3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
26 //#include "serverobject.h"
27 #include "content_sao.h"
29 #include "content_mapnode.h" // For content_mapnode_get_new_name
30 #include "voxelalgorithms.h"
32 #include "settings.h" // For g_settings
33 #include "main.h" // For g_profiler
35 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
42 FlagDesc flagdesc_mapgen_v6[] = {
43 {"jungles", MGV6_JUNGLES},
44 {"biomeblend", MGV6_BIOMEBLEND},
45 {"mudflow", MGV6_MUDFLOW},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->ystride = csize.X; //////fix this
58 this->heightmap = new s16[csize.X * csize.Z];
60 initHeightMap(this->heightmap, csize.X * csize.Z);
62 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
63 this->spflags = sp->spflags;
64 this->freq_desert = sp->freq_desert;
65 this->freq_beach = sp->freq_beach;
67 np_cave = &sp->np_cave;
68 np_humidity = &sp->np_humidity;
69 np_trees = &sp->np_trees;
70 np_apple_trees = &sp->np_apple_trees;
72 //// Create noise objects
73 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
74 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
75 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
76 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
77 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
78 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
79 noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
81 //// Resolve nodes to be used
82 INodeDefManager *ndef = emerge->ndef;
84 c_stone = ndef->getId("mapgen_stone");
85 c_dirt = ndef->getId("mapgen_dirt");
86 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
87 c_sand = ndef->getId("mapgen_sand");
88 c_water_source = ndef->getId("mapgen_water_source");
89 c_lava_source = ndef->getId("mapgen_lava_source");
90 c_gravel = ndef->getId("mapgen_gravel");
91 c_cobble = ndef->getId("mapgen_cobble");
92 c_desert_sand = ndef->getId("mapgen_desert_sand");
93 c_desert_stone = ndef->getId("mapgen_desert_stone");
94 c_mossycobble = ndef->getId("mapgen_mossycobble");
95 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
96 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
97 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
98 if (c_desert_sand == CONTENT_IGNORE)
99 c_desert_sand = c_sand;
100 if (c_desert_stone == CONTENT_IGNORE)
101 c_desert_stone = c_stone;
102 if (c_mossycobble == CONTENT_IGNORE)
103 c_mossycobble = c_cobble;
104 if (c_sandbrick == CONTENT_IGNORE)
105 c_sandbrick = c_desert_stone;
106 if (c_stair_cobble == CONTENT_IGNORE)
107 c_stair_cobble = c_cobble;
108 if (c_stair_sandstone == CONTENT_IGNORE)
109 c_stair_sandstone = c_sandbrick;
113 MapgenV6::~MapgenV6()
115 delete noise_terrain_base;
116 delete noise_terrain_higher;
117 delete noise_steepness;
118 delete noise_height_select;
127 MapgenV6Params::MapgenV6Params()
129 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
133 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
134 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
135 np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
136 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
137 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
138 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
139 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
140 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
141 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
142 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
143 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
147 void MapgenV6Params::readParams(const Settings *settings)
149 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
150 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
151 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
153 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
154 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
155 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
156 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
157 settings->getNoiseParams("mgv6_np_mud", np_mud);
158 settings->getNoiseParams("mgv6_np_beach", np_beach);
159 settings->getNoiseParams("mgv6_np_biome", np_biome);
160 settings->getNoiseParams("mgv6_np_cave", np_cave);
161 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
162 settings->getNoiseParams("mgv6_np_trees", np_trees);
163 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
167 void MapgenV6Params::writeParams(Settings *settings) const
169 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
170 settings->setFloat("mgv6_freq_desert", freq_desert);
171 settings->setFloat("mgv6_freq_beach", freq_beach);
173 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
174 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
175 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
176 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
177 settings->setNoiseParams("mgv6_np_mud", np_mud);
178 settings->setNoiseParams("mgv6_np_beach", np_beach);
179 settings->setNoiseParams("mgv6_np_biome", np_biome);
180 settings->setNoiseParams("mgv6_np_cave", np_cave);
181 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
182 settings->setNoiseParams("mgv6_np_trees", np_trees);
183 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
187 //////////////////////// Some helper functions for the map generator
190 // Returns Y one under area minimum if not found
191 s16 MapgenV6::find_stone_level(v2s16 p2d)
193 v3s16 em = vm->m_area.getExtent();
194 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
195 s16 y_nodes_min = vm->m_area.MinEdge.Y;
196 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
199 for (y = y_nodes_max; y >= y_nodes_min; y--) {
200 MapNode &n = vm->m_data[i];
201 content_t c = n.getContent();
202 if (c != CONTENT_IGNORE && (
203 c == c_stone || c == c_desert_stone))
206 vm->m_area.add_y(em, i, -1);
208 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
212 // Required by mapgen.h
213 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
215 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
216 seed, v2s16(blockpos.X, blockpos.Z));*/
217 // Nah, this is just a heuristic, just return something
218 s16 minimum_groundlevel = water_level;
220 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
227 //////////////////////// Base terrain height functions
229 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
230 float steepness, float height_select)
232 float base = 1 + terrain_base;
233 float higher = 1 + terrain_higher;
235 // Limit higher ground level to at least base
239 // Steepness factor of cliffs
241 b = rangelim(b, 0.0, 1000.0);
242 b = 5 * b * b * b * b * b * b * b;
243 b = rangelim(b, 0.5, 1000.0);
245 // Values 1.5...100 give quite horrible looking slopes
246 if (b > 1.5 && b < 100.0)
247 b = (b < 10.0) ? 1.5 : 100.0;
249 float a_off = -0.20; // Offset to more low
250 float a = 0.5 + b * (a_off + height_select);
251 a = rangelim(a, 0.0, 1.0); // Limit
253 return base * (1.0 - a) + higher * a;
257 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
262 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
263 p.X, 0.5, p.Y, 0.5, seed);
264 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
265 p.X, 0.5, p.Y, 0.5, seed);
266 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
267 p.X, 0.5, p.Y, 0.5, seed);
268 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
269 p.X, 0.5, p.Y, 0.5, seed);
271 return baseTerrainLevel(terrain_base, terrain_higher,
272 steepness, height_select);
276 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
278 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
279 return baseTerrainLevelFromMap(index);
283 float MapgenV6::baseTerrainLevelFromMap(int index)
288 float terrain_base = noise_terrain_base->result[index];
289 float terrain_higher = noise_terrain_higher->result[index];
290 float steepness = noise_steepness->result[index];
291 float height_select = noise_height_select->result[index];
293 return baseTerrainLevel(terrain_base, terrain_higher,
294 steepness, height_select);
298 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
300 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
304 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
306 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
310 //////////////////////// Noise functions
312 float MapgenV6::getMudAmount(v2s16 p)
314 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
315 return getMudAmount(index);
319 bool MapgenV6::getHaveBeach(v2s16 p)
321 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
322 return getHaveBeach(index);
326 BiomeV6Type MapgenV6::getBiome(v2s16 p)
328 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
329 return getBiome(index, p);
333 float MapgenV6::getHumidity(v2s16 p)
335 /*double noise = noise2d_perlin(
336 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
337 seed+72384, 4, 0.66);
338 noise = (noise + 1.0)/2.0;*/
340 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
350 float MapgenV6::getTreeAmount(v2s16 p)
352 /*double noise = noise2d_perlin(
353 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
356 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
357 float zeroval = -0.39;
361 return 0.04 * (noise-zeroval) / (1.0-zeroval);
365 bool MapgenV6::getHaveAppleTree(v2s16 p)
367 /*is_apple_tree = noise2d_perlin(
368 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
369 data->seed+342902, 3, 0.45) > 0.2;*/
371 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
377 float MapgenV6::getMudAmount(int index)
380 return AVERAGE_MUD_AMOUNT;
382 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
383 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
384 seed+91013, 3, 0.55));*/
386 return noise_mud->result[index];
390 bool MapgenV6::getHaveBeach(int index)
392 // Determine whether to have sand here
393 /*double sandnoise = noise2d_perlin(
394 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
395 seed+59420, 3, 0.50);*/
397 float sandnoise = noise_beach->result[index];
398 return (sandnoise > freq_beach);
402 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
404 // Just do something very simple as for now
405 /*double d = noise2d_perlin(
406 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
407 seed+9130, 3, 0.50);*/
409 float d = noise_biome->result[index];
413 if ((spflags & MGV6_BIOMEBLEND) &&
414 (d > freq_desert - 0.10) &&
415 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
422 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
424 s32 x=p.X, y=p.Y, z=p.Z;
425 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
429 //////////////////////// Map generator
431 void MapgenV6::makeChunk(BlockMakeData *data)
434 assert(data->vmanip);
435 assert(data->nodedef);
436 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
437 data->blockpos_requested.Y >= data->blockpos_min.Y &&
438 data->blockpos_requested.Z >= data->blockpos_min.Z);
439 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
440 data->blockpos_requested.Y <= data->blockpos_max.Y &&
441 data->blockpos_requested.Z <= data->blockpos_max.Z);
443 this->generating = true;
444 this->vm = data->vmanip;
445 this->ndef = data->nodedef;
447 // Hack: use minimum block coords for old code that assumes a single block
448 v3s16 blockpos_min = data->blockpos_min;
449 v3s16 blockpos_max = data->blockpos_max;
451 // Area of central chunk
452 node_min = blockpos_min*MAP_BLOCKSIZE;
453 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
455 // Full allocated area
456 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
457 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
459 central_area_size = node_max - node_min + v3s16(1,1,1);
460 assert(central_area_size.X == central_area_size.Z);
462 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
463 * (blockpos_max.Y - blockpos_min.Y + 1)
464 * (blockpos_max.Z - blockpos_max.Z + 1);
466 volume_nodes = volume_blocks *
467 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
469 // Create a block-specific seed
470 blockseed = get_blockseed(data->seed, full_node_min);
475 // Maximum height of the stone surface and obstacles.
476 // This is used to guide the cave generation
477 s16 stone_surface_max_y;
479 // Generate general ground level to full area
480 stone_surface_max_y = generateGround();
482 generateExperimental();
484 const s16 max_spread_amount = MAP_BLOCKSIZE;
485 // Limit dirt flow area by 1 because mud is flown into neighbors.
486 s16 mudflow_minpos = -max_spread_amount + 1;
487 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
489 // Loop this part, it will make stuff look older and newer nicely
490 const u32 age_loops = 2;
491 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
492 // Make caves (this code is relatively horrible)
493 if (flags & MG_CAVES)
494 generateCaves(stone_surface_max_y);
496 // Add mud to the central chunk
499 // Add blobs of dirt and gravel underground
500 addDirtGravelBlobs();
502 // Flow mud away from steep edges
503 if (spflags & MGV6_MUDFLOW)
504 flowMud(mudflow_minpos, mudflow_maxpos);
508 // Create heightmap after mudflow
509 updateHeightmap(node_min, node_max);
512 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
515 dp.np_rarity = nparams_dungeon_rarity;
516 dp.np_density = nparams_dungeon_density;
517 dp.np_wetness = nparams_dungeon_wetness;
518 dp.c_water = c_water_source;
519 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
520 dp.c_cobble = c_cobble;
521 dp.c_moss = c_mossycobble;
522 dp.c_stair = c_stair_cobble;
524 dp.diagonal_dirs = false;
526 dp.holesize = v3s16(1, 2, 1);
527 dp.roomsize = v3s16(0, 0, 0);
528 dp.notifytype = GENNOTIFY_DUNGEON;
530 dp.c_cobble = c_sandbrick;
531 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
532 dp.c_stair = c_stair_sandstone;
534 dp.diagonal_dirs = true;
536 dp.holesize = v3s16(2, 3, 2);
537 dp.roomsize = v3s16(2, 5, 2);
538 dp.notifytype = GENNOTIFY_TEMPLE;
541 DungeonGen dgen(this, &dp);
542 dgen.generate(blockseed, full_node_min, full_node_max);
545 // Add top and bottom side of water to transforming_liquid queue
546 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
551 // Generate some trees, and add grass, if a jungle
552 if (flags & MG_TREES)
553 placeTreesAndJungleGrass();
555 // Generate the registered decorations
556 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
558 // Generate the registered ores
559 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
561 // Calculate lighting
562 if (flags & MG_LIGHT)
563 calcLighting(node_min, node_max);
565 this->generating = false;
569 void MapgenV6::calculateNoise()
574 if (!(flags & MG_FLAT)) {
575 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
576 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
577 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
578 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
579 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
582 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
583 noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
587 int MapgenV6::generateGround()
589 //TimeTaker timer1("Generating ground level");
590 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
591 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
592 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
595 for (s16 z = node_min.Z; z <= node_max.Z; z++)
596 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
598 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
601 if (surface_y > stone_surface_max_y)
602 stone_surface_max_y = surface_y;
604 BiomeV6Type bt = getBiome(index, v2s16(x, z));
606 // Fill ground with stone
607 v3s16 em = vm->m_area.getExtent();
608 u32 i = vm->m_area.index(x, node_min.Y, z);
609 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
610 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
611 if (y <= surface_y) {
612 vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
613 n_desert_stone : n_stone;
614 } else if (y <= water_level) {
615 vm->m_data[i] = n_water_source;
617 vm->m_data[i] = n_air;
620 vm->m_area.add_y(em, i, 1);
624 return stone_surface_max_y;
628 void MapgenV6::addMud()
631 //TimeTaker timer1("add mud");
632 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
633 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
637 for (s16 z = node_min.Z; z <= node_max.Z; z++)
638 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
639 // Randomize mud amount
640 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
643 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
645 // Handle area not found
646 if (surface_y == vm->m_area.MinEdge.Y - 1)
649 BiomeV6Type bt = getBiome(index, v2s16(x, z));
650 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
652 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
654 } else if (mud_add_amount <= 0) {
655 mud_add_amount = 1 - mud_add_amount;
657 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
658 surface_y + mud_add_amount <= water_level + 2) {
662 if (bt == BT_DESERT && surface_y > 20)
663 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
665 // If topmost node is grass, change it to mud. It might be if it was
666 // flown to there from a neighboring chunk and then converted.
667 u32 i = vm->m_area.index(x, surface_y, z);
668 if (vm->m_data[i].getContent() == c_dirt_with_grass)
669 vm->m_data[i] = n_dirt;
673 v3s16 em = vm->m_area.getExtent();
674 s16 y_start = surface_y + 1;
675 i = vm->m_area.index(x, y_start, z);
676 for (s16 y = y_start; y <= node_max.Y; y++) {
677 if (mudcount >= mud_add_amount)
680 vm->m_data[i] = addnode;
683 vm->m_area.add_y(em, i, 1);
689 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
692 TimeTaker timer1("flow mud");
694 // Iterate a few times
695 for(s16 k = 0; k < 3; k++) {
696 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
697 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
698 // Invert coordinates every 2nd iteration
700 x = mudflow_maxpos - (x - mudflow_minpos);
701 z = mudflow_maxpos - (z - mudflow_minpos);
704 // Node position in 2d
705 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
707 v3s16 em = vm->m_area.getExtent();
708 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
711 while(y >= node_min.Y)
718 for(; y >= node_min.Y; y--) {
720 if (n->getContent() == c_dirt ||
721 n->getContent() == c_dirt_with_grass ||
722 n->getContent() == c_gravel)
725 vm->m_area.add_y(em, i, -1);
728 // Stop if out of area
729 //if(vmanip.m_area.contains(i) == false)
733 if (n->getContent() == c_dirt ||
734 n->getContent() == c_dirt_with_grass)
736 // Make it exactly mud
737 n->setContent(c_dirt);
739 // Don't flow it if the stuff under it is not mud
742 vm->m_area.add_y(em, i2, -1);
743 // Cancel if out of area
744 if(vm->m_area.contains(i2) == false)
746 MapNode *n2 = &vm->m_data[i2];
747 if (n2->getContent() != c_dirt &&
748 n2->getContent() != c_dirt_with_grass)
754 v3s16(0,0,1), // back
755 v3s16(1,0,0), // right
756 v3s16(0,0,-1), // front
757 v3s16(-1,0,0), // left
760 // Check that upper is air or doesn't exist.
761 // Cancel dropping if upper keeps it in place
763 vm->m_area.add_y(em, i3, 1);
764 if (vm->m_area.contains(i3) == true &&
765 ndef->get(vm->m_data[i3]).walkable)
769 for(u32 di=0; di<4; di++) {
770 v3s16 dirp = dirs4[di];
773 vm->m_area.add_p(em, i2, dirp);
774 // Fail if out of area
775 if (vm->m_area.contains(i2) == false)
777 // Check that side is air
778 MapNode *n2 = &vm->m_data[i2];
779 if (ndef->get(*n2).walkable)
781 // Check that under side is air
782 vm->m_area.add_y(em, i2, -1);
783 if (vm->m_area.contains(i2) == false)
785 n2 = &vm->m_data[i2];
786 if (ndef->get(*n2).walkable)
788 // Loop further down until not air
789 bool dropped_to_unknown = false;
791 vm->m_area.add_y(em, i2, -1);
792 n2 = &vm->m_data[i2];
793 // if out of known area
794 if(vm->m_area.contains(i2) == false ||
795 n2->getContent() == CONTENT_IGNORE) {
796 dropped_to_unknown = true;
799 } while (ndef->get(*n2).walkable == false);
800 // Loop one up so that we're in air
801 vm->m_area.add_y(em, i2, 1);
802 n2 = &vm->m_data[i2];
804 bool old_is_water = (n->getContent() == c_water_source);
805 // Move mud to new place
806 if (!dropped_to_unknown) {
808 // Set old place to be air (or water)
810 *n = MapNode(c_water_source);
812 *n = MapNode(CONTENT_AIR);
825 void MapgenV6::addDirtGravelBlobs()
827 if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
830 PseudoRandom pr(blockseed + 983);
831 for (int i = 0; i < volume_nodes/10/10/10; i++) {
832 bool only_fill_cave = (myrand_range(0,1) != 0);
839 pr.range(node_min.X, node_max.X) - size.X / 2,
840 pr.range(node_min.Y, node_max.Y) - size.Y / 2,
841 pr.range(node_min.Z, node_max.Z) - size.Z / 2
844 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
845 for (int z1 = 0; z1 < size.Z; z1++)
846 for (int y1 = 0; y1 < size.Y; y1++)
847 for (int x1 = 0; x1 < size.X; x1++) {
848 v3s16 p = p0 + v3s16(x1, y1, z1);
849 u32 i = vm->m_area.index(p);
850 if (!vm->m_area.contains(i))
852 // Cancel if not stone and not cave air
853 if (vm->m_data[i].getContent() != c_stone &&
854 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
856 if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
864 void MapgenV6::placeTreesAndJungleGrass()
866 //TimeTaker t("placeTrees");
867 if (node_max.Y < water_level)
870 PseudoRandom grassrandom(blockseed + 53);
871 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
872 // if we don't have junglegrass, don't place cignore... that's bad
873 if (c_junglegrass == CONTENT_IGNORE)
874 c_junglegrass = CONTENT_AIR;
875 MapNode n_junglegrass(c_junglegrass);
876 v3s16 em = vm->m_area.getExtent();
878 // Divide area into parts
880 s16 sidelen = central_area_size.X / div;
881 double area = sidelen * sidelen;
883 // N.B. We must add jungle grass first, since tree leaves will
884 // obstruct the ground, giving us a false ground level
885 for (s16 z0 = 0; z0 < div; z0++)
886 for (s16 x0 = 0; x0 < div; x0++) {
887 // Center position of part of division
889 node_min.X + sidelen / 2 + sidelen * x0,
890 node_min.Z + sidelen / 2 + sidelen * z0
892 // Minimum edge of part of division
894 node_min.X + sidelen * x0,
895 node_min.Z + sidelen * z0
897 // Maximum edge of part of division
899 node_min.X + sidelen + sidelen * x0 - 1,
900 node_min.Z + sidelen + sidelen * z0 - 1
903 // Amount of trees, jungle area
904 u32 tree_count = area * getTreeAmount(p2d_center);
907 bool is_jungle = false;
908 if (spflags & MGV6_JUNGLES) {
909 humidity = getHumidity(p2d_center);
910 if (humidity > 0.75) {
918 u32 grass_count = 5 * humidity * tree_count;
919 for (u32 i = 0; i < grass_count; i++) {
920 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
921 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
923 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
924 if (y < water_level || y < node_min.Y || y > node_max.Y)
927 u32 vi = vm->m_area.index(x, y, z);
928 // place on dirt_with_grass, since we know it is exposed to sunlight
929 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
930 vm->m_area.add_y(em, vi, 1);
931 vm->m_data[vi] = n_junglegrass;
936 // Put trees in random places on part of division
937 for (u32 i = 0; i < tree_count; i++) {
938 s16 x = myrand_range(p2d_min.X, p2d_max.X);
939 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
940 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
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
949 u32 i = vm->m_area.index(p);
950 MapNode *n = &vm->m_data[i];
951 if (n->getContent() != c_dirt &&
952 n->getContent() != c_dirt_with_grass)
959 treegen::make_jungletree(*vm, p, ndef, myrand());
961 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
962 getHaveAppleTree(v2s16(x, z));
963 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
967 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
971 void MapgenV6::growGrass()
973 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
974 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
975 // Find the lowest surface to which enough light ends up to make
976 // grass grow. Basically just wait until not air and not leaves.
979 v3s16 em = vm->m_area.getExtent();
980 u32 i = vm->m_area.index(x, node_max.Y, z);
982 // Go to ground level
983 for (y = node_max.Y; y >= full_node_min.Y; y--) {
984 MapNode &n = vm->m_data[i];
985 if (ndef->get(n).param_type != CPT_LIGHT ||
986 ndef->get(n).liquid_type != LIQUID_NONE)
988 vm->m_area.add_y(em, i, -1);
990 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
993 u32 i = vm->m_area.index(x, surface_y, z);
994 MapNode *n = &vm->m_data[i];
995 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
996 n->setContent(c_dirt_with_grass);
1001 void MapgenV6::generateCaves(int max_stone_y)
1003 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1004 int volume_nodes = (node_max.X - node_min.X + 1) *
1005 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1006 cave_amount = MYMAX(0.0, cave_amount);
1007 u32 caves_count = cave_amount * volume_nodes / 50000;
1008 u32 bruises_count = 1;
1009 PseudoRandom ps(blockseed + 21343);
1010 PseudoRandom ps2(blockseed + 1032);
1012 if (ps.range(1, 6) == 1)
1013 bruises_count = ps.range(0, ps.range(0, 2));
1015 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1020 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1021 bool large_cave = (i >= caves_count);
1022 CaveV6 cave(this, &ps, &ps2, large_cave);
1024 cave.makeCave(node_min, node_max, max_stone_y);