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"
37 #include "mapgen_v6.h"
39 /////////////////// Mapgen V6 perlin noise default values
40 NoiseParams nparams_v6_def_terrain_base =
41 {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
42 NoiseParams nparams_v6_def_terrain_higher =
43 {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
44 NoiseParams nparams_v6_def_steepness =
45 {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
46 NoiseParams nparams_v6_def_height_select =
47 {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
48 NoiseParams nparams_v6_def_trees =
49 {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
50 NoiseParams nparams_v6_def_mud =
51 {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
52 NoiseParams nparams_v6_def_beach =
53 {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
54 NoiseParams nparams_v6_def_biome =
55 {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
56 NoiseParams nparams_v6_def_cave =
57 {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
60 ///////////////////////////////////////////////////////////////////////////////
63 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
64 this->generating = false;
67 this->seed = (int)params->seed;
68 this->water_level = params->water_level;
69 this->flags = params->flags;
70 this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
72 this->freq_desert = params->freq_desert;
73 this->freq_beach = params->freq_beach;
75 this->ystride = csize.X; //////fix this
77 np_cave = params->np_cave;
79 noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
80 noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
81 noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
82 noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
83 noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
84 noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
85 noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
86 noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
90 MapgenV6::~MapgenV6() {
91 delete noise_terrain_base;
92 delete noise_terrain_higher;
93 delete noise_steepness;
94 delete noise_height_select;
102 //////////////////////// Some helper functions for the map generator
104 // Returns Y one under area minimum if not found
105 s16 MapgenV6::find_ground_level(v2s16 p2d) {
106 v3s16 em = vm->m_area.getExtent();
107 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
108 s16 y_nodes_min = vm->m_area.MinEdge.Y;
109 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
112 for (y = y_nodes_max; y >= y_nodes_min; y--) {
113 MapNode &n = vm->m_data[i];
114 if(ndef->get(n).walkable)
117 vm->m_area.add_y(em, i, -1);
119 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
122 // Returns Y one under area minimum if not found
123 s16 MapgenV6::find_stone_level(v2s16 p2d) {
124 v3s16 em = vm->m_area.getExtent();
125 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
126 s16 y_nodes_min = vm->m_area.MinEdge.Y;
127 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
130 for (y = y_nodes_max; y >= y_nodes_min; y--) {
131 MapNode &n = vm->m_data[i];
132 content_t c = n.getContent();
133 if (c != CONTENT_IGNORE && (
134 c == c_stone || c == c_desert_stone))
137 vm->m_area.add_y(em, i, -1);
139 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
143 // Required by mapgen.h
144 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
146 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
147 seed, v2s16(blockpos.X, blockpos.Z));*/
148 // Nah, this is just a heuristic, just return something
149 s16 minimum_groundlevel = water_level;
151 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
158 //////////////////////// Base terrain height functions
160 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
161 float steepness, float height_select) {
162 float base = water_level + terrain_base;
163 float higher = water_level + terrain_higher;
165 // Limit higher ground level to at least base
169 // Steepness factor of cliffs
171 b = rangelim(b, 0.0, 1000.0);
172 b = 5 * b * b * b * b * b * b * b;
173 b = rangelim(b, 0.5, 1000.0);
175 // Values 1.5...100 give quite horrible looking slopes
176 if (b > 1.5 && b < 100.0)
177 b = (b < 10.0) ? 1.5 : 100.0;
179 float a_off = -0.20; // Offset to more low
180 float a = 0.5 + b * (a_off + height_select);
181 a = rangelim(a, 0.0, 1.0); // Limit
183 return base * (1.0 - a) + higher * a;
187 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
191 float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
192 p.X, 0.5, p.Y, 0.5, seed);
193 float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
194 p.X, 0.5, p.Y, 0.5, seed);
195 float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
196 p.X, 0.5, p.Y, 0.5, seed);
197 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
198 p.X, 0.5, p.Y, 0.5, seed);
200 return baseTerrainLevel(terrain_base, terrain_higher,
201 steepness, height_select);
205 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
206 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
207 return baseTerrainLevelFromMap(index);
211 float MapgenV6::baseTerrainLevelFromMap(int index) {
215 float terrain_base = noise_terrain_base->result[index];
216 float terrain_higher = noise_terrain_higher->result[index];
217 float steepness = noise_steepness->result[index];
218 float height_select = noise_height_select->result[index];
220 return baseTerrainLevel(terrain_base, terrain_higher,
221 steepness, height_select);
225 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
226 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
230 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
231 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
235 //////////////////////// Noise functions
237 float MapgenV6::getTreeAmount(v2s16 p) {
238 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
239 return getTreeAmount(index);
243 float MapgenV6::getMudAmount(v2s16 p) {
244 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
245 return getMudAmount(index);
249 bool MapgenV6::getHaveBeach(v2s16 p) {
250 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
251 return getHaveBeach(index);
255 BiomeType MapgenV6::getBiome(v2s16 p) {
256 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
257 return getBiome(index, p);
261 float MapgenV6::getTreeAmount(int index)
263 /*double noise = noise2d_perlin(
264 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
267 float noise = noise_trees->result[index];
268 float zeroval = -0.39;
272 return 0.04 * (noise-zeroval) / (1.0-zeroval);
276 float MapgenV6::getMudAmount(int index)
279 return AVERAGE_MUD_AMOUNT;
281 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
282 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
283 seed+91013, 3, 0.55));*/
285 return noise_mud->result[index];
289 bool MapgenV6::getHaveBeach(int index)
291 // Determine whether to have sand here
292 /*double sandnoise = noise2d_perlin(
293 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
294 seed+59420, 3, 0.50);*/
296 float sandnoise = noise_beach->result[index];
297 return (sandnoise > freq_beach);
301 BiomeType MapgenV6::getBiome(int index, v2s16 p)
303 // Just do something very simple as for now
304 /*double d = noise2d_perlin(
305 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
306 seed+9130, 3, 0.50);*/
308 float d = noise_biome->result[index];
312 if ((flags & MGV6_BIOME_BLEND) &&
313 (d > freq_desert - 0.10) &&
314 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
321 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
323 s32 x=p.X, y=p.Y, z=p.Z;
324 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
328 //////////////////////// Map generator
330 void MapgenV6::makeChunk(BlockMakeData *data) {
331 assert(data->vmanip);
332 assert(data->nodedef);
333 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
334 data->blockpos_requested.Y >= data->blockpos_min.Y &&
335 data->blockpos_requested.Z >= data->blockpos_min.Z);
336 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
337 data->blockpos_requested.Y <= data->blockpos_max.Y &&
338 data->blockpos_requested.Z <= data->blockpos_max.Z);
340 this->generating = true;
341 this->vm = data->vmanip;
342 this->ndef = data->nodedef;
344 // Hack: use minimum block coords for old code that assumes a single block
345 v3s16 blockpos = data->blockpos_requested;
346 v3s16 blockpos_min = data->blockpos_min;
347 v3s16 blockpos_max = data->blockpos_max;
348 v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
349 v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
351 // Area of central chunk
352 node_min = blockpos_min*MAP_BLOCKSIZE;
353 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
355 // Full allocated area
356 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
357 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
359 central_area_size = node_max - node_min + v3s16(1,1,1);
360 assert(central_area_size.X == central_area_size.Z);
362 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
363 * (blockpos_max.Y - blockpos_min.Y + 1)
364 * (blockpos_max.Z - blockpos_max.Z + 1);
366 volume_nodes = volume_blocks *
367 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
369 // Create a block-specific seed
370 blockseed = get_blockseed(data->seed, full_node_min);
375 c_stone = ndef->getId("mapgen_stone");
376 c_dirt = ndef->getId("mapgen_dirt");
377 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
378 c_sand = ndef->getId("mapgen_sand");
379 c_water_source = ndef->getId("mapgen_water_source");
380 c_lava_source = ndef->getId("mapgen_lava_source");
381 c_gravel = ndef->getId("mapgen_gravel");
382 c_cobble = ndef->getId("mapgen_cobble");
383 c_desert_sand = ndef->getId("mapgen_desert_sand");
384 c_desert_stone = ndef->getId("mapgen_desert_stone");
385 if (c_desert_sand == CONTENT_IGNORE)
386 c_desert_sand = c_sand;
387 if (c_desert_stone == CONTENT_IGNORE)
388 c_desert_stone = c_stone;
390 // Maximum height of the stone surface and obstacles.
391 // This is used to guide the cave generation
392 s16 stone_surface_max_y;
394 // Generate general ground level to full area
395 stone_surface_max_y = generateGround();
397 const s16 max_spread_amount = MAP_BLOCKSIZE;
398 // Limit dirt flow area by 1 because mud is flown into neighbors.
399 s16 mudflow_minpos = -max_spread_amount + 1;
400 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
402 // Loop this part, it will make stuff look older and newer nicely
403 const u32 age_loops = 2;
404 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
405 // Make caves (this code is relatively horrible)
406 if (flags & MG_CAVES)
407 generateCaves(stone_surface_max_y);
409 // Add mud to the central chunk
412 // Add blobs of dirt and gravel underground
413 addDirtGravelBlobs();
415 // Flow mud away from steep edges
416 flowMud(mudflow_minpos, mudflow_maxpos);
421 if (flags & MG_DUNGEONS) {
422 DungeonGen dgen(ndef, data->seed, water_level);
423 dgen.generate(vm, blockseed, full_node_min, full_node_max);
426 // Add top and bottom side of water to transforming_liquid queue
427 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
432 // Generate some trees
433 if (flags & MG_TREES)
436 // Calculate lighting
437 updateLighting(node_min, node_max);
439 this->generating = false;
443 void MapgenV6::calculateNoise() {
447 // Need to adjust for the original implementation's +.5 offset...
448 if (!(flags & MG_FLAT)) {
449 noise_terrain_base->perlinMap2D(
450 x + 0.5 * noise_terrain_base->np->spread.X,
451 z + 0.5 * noise_terrain_base->np->spread.Z);
452 noise_terrain_base->transformNoiseMap();
454 noise_terrain_higher->perlinMap2D(
455 x + 0.5 * noise_terrain_higher->np->spread.X,
456 z + 0.5 * noise_terrain_higher->np->spread.Z);
457 noise_terrain_higher->transformNoiseMap();
459 noise_steepness->perlinMap2D(
460 x + 0.5 * noise_steepness->np->spread.X,
461 z + 0.5 * noise_steepness->np->spread.Z);
462 noise_steepness->transformNoiseMap();
464 noise_height_select->perlinMap2D(
465 x + 0.5 * noise_height_select->np->spread.X,
466 z + 0.5 * noise_height_select->np->spread.Z);
469 if (flags & MG_TREES) {
470 noise_trees->perlinMap2D(
471 x + 0.5 * noise_trees->np->spread.X,
472 z + 0.5 * noise_trees->np->spread.Z);
475 if (!(flags & MG_FLAT)) {
476 noise_mud->perlinMap2D(
477 x + 0.5 * noise_mud->np->spread.X,
478 z + 0.5 * noise_mud->np->spread.Z);
479 noise_mud->transformNoiseMap();
481 noise_beach->perlinMap2D(
482 x + 0.2 * noise_beach->np->spread.X,
483 z + 0.7 * noise_beach->np->spread.Z);
485 noise_biome->perlinMap2D(
486 x + 0.6 * noise_biome->np->spread.X,
487 z + 0.2 * noise_biome->np->spread.Z);
491 int MapgenV6::generateGround() {
492 //TimeTaker timer1("Generating ground level");
493 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
494 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
495 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
498 for (s16 z = node_min.Z; z <= node_max.Z; z++)
499 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
501 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
504 if (surface_y > stone_surface_max_y)
505 stone_surface_max_y = surface_y;
507 BiomeType bt = getBiome(index, v2s16(x, z));
509 // Fill ground with stone
510 v3s16 em = vm->m_area.getExtent();
511 u32 i = vm->m_area.index(x, node_min.Y, z);
512 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
513 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
514 if (y <= surface_y) {
515 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
516 n_desert_stone : n_stone;
517 } else if (y <= water_level) {
518 vm->m_data[i] = n_water_source;
520 vm->m_data[i] = n_air;
523 vm->m_area.add_y(em, i, 1);
527 return stone_surface_max_y;
531 void MapgenV6::addMud() {
533 //TimeTaker timer1("add mud");
534 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
535 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
539 for (s16 z = node_min.Z; z <= node_max.Z; z++)
540 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
541 // Randomize mud amount
542 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
545 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
547 // Handle area not found
548 if (surface_y == vm->m_area.MinEdge.Y - 1)
551 BiomeType bt = getBiome(index, v2s16(x, z));
552 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
554 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
556 } else if (mud_add_amount <= 0) {
557 mud_add_amount = 1 - mud_add_amount;
559 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
560 surface_y + mud_add_amount <= water_level + 2) {
564 if (bt == BT_DESERT && surface_y > 20)
565 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
567 // If topmost node is grass, change it to mud. It might be if it was
568 // flown to there from a neighboring chunk and then converted.
569 u32 i = vm->m_area.index(x, surface_y, z);
570 if (vm->m_data[i].getContent() == c_dirt_with_grass)
571 vm->m_data[i] = n_dirt;
575 v3s16 em = vm->m_area.getExtent();
576 s16 y_start = surface_y + 1;
577 i = vm->m_area.index(x, y_start, z);
578 for (s16 y = y_start; y <= node_max.Y; y++) {
579 if (mudcount >= mud_add_amount)
582 vm->m_data[i] = addnode;
585 vm->m_area.add_y(em, i, 1);
591 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
593 TimeTaker timer1("flow mud");
595 // Iterate a few times
596 for(s16 k = 0; k < 3; k++) {
597 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
598 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
599 // Invert coordinates every 2nd iteration
601 x = mudflow_maxpos - (x - mudflow_minpos);
602 z = mudflow_maxpos - (z - mudflow_minpos);
605 // Node position in 2d
606 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
608 v3s16 em = vm->m_area.getExtent();
609 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
612 while(y >= node_min.Y)
619 for(; y >= node_min.Y; y--) {
621 if (n->getContent() == c_dirt ||
622 n->getContent() == c_dirt_with_grass ||
623 n->getContent() == c_gravel)
626 vm->m_area.add_y(em, i, -1);
629 // Stop if out of area
630 //if(vmanip.m_area.contains(i) == false)
634 if (n->getContent() == c_dirt ||
635 n->getContent() == c_dirt_with_grass)
637 // Make it exactly mud
638 n->setContent(c_dirt);
640 // Don't flow it if the stuff under it is not mud
643 vm->m_area.add_y(em, i2, -1);
644 // Cancel if out of area
645 if(vm->m_area.contains(i2) == false)
647 MapNode *n2 = &vm->m_data[i2];
648 if (n2->getContent() != c_dirt &&
649 n2->getContent() != c_dirt_with_grass)
655 v3s16(0,0,1), // back
656 v3s16(1,0,0), // right
657 v3s16(0,0,-1), // front
658 v3s16(-1,0,0), // left
661 // Check that upper is air or doesn't exist.
662 // Cancel dropping if upper keeps it in place
664 vm->m_area.add_y(em, i3, 1);
665 if (vm->m_area.contains(i3) == true &&
666 ndef->get(vm->m_data[i3]).walkable)
670 for(u32 di=0; di<4; di++) {
671 v3s16 dirp = dirs4[di];
674 vm->m_area.add_p(em, i2, dirp);
675 // Fail if out of area
676 if (vm->m_area.contains(i2) == false)
678 // Check that side is air
679 MapNode *n2 = &vm->m_data[i2];
680 if (ndef->get(*n2).walkable)
682 // Check that under side is air
683 vm->m_area.add_y(em, i2, -1);
684 if (vm->m_area.contains(i2) == false)
686 n2 = &vm->m_data[i2];
687 if (ndef->get(*n2).walkable)
689 // Loop further down until not air
690 bool dropped_to_unknown = false;
692 vm->m_area.add_y(em, i2, -1);
693 n2 = &vm->m_data[i2];
694 // if out of known area
695 if(vm->m_area.contains(i2) == false ||
696 n2->getContent() == CONTENT_IGNORE) {
697 dropped_to_unknown = true;
700 } while (ndef->get(*n2).walkable == false);
701 // Loop one up so that we're in air
702 vm->m_area.add_y(em, i2, 1);
703 n2 = &vm->m_data[i2];
705 bool old_is_water = (n->getContent() == c_water_source);
706 // Move mud to new place
707 if (!dropped_to_unknown) {
709 // Set old place to be air (or water)
711 *n = MapNode(c_water_source);
713 *n = MapNode(CONTENT_AIR);
726 void MapgenV6::addDirtGravelBlobs() {
727 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
730 PseudoRandom pr(blockseed + 983);
731 for (int i = 0; i < volume_nodes/10/10/10; i++) {
732 bool only_fill_cave = (myrand_range(0,1) != 0);
739 pr.range(node_min.X, node_max.X) - size.X / 2,
740 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
741 pr.range(node_min.Z, node_max.Z) - size.Z / 2
744 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
745 for (int z1 = 0; z1 < size.Z; z1++)
746 for (int y1 = 0; y1 < size.Y; y1++)
747 for (int x1 = 0; x1 < size.X; x1++) {
748 v3s16 p = p0 + v3s16(x1, y1, z1);
749 u32 i = vm->m_area.index(p);
750 if (!vm->m_area.contains(i))
752 // Cancel if not stone and not cave air
753 if (vm->m_data[i].getContent() != c_stone &&
754 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
756 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
764 void MapgenV6::placeTrees() {
765 // Divide area into parts
767 s16 sidelen = central_area_size.X / div;
768 double area = sidelen * sidelen;
770 for (s16 z0 = 0; z0 < div; z0++)
771 for (s16 x0 = 0; x0 < div; x0++) {
772 // Center position of part of division
774 node_min.X + sidelen / 2 + sidelen * x0,
775 node_min.Z + sidelen / 2 + sidelen * z0
777 // Minimum edge of part of division
779 node_min.X + sidelen * x0,
780 node_min.Z + sidelen * z0
782 // Maximum edge of part of division
784 node_min.X + sidelen + sidelen * x0 - 1,
785 node_min.Z + sidelen + sidelen * z0 - 1
788 u32 tree_count = area * getTreeAmount(p2d_center); /////////////optimize this!
789 // Put trees in random places on part of division
790 for (u32 i = 0; i < tree_count; i++) {
791 s16 x = myrand_range(p2d_min.X, p2d_max.X);
792 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
793 s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
794 // Don't make a tree under water level
795 // Don't make a tree so high that it doesn't fit
796 if(y < water_level || y > node_max.Y - 6)
800 // Trees grow only on mud and grass
802 u32 i = vm->m_area.index(p);
803 MapNode *n = &vm->m_data[i];
804 if (n->getContent() != c_dirt &&
805 n->getContent() != c_dirt_with_grass)
810 treegen::make_tree(*vm, p, false, ndef, myrand());
816 void MapgenV6::growGrass() {
817 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
818 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
819 // Find the lowest surface to which enough light ends up to make
820 // grass grow. Basically just wait until not air and not leaves.
823 v3s16 em = vm->m_area.getExtent();
824 u32 i = vm->m_area.index(x, node_max.Y, z);
826 // Go to ground level
827 for (y = node_max.Y; y >= full_node_min.Y; y--) {
828 MapNode &n = vm->m_data[i];
829 if (ndef->get(n).param_type != CPT_LIGHT ||
830 ndef->get(n).liquid_type != LIQUID_NONE)
832 vm->m_area.add_y(em, i, -1);
834 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
837 u32 i = vm->m_area.index(x, surface_y, z);
838 MapNode *n = &vm->m_data[i];
839 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
840 n->setContent(c_dirt_with_grass);
845 void MapgenV6::generateCaves(int max_stone_y) {
847 //TimeTaker timer1("caves");
849 /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
850 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
851 data->seed+34329, 3, 0.50);*/
852 const s16 max_spread_amount = MAP_BLOCKSIZE;
853 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
855 cave_amount = MYMAX(0.0, cave_amount);
856 u32 caves_count = cave_amount * volume_nodes / 50000;
857 u32 bruises_count = 1;
858 PseudoRandom ps(blockseed + 21343);
859 PseudoRandom ps2(blockseed + 1032);
861 if (ps.range(1, 6) == 1)
862 bruises_count = ps.range(0, ps.range(0, 2));
864 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
869 for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
870 /*int avg_height = (int)
871 ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
872 base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
873 if ((node_max.Y + node_min.Y) / 2 > avg_height)
876 bool large_cave = (jj >= caves_count);
877 s16 min_tunnel_diameter = 2;
878 s16 max_tunnel_diameter = ps.range(2,6);
879 int dswitchint = ps.range(1,14);
880 u16 tunnel_routepoints = 0;
881 int part_max_length_rs = 0;
883 part_max_length_rs = ps.range(2,4);
884 tunnel_routepoints = ps.range(5, ps.range(15,30));
885 min_tunnel_diameter = 5;
886 max_tunnel_diameter = ps.range(7, ps.range(8,24));
888 part_max_length_rs = ps.range(2,9);
889 tunnel_routepoints = ps.range(10, ps.range(15,30));
891 bool large_cave_is_flat = (ps.range(0,1) == 0);
893 v3f main_direction(0,0,0);
895 // Allowed route area size in nodes
896 v3s16 ar = central_area_size;
898 // Area starting point in nodes
902 //(this should be more than the maximum radius of the tunnel)
904 s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
905 ar += v3s16(1,0,1) * more * 2;
906 of -= v3s16(1,0,1) * more;
909 // Allow half a diameter + 7 over stone surface
910 s16 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter/2 + 7;
912 // Limit maximum to area
913 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
918 if(node_min.Y < water_level && node_max.Y > water_level)
920 min = water_level - max_tunnel_diameter/3 - of.Y;
921 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
923 route_y_min = ps.range(min, min + max_tunnel_diameter);
924 route_y_min = rangelim(route_y_min, 0, route_y_max);
927 s16 route_start_y_min = route_y_min;
928 s16 route_start_y_max = route_y_max;
930 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
931 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
933 // Randomize starting position
935 (float)(ps.next()%ar.X)+0.5,
936 (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
937 (float)(ps.next()%ar.Z)+0.5
940 v3s16 startp(orp.X, orp.Y, orp.Z);
943 MapNode airnode(CONTENT_AIR);
944 MapNode waternode(c_water_source);
945 MapNode lavanode(c_lava_source);
948 Generate some tunnel starting from orp
951 for(u16 j=0; j<tunnel_routepoints; j++)
953 if(j%dswitchint==0 && large_cave == false)
955 main_direction = v3f(
956 ((float)(ps.next()%20)-(float)10)/10,
957 ((float)(ps.next()%20)-(float)10)/30,
958 ((float)(ps.next()%20)-(float)10)/10
960 main_direction *= (float)ps.range(0, 10)/10;
964 s16 min_d = min_tunnel_diameter;
965 s16 max_d = max_tunnel_diameter;
966 s16 rs = ps.range(min_d, max_d);
968 // Every second section is rough
969 bool randomize_xz = (ps2.range(1,2) == 1);
975 rs*part_max_length_rs,
976 rs*part_max_length_rs/2,
977 rs*part_max_length_rs
983 rs*part_max_length_rs,
984 ps.range(1, rs*part_max_length_rs),
985 rs*part_max_length_rs
992 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
993 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
994 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
997 // Jump downward sometimes
998 if(!large_cave && ps.range(0,12) == 0)
1001 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1002 (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1003 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1009 s16 h = find_ground_level_clever(vmanip,
1010 v2s16(p.X, p.Z), ndef);
1011 route_y_min = h - rs/3;
1012 route_y_max = h + rs;
1015 vec += main_direction;
1020 else if(rp.X >= ar.X)
1022 if(rp.Y < route_y_min)
1024 else if(rp.Y >= route_y_max)
1025 rp.Y = route_y_max-1;
1028 else if(rp.Z >= ar.Z)
1032 for(float f=0; f<1.0; f+=1.0/vec.getLength())
1034 v3f fp = orp + vec * f;
1035 fp.X += 0.1*ps.range(-10,10);
1036 fp.Z += 0.1*ps.range(-10,10);
1037 v3s16 cp(fp.X, fp.Y, fp.Z);
1042 d0 += ps.range(-1,1);
1043 d1 += ps.range(-1,1);
1045 for(s16 z0=d0; z0<=d1; z0++)
1047 s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1048 for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1050 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1051 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1052 for(s16 y0=-si2; y0<=si2; y0++)
1054 /*// Make better floors in small caves
1055 if(y0 <= -rs/2 && rs<=7)
1057 if (large_cave_is_flat) {
1058 // Make large caves not so tall
1059 if (rs > 7 && abs(y0) >= rs/3)
1069 if(vm->m_area.contains(p) == false)
1072 u32 i = vm->m_area.index(p);
1075 if (full_node_min.Y < water_level &&
1076 full_node_max.Y > water_level) {
1077 if (p.Y <= water_level)
1078 vm->m_data[i] = waternode;
1080 vm->m_data[i] = airnode;
1081 } else if (full_node_max.Y < water_level) {
1082 if (p.Y < startp.Y - 2)
1083 vm->m_data[i] = lavanode;
1085 vm->m_data[i] = airnode;
1087 vm->m_data[i] = airnode;
1090 // Don't replace air or water or lava or ignore
1091 if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
1092 vm->m_data[i].getContent() == CONTENT_AIR ||
1093 vm->m_data[i].getContent() == c_water_source ||
1094 vm->m_data[i].getContent() == c_lava_source)
1097 vm->m_data[i] = airnode;
1100 vm->m_flags[i] |= VMANIP_FLAG_CAVE;