.index(x, y, z);
926 // place on dirt_with_grass, since we know it is exposed to sunlight
927 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
928 vm->m_area.add_y(em, vi, 1);
929 vm->m_data[vi] = n_junglegrass;
934 // Put trees in random places on part of division
935 for (u32 i = 0; i < tree_count; i++) {
936 s16 x = myrand_range(p2d_min.X, p2d_max.X);
937 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
938 int mapindex = central_area_size.X * (z - node_min.Z)
940 s16 y = heightmap[mapindex];
941 // Don't make a tree under water level
942 // Don't make a tree so high that it doesn't fit
943 if (y < water_level || y > node_max.Y - 6)
947 // Trees grow only on mud and grass and snowblock
949 u32 i = vm->m_area.index(p);
950 content_t c = vm->m_data[i].getContent();
952 c != c_dirt_with_grass &&
953 c != c_dirt_with_snow &&
960 if (bt == BT_JUNGLE) {
961 treegen::make_jungletree(*vm, p, ndef, myrand());
962 } else if (bt == BT_TAIGA) {
963 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
964 } else if (bt == BT_NORMAL) {
965 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
966 getHaveAppleTree(v2s16(x, z));
967 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
971 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
975 void MapgenV6::growGrass() // Add surface nodes
977 MapNode n_dirt_with_grass(c_dirt_with_grass);
978 MapNode n_dirt_with_snow(c_dirt_with_snow);
979 MapNode n_snowblock(c_snowblock);
980 MapNode n_snow(c_snow);
981 v3s16 em = vm->m_area.getExtent();
984 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
985 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
986 // Find the lowest surface to which enough light ends up to make
987 // grass grow. Basically just wait until not air and not leaves.
990 u32 i = vm->m_area.index(x, node_max.Y, z);
992 // Go to ground level
993 for (y = node_max.Y; y >= full_node_min.Y; y--) {
994 MapNode &n = vm->m_data[i];
995 if (ndef->get(n).param_type != CPT_LIGHT ||
996 ndef->get(n).liquid_type != LIQUID_NONE ||
997 n.getContent() == c_ice)
999 vm->m_area.add_y(em, i, -1);
1001 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1004 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1005 u32 i = vm->m_area.index(x, surface_y, z);
1006 content_t c = vm->m_data[i].getContent();
1007 if (surface_y >= water_level - 20) {
1008 if (bt == BT_TAIGA && c == c_dirt) {
1009 vm->m_data[i] = n_snowblock;
1010 vm->m_area.add_y(em, i, -1);
1011 vm->m_data[i] = n_dirt_with_snow;
1012 } else if (bt == BT_TUNDRA) {
1014 vm->m_data[i] = n_dirt_with_snow;
1015 } else if (c == c_stone) {
1016 vm->m_area.add_y(em, i, 1);
1017 vm->m_data[i] = n_snow;
1019 } else if (c == c_dirt) {
1020 vm->m_data[i] = n_dirt_with_grass;
1027 void MapgenV6::generateCaves(int max_stone_y)
1029 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1030 int volume_nodes = (node_max.X - node_min.X + 1) *
1031 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1032 cave_amount = MYMAX(0.0, cave_amount);
1033 u32 caves_count = cave_amount * volume_nodes / 50000;
1034 u32 bruises_count = 1;
1035 PseudoRandom ps(blockseed + 21343);
1036 PseudoRandom ps2(blockseed + 1032);
1038 if (ps.range(1, 6) == 1)
1039 bruises_count = ps.range(0, ps.range(0, 2));
1041 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1046 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1047 bool large_cave = (i >= caves_count);
1048 CaveV6 cave(this, &ps, &ps2, large_cave);
1050 cave.makeCave(node_min, node_max, max_stone_y);