3 Copyright (C) 2010-2015 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.
27 //#include "serverobject.h"
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
42 FlagDesc flagdesc_mapgen_v6[] = {
43 {"jungles", MGV6_JUNGLES},
44 {"biomeblend", MGV6_BIOMEBLEND},
45 {"mudflow", MGV6_MUDFLOW},
46 {"snowbiomes", MGV6_SNOWBIOMES},
48 {"trees", MGV6_TREES},
53 /////////////////////////////////////////////////////////////////////////////
56 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
57 : Mapgen(mapgenid, params, emerge)
59 this->m_emerge = emerge;
60 this->ystride = csize.X; //////fix this
62 this->heightmap = new s16[csize.X * csize.Z];
64 this->spflags = params->spflags;
65 this->freq_desert = params->freq_desert;
66 this->freq_beach = params->freq_beach;
68 np_cave = ¶ms->np_cave;
69 np_humidity = ¶ms->np_humidity;
70 np_trees = ¶ms->np_trees;
71 np_apple_trees = ¶ms->np_apple_trees;
73 //// Create noise objects
74 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
75 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
76 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
77 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
78 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
79 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
80 noise_biome = new Noise(¶ms->np_biome, seed,
81 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82 noise_humidity = new Noise(¶ms->np_humidity, seed,
83 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
85 //// Resolve nodes to be used
86 INodeDefManager *ndef = emerge->ndef;
88 c_stone = ndef->getId("mapgen_stone");
89 c_dirt = ndef->getId("mapgen_dirt");
90 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
91 c_sand = ndef->getId("mapgen_sand");
92 c_water_source = ndef->getId("mapgen_water_source");
93 c_lava_source = ndef->getId("mapgen_lava_source");
94 c_gravel = ndef->getId("mapgen_gravel");
95 c_desert_stone = ndef->getId("mapgen_desert_stone");
96 c_desert_sand = ndef->getId("mapgen_desert_sand");
97 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
98 c_snow = ndef->getId("mapgen_snow");
99 c_snowblock = ndef->getId("mapgen_snowblock");
100 c_ice = ndef->getId("mapgen_ice");
102 c_cobble = ndef->getId("mapgen_cobble");
103 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
104 c_mossycobble = ndef->getId("mapgen_mossycobble");
106 if (c_desert_sand == CONTENT_IGNORE)
107 c_desert_sand = c_sand;
108 if (c_desert_stone == CONTENT_IGNORE)
109 c_desert_stone = c_stone;
110 if (c_mossycobble == CONTENT_IGNORE)
111 c_mossycobble = c_cobble;
112 if (c_stair_cobble == CONTENT_IGNORE)
113 c_stair_cobble = c_cobble;
114 if (c_dirt_with_snow == CONTENT_IGNORE)
115 c_dirt_with_snow = c_dirt_with_grass;
116 if (c_snow == CONTENT_IGNORE)
117 c_snow = CONTENT_AIR;
118 if (c_snowblock == CONTENT_IGNORE)
119 c_snowblock = c_dirt_with_grass;
120 if (c_ice == CONTENT_IGNORE)
121 c_ice = c_water_source;
125 MapgenV6::~MapgenV6()
127 delete noise_terrain_base;
128 delete noise_terrain_higher;
129 delete noise_steepness;
130 delete noise_height_select;
134 delete noise_humidity;
140 MapgenV6Params::MapgenV6Params()
142 spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
143 MGV6_BIOMEBLEND | MGV6_MUDFLOW;
148 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
149 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
150 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
151 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
152 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
153 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
154 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
155 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
156 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
157 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
158 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
162 void MapgenV6Params::readParams(const Settings *settings)
164 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
165 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
166 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
168 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
169 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
170 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
171 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
172 settings->getNoiseParams("mgv6_np_mud", np_mud);
173 settings->getNoiseParams("mgv6_np_beach", np_beach);
174 settings->getNoiseParams("mgv6_np_biome", np_biome);
175 settings->getNoiseParams("mgv6_np_cave", np_cave);
176 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
177 settings->getNoiseParams("mgv6_np_trees", np_trees);
178 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
182 void MapgenV6Params::writeParams(Settings *settings) const
184 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
185 settings->setFloat("mgv6_freq_desert", freq_desert);
186 settings->setFloat("mgv6_freq_beach", freq_beach);
188 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
189 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
190 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
191 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
192 settings->setNoiseParams("mgv6_np_mud", np_mud);
193 settings->setNoiseParams("mgv6_np_beach", np_beach);
194 settings->setNoiseParams("mgv6_np_biome", np_biome);
195 settings->setNoiseParams("mgv6_np_cave", np_cave);
196 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
197 settings->setNoiseParams("mgv6_np_trees", np_trees);
198 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
202 //////////////////////// Some helper functions for the map generator
204 // Returns Y one under area minimum if not found
205 s16 MapgenV6::find_stone_level(v2s16 p2d)
207 v3s16 em = vm->m_area.getExtent();
208 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
209 s16 y_nodes_min = vm->m_area.MinEdge.Y;
210 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
213 for (y = y_nodes_max; y >= y_nodes_min; y--) {
214 content_t c = vm->m_data[i].getContent();
215 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
218 vm->m_area.add_y(em, i, -1);
220 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
224 // Required by mapgen.h
225 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
227 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
228 seed, v2s16(blockpos.X, blockpos.Z));*/
229 // Nah, this is just a heuristic, just return something
230 s16 minimum_groundlevel = water_level;
232 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
239 //////////////////////// Base terrain height functions
241 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
242 float steepness, float height_select)
244 float base = 1 + terrain_base;
245 float higher = 1 + terrain_higher;
247 // Limit higher ground level to at least base
251 // Steepness factor of cliffs
253 b = rangelim(b, 0.0, 1000.0);
254 b = 5 * b * b * b * b * b * b * b;
255 b = rangelim(b, 0.5, 1000.0);
257 // Values 1.5...100 give quite horrible looking slopes
258 if (b > 1.5 && b < 100.0)
259 b = (b < 10.0) ? 1.5 : 100.0;
261 float a_off = -0.20; // Offset to more low
262 float a = 0.5 + b * (a_off + height_select);
263 a = rangelim(a, 0.0, 1.0); // Limit
265 return base * (1.0 - a) + higher * a;
269 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
271 if (spflags & MGV6_FLAT)
274 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
275 p.X, 0.5, p.Y, 0.5, seed);
276 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
277 p.X, 0.5, p.Y, 0.5, seed);
278 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
279 p.X, 0.5, p.Y, 0.5, seed);
280 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
281 p.X, 0.5, p.Y, 0.5, seed);
283 return baseTerrainLevel(terrain_base, terrain_higher,
284 steepness, height_select);
288 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
290 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
291 return baseTerrainLevelFromMap(index);
295 float MapgenV6::baseTerrainLevelFromMap(int index)
297 if (spflags & MGV6_FLAT)
300 float terrain_base = noise_terrain_base->result[index];
301 float terrain_higher = noise_terrain_higher->result[index];
302 float steepness = noise_steepness->result[index];
303 float height_select = noise_height_select->result[index];
305 return baseTerrainLevel(terrain_base, terrain_higher,
306 steepness, height_select);
310 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
312 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
316 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
318 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
322 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
324 s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
325 if (level_at_point <= water_level ||
326 level_at_point > water_level + 16)
327 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
329 return level_at_point;
333 //////////////////////// Noise functions
335 float MapgenV6::getMudAmount(v2s16 p)
337 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
338 return getMudAmount(index);
342 bool MapgenV6::getHaveBeach(v2s16 p)
344 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
345 return getHaveBeach(index);
349 BiomeV6Type MapgenV6::getBiome(v2s16 p)
351 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
352 + (p.X - full_node_min.X);
353 return getBiome(index, p);
357 float MapgenV6::getHumidity(v2s16 p)
359 /*double noise = noise2d_perlin(
360 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
361 seed+72384, 4, 0.66);
362 noise = (noise + 1.0)/2.0;*/
364 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
365 + (p.X - full_node_min.X);
366 float noise = noise_humidity->result[index];
376 float MapgenV6::getTreeAmount(v2s16 p)
378 /*double noise = noise2d_perlin(
379 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
382 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
383 float zeroval = -0.39;
387 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
391 bool MapgenV6::getHaveAppleTree(v2s16 p)
393 /*is_apple_tree = noise2d_perlin(
394 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
395 data->seed+342902, 3, 0.45) > 0.2;*/
397 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
403 float MapgenV6::getMudAmount(int index)
405 if (spflags & MGV6_FLAT)
406 return MGV6_AVERAGE_MUD_AMOUNT;
408 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
409 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
410 seed+91013, 3, 0.55));*/
412 return noise_mud->result[index];
416 bool MapgenV6::getHaveBeach(int index)
418 // Determine whether to have sand here
419 /*double sandnoise = noise2d_perlin(
420 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
421 seed+59420, 3, 0.50);*/
423 float sandnoise = noise_beach->result[index];
424 return (sandnoise > freq_beach);
428 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
430 // Just do something very simple as for now
431 /*double d = noise2d_perlin(
432 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
433 seed+9130, 3, 0.50);*/
435 float d = noise_biome->result[index];
436 float h = noise_humidity->result[index];
438 if (spflags & MGV6_SNOWBIOMES) {
439 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
441 if (d > MGV6_FREQ_HOT + blend) {
442 if (h > MGV6_FREQ_JUNGLE + blend)
446 } else if (d < MGV6_FREQ_SNOW + blend) {
447 if (h > MGV6_FREQ_TAIGA + blend)
458 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
459 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
462 if ((spflags & MGV6_JUNGLES) && h > 0.75)
470 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
472 s32 x = p.X, y = p.Y, z = p.Z;
473 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
477 //////////////////////// Map generator
479 void MapgenV6::makeChunk(BlockMakeData *data)
482 assert(data->vmanip);
483 assert(data->nodedef);
484 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
485 data->blockpos_requested.Y >= data->blockpos_min.Y &&
486 data->blockpos_requested.Z >= data->blockpos_min.Z);
487 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
488 data->blockpos_requested.Y <= data->blockpos_max.Y &&
489 data->blockpos_requested.Z <= data->blockpos_max.Z);
491 this->generating = true;
492 this->vm = data->vmanip;
493 this->ndef = data->nodedef;
495 // Hack: use minimum block coords for old code that assumes a single block
496 v3s16 blockpos_min = data->blockpos_min;
497 v3s16 blockpos_max = data->blockpos_max;
499 // Area of central chunk
500 node_min = blockpos_min * MAP_BLOCKSIZE;
501 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
503 // Full allocated area
504 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
505 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
507 central_area_size = node_max - node_min + v3s16(1, 1, 1);
508 assert(central_area_size.X == central_area_size.Z);
510 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
511 * (blockpos_max.Y - blockpos_min.Y + 1)
512 * (blockpos_max.Z - blockpos_max.Z + 1);
514 volume_nodes = volume_blocks *
515 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
517 // Create a block-specific seed
518 blockseed = get_blockseed(data->seed, full_node_min);
523 // Maximum height of the stone surface and obstacles.
524 // This is used to guide the cave generation
525 s16 stone_surface_max_y;
527 // Generate general ground level to full area
528 stone_surface_max_y = generateGround();
530 // Create initial heightmap to limit caves
531 updateHeightmap(node_min, node_max);
533 const s16 max_spread_amount = MAP_BLOCKSIZE;
534 // Limit dirt flow area by 1 because mud is flown into neighbors.
535 s16 mudflow_minpos = -max_spread_amount + 1;
536 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
538 // Loop this part, it will make stuff look older and newer nicely
539 const u32 age_loops = 2;
540 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
541 // Make caves (this code is relatively horrible)
542 if (flags & MG_CAVES)
543 generateCaves(stone_surface_max_y);
545 // Add mud to the central chunk
548 // Flow mud away from steep edges
549 if (spflags & MGV6_MUDFLOW)
550 flowMud(mudflow_minpos, mudflow_maxpos);
554 // Update heightmap after mudflow
555 updateHeightmap(node_min, node_max);
558 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
562 dp.c_water = c_water_source;
563 dp.c_river_water = c_water_source;
566 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
567 dp.y_max = MAX_MAP_GENERATION_LIMIT;
568 dp.np_density = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
569 dp.np_alt_wall = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
571 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
572 dp.c_wall = c_desert_stone;
573 dp.c_alt_wall = CONTENT_IGNORE;
574 dp.c_stair = c_desert_stone;
576 dp.diagonal_dirs = true;
577 dp.holesize = v3s16(2, 3, 2);
578 dp.roomsize = v3s16(2, 5, 2);
579 dp.notifytype = GENNOTIFY_TEMPLE;
581 dp.c_wall = c_cobble;
582 dp.c_alt_wall = c_mossycobble;
583 dp.c_stair = c_stair_cobble;
585 dp.diagonal_dirs = false;
586 dp.holesize = v3s16(1, 2, 1);
587 dp.roomsize = v3s16(0, 0, 0);
588 dp.notifytype = GENNOTIFY_DUNGEON;
591 DungeonGen dgen(ndef, &gennotify, &dp);
592 dgen.generate(vm, blockseed, full_node_min, full_node_max);
595 // Add top and bottom side of water to transforming_liquid queue
596 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
601 // Generate some trees, and add grass, if a jungle
602 if (spflags & MGV6_TREES)
603 placeTreesAndJungleGrass();
605 // Generate the registered decorations
606 if (flags & MG_DECORATIONS)
607 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
609 // Generate the registered ores
610 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
612 // Calculate lighting
613 if (flags & MG_LIGHT)
614 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
615 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
616 full_node_min, full_node_max);
618 this->generating = false;
622 void MapgenV6::calculateNoise()
626 int fx = full_node_min.X;
627 int fz = full_node_min.Z;
629 if (!(spflags & MGV6_FLAT)) {
630 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
631 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
632 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
633 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
634 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
637 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
639 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
640 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
641 // Humidity map does not need range limiting 0 to 1,
642 // only humidity at point does
646 int MapgenV6::generateGround()
648 //TimeTaker timer1("Generating ground level");
649 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
650 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
651 MapNode n_ice(c_ice);
652 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
655 for (s16 z = node_min.Z; z <= node_max.Z; z++)
656 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
658 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
661 if (surface_y > stone_surface_max_y)
662 stone_surface_max_y = surface_y;
664 BiomeV6Type bt = getBiome(v2s16(x, z));
666 // Fill ground with stone
667 v3s16 em = vm->m_area.getExtent();
668 u32 i = vm->m_area.index(x, node_min.Y, z);
669 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
670 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
671 if (y <= surface_y) {
672 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
673 && bt == BT_DESERT) ?
674 n_desert_stone : n_stone;
675 } else if (y <= water_level) {
676 vm->m_data[i] = (y >= MGV6_ICE_BASE
677 && bt == BT_TUNDRA) ?
678 n_ice : n_water_source;
680 vm->m_data[i] = n_air;
683 vm->m_area.add_y(em, i, 1);
687 return stone_surface_max_y;
691 void MapgenV6::addMud()
694 //TimeTaker timer1("add mud");
695 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
696 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
700 for (s16 z = node_min.Z; z <= node_max.Z; z++)
701 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
702 // Randomize mud amount
703 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
706 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
708 // Handle area not found
709 if (surface_y == vm->m_area.MinEdge.Y - 1)
712 BiomeV6Type bt = getBiome(v2s16(x, z));
713 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
715 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
717 } else if (mud_add_amount <= 0) {
718 mud_add_amount = 1 - mud_add_amount;
720 } else if (bt != BT_DESERT && getHaveBeach(index) &&
721 surface_y + mud_add_amount <= water_level + 2) {
725 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
726 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
728 /* If topmost node is grass, change it to mud. It might be if it was
729 // flown to there from a neighboring chunk and then converted.
730 u32 i = vm->m_area.index(x, surface_y, z);
731 if (vm->m_data[i].getContent() == c_dirt_with_grass)
732 vm->m_data[i] = n_dirt;*/
736 v3s16 em = vm->m_area.getExtent();
737 s16 y_start = surface_y + 1;
738 u32 i = vm->m_area.index(x, y_start, z);
739 for (s16 y = y_start; y <= node_max.Y; y++) {
740 if (mudcount >= mud_add_amount)
743 vm->m_data[i] = addnode;
746 vm->m_area.add_y(em, i, 1);
752 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
755 //TimeTaker timer1("flow mud");
757 // Iterate a few times
758 for (s16 k = 0; k < 3; k++) {
759 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
760 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
761 // Invert coordinates every 2nd iteration
763 x = mudflow_maxpos - (x - mudflow_minpos);
764 z = mudflow_maxpos - (z - mudflow_minpos);
767 // Node position in 2d
768 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
770 v3s16 em = vm->m_area.getExtent();
771 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
774 while (y >= node_min.Y) {
779 for (; y >= node_min.Y; y--) {
781 if (n->getContent() == c_dirt ||
782 n->getContent() == c_dirt_with_grass ||
783 n->getContent() == c_gravel)
786 vm->m_area.add_y(em, i, -1);
789 // Stop if out of area
790 //if(vmanip.m_area.contains(i) == false)
794 if (n->getContent() == c_dirt ||
795 n->getContent() == c_dirt_with_grass) {
796 // Make it exactly mud
797 n->setContent(c_dirt);
799 // Don't flow it if the stuff under it is not mud
802 vm->m_area.add_y(em, i2, -1);
803 // Cancel if out of area
804 if (vm->m_area.contains(i2) == false)
806 MapNode *n2 = &vm->m_data[i2];
807 if (n2->getContent() != c_dirt &&
808 n2->getContent() != c_dirt_with_grass)
814 v3s16(0, 0, 1), // back
815 v3s16(1, 0, 0), // right
816 v3s16(0, 0, -1), // front
817 v3s16(-1, 0, 0), // left
820 // Check that upper is air or doesn't exist.
821 // Cancel dropping if upper keeps it in place
823 vm->m_area.add_y(em, i3, 1);
824 if (vm->m_area.contains(i3) == true &&
825 ndef->get(vm->m_data[i3]).walkable)
829 for (u32 di = 0; di < 4; di++) {
830 v3s16 dirp = dirs4[di];
833 vm->m_area.add_p(em, i2, dirp);
834 // Fail if out of area
835 if (vm->m_area.contains(i2) == false)
837 // Check that side is air
838 MapNode *n2 = &vm->m_data[i2];
839 if (ndef->get(*n2).walkable)
841 // Check that under side is air
842 vm->m_area.add_y(em, i2, -1);
843 if (vm->m_area.contains(i2) == false)
845 n2 = &vm->m_data[i2];
846 if (ndef->get(*n2).walkable)
848 // Loop further down until not air
849 bool dropped_to_unknown = false;
851 vm->m_area.add_y(em, i2, -1);
852 n2 = &vm->m_data[i2];
853 // if out of known area
854 if (vm->m_area.contains(i2) == false ||
855 n2->getContent() == CONTENT_IGNORE) {
856 dropped_to_unknown = true;
859 } while (ndef->get(*n2).walkable == false);
860 // Loop one up so that we're in air
861 vm->m_area.add_y(em, i2, 1);
862 n2 = &vm->m_data[i2];
864 bool old_is_water = (n->getContent() == c_water_source);
865 // Move mud to new place
866 if (!dropped_to_unknown) {
868 // Set old place to be air (or water)
870 *n = MapNode(c_water_source);
872 *n = MapNode(CONTENT_AIR);
885 void MapgenV6::placeTreesAndJungleGrass()
887 //TimeTaker t("placeTrees");
888 if (node_max.Y < water_level)
891 PseudoRandom grassrandom(blockseed + 53);
892 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
893 // if we don't have junglegrass, don't place cignore... that's bad
894 if (c_junglegrass == CONTENT_IGNORE)
895 c_junglegrass = CONTENT_AIR;
896 MapNode n_junglegrass(c_junglegrass);
897 v3s16 em = vm->m_area.getExtent();
899 // Divide area into parts
901 s16 sidelen = central_area_size.X / div;
902 double area = sidelen * sidelen;
904 // N.B. We must add jungle grass first, since tree leaves will
905 // obstruct the ground, giving us a false ground level
906 for (s16 z0 = 0; z0 < div; z0++)
907 for (s16 x0 = 0; x0 < div; x0++) {
908 // Center position of part of division
910 node_min.X + sidelen / 2 + sidelen * x0,
911 node_min.Z + sidelen / 2 + sidelen * z0
913 // Minimum edge of part of division
915 node_min.X + sidelen * x0,
916 node_min.Z + sidelen * z0
918 // Maximum edge of part of division
920 node_min.X + sidelen + sidelen * x0 - 1,
921 node_min.Z + sidelen + sidelen * z0 - 1
924 // Get biome at center position of part of division
925 BiomeV6Type bt = getBiome(p2d_center);
929 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
930 tree_count = area * getTreeAmount(p2d_center);
938 if (bt == BT_JUNGLE) {
939 float humidity = getHumidity(p2d_center);
940 u32 grass_count = 5 * humidity * tree_count;
941 for (u32 i = 0; i < grass_count; i++) {
942 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
943 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
944 int mapindex = central_area_size.X * (z - node_min.Z)
946 s16 y = heightmap[mapindex];
950 u32 vi = vm->m_area.index(x, y, z);
951 // place on dirt_with_grass, since we know it is exposed to sunlight
952 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
953 vm->m_area.add_y(em, vi, 1);
954 vm->m_data[vi] = n_junglegrass;
959 // Put trees in random places on part of division
960 for (u32 i = 0; i < tree_count; i++) {
961 s16 x = myrand_range(p2d_min.X, p2d_max.X);
962 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
963 int mapindex = central_area_size.X * (z - node_min.Z)
965 s16 y = heightmap[mapindex];
966 // Don't make a tree under water level
967 // Don't make a tree so high that it doesn't fit
968 if (y < water_level || y > node_max.Y - 6)
972 // Trees grow only on mud and grass and snowblock
974 u32 i = vm->m_area.index(p);
975 content_t c = vm->m_data[i].getContent();
977 c != c_dirt_with_grass &&
978 c != c_dirt_with_snow &&
985 if (bt == BT_JUNGLE) {
986 treegen::make_jungletree(*vm, p, ndef, myrand());
987 } else if (bt == BT_TAIGA) {
988 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
989 } else if (bt == BT_NORMAL) {
990 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
991 getHaveAppleTree(v2s16(x, z));
992 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
996 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1000 void MapgenV6::growGrass() // Add surface nodes
1002 MapNode n_dirt_with_grass(c_dirt_with_grass);
1003 MapNode n_dirt_with_snow(c_dirt_with_snow);
1004 MapNode n_snowblock(c_snowblock);
1005 MapNode n_snow(c_snow);
1006 v3s16 em = vm->m_area.getExtent();
1009 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1010 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1011 // Find the lowest surface to which enough light ends up to make
1012 // grass grow. Basically just wait until not air and not leaves.
1015 u32 i = vm->m_area.index(x, node_max.Y, z);
1017 // Go to ground level
1018 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1019 MapNode &n = vm->m_data[i];
1020 if (ndef->get(n).param_type != CPT_LIGHT ||
1021 ndef->get(n).liquid_type != LIQUID_NONE ||
1022 n.getContent() == c_ice)
1024 vm->m_area.add_y(em, i, -1);
1026 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1029 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1030 u32 i = vm->m_area.index(x, surface_y, z);
1031 content_t c = vm->m_data[i].getContent();
1032 if (surface_y >= water_level - 20) {
1033 if (bt == BT_TAIGA && c == c_dirt) {
1034 vm->m_data[i] = n_snowblock;
1035 vm->m_area.add_y(em, i, -1);
1036 vm->m_data[i] = n_dirt_with_snow;
1037 } else if (bt == BT_TUNDRA) {
1039 vm->m_data[i] = n_dirt_with_snow;
1040 } else if (c == c_stone && surface_y < node_max.Y) {
1041 vm->m_area.add_y(em, i, 1);
1042 vm->m_data[i] = n_snow;
1044 } else if (c == c_dirt) {
1045 vm->m_data[i] = n_dirt_with_grass;
1052 void MapgenV6::generateCaves(int max_stone_y)
1054 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1055 int volume_nodes = (node_max.X - node_min.X + 1) *
1056 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1057 cave_amount = MYMAX(0.0, cave_amount);
1058 u32 caves_count = cave_amount * volume_nodes / 50000;
1059 u32 bruises_count = 1;
1060 PseudoRandom ps(blockseed + 21343);
1061 PseudoRandom ps2(blockseed + 1032);
1063 if (ps.range(1, 6) == 1)
1064 bruises_count = ps.range(0, ps.range(0, 2));
1066 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1071 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1072 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1074 bool large_cave = (i >= caves_count);
1075 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1076 large_cave, max_stone_y, heightmap);