3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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 "content_sao.h"
29 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
61 this->zstride = csize.X * csize.Y;
63 this->biomemap = new u8[csize.X * csize.Z];
64 this->heightmap = new s16[csize.X * csize.Z];
65 this->ridge_heightmap = new s16[csize.X * csize.Z];
67 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
68 this->spflags = sp->spflags;
71 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
72 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
73 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
74 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
75 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
76 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
77 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
80 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
81 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
82 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
83 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
86 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
87 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
89 //// Resolve nodes to be used
90 INodeDefManager *ndef = emerge->ndef;
92 c_stone = ndef->getId("mapgen_stone");
93 c_dirt = ndef->getId("mapgen_dirt");
94 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
95 c_sand = ndef->getId("mapgen_sand");
96 c_water_source = ndef->getId("mapgen_water_source");
97 c_lava_source = ndef->getId("mapgen_lava_source");
98 c_ice = ndef->getId("default:ice");
99 if (c_ice == CONTENT_IGNORE)
104 MapgenV7::~MapgenV7()
106 delete noise_terrain_base;
107 delete noise_terrain_persist;
108 delete noise_height_select;
109 delete noise_terrain_alt;
110 delete noise_filler_depth;
111 delete noise_mount_height;
112 delete noise_ridge_uwater;
113 delete noise_mountain;
119 delete noise_humidity;
121 delete[] ridge_heightmap;
127 MapgenV7Params::MapgenV7Params()
129 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
131 np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
132 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
133 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
134 np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
135 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
136 np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
137 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
138 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
139 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
140 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
141 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
145 void MapgenV7Params::readParams(Settings *settings)
147 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
149 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
150 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
151 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
152 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
153 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
154 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
155 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
156 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
157 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
158 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
159 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
163 void MapgenV7Params::writeParams(Settings *settings)
165 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
167 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
168 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
169 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
170 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
171 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
172 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
173 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
174 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
175 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
176 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
177 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
181 ///////////////////////////////////////
184 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
186 // Base terrain calculation
187 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
189 // Ridge/river terrain calculation
191 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
192 // actually computing the depth of the ridge is much more expensive;
193 // if inside a river, simply guess
194 if (fabs(uwatern) <= width)
195 return water_level - 10;
197 // Mountain terrain calculation
198 int iters = 128; // don't even bother iterating more than 128 times..
200 //current point would have been air
201 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
211 void MapgenV7::makeChunk(BlockMakeData *data)
213 assert(data->vmanip);
214 assert(data->nodedef);
215 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
216 data->blockpos_requested.Y >= data->blockpos_min.Y &&
217 data->blockpos_requested.Z >= data->blockpos_min.Z);
218 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
219 data->blockpos_requested.Y <= data->blockpos_max.Y &&
220 data->blockpos_requested.Z <= data->blockpos_max.Z);
222 this->generating = true;
223 this->vm = data->vmanip;
224 this->ndef = data->nodedef;
225 //TimeTaker t("makeChunk");
227 v3s16 blockpos_min = data->blockpos_min;
228 v3s16 blockpos_max = data->blockpos_max;
229 node_min = blockpos_min * MAP_BLOCKSIZE;
230 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
231 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
232 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234 blockseed = getBlockSeed2(full_node_min, seed);
239 // Generate base terrain, mountains, and ridges with initial heightmaps
240 s16 stone_surface_max_y = generateTerrain();
243 updateHeightmap(node_min, node_max);
245 // Create biomemap at heightmap surface
246 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
247 noise_humidity->result, heightmap, biomemap);
249 // Actually place the biome-specific nodes
250 generateBiomes(noise_heat->result, noise_humidity->result);
252 if (flags & MG_CAVES)
253 generateCaves(stone_surface_max_y);
255 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
256 DungeonGen dgen(this, NULL);
257 dgen.generate(blockseed, full_node_min, full_node_max);
260 // Generate the registered decorations
261 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
263 // Generate the registered ores
264 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
266 // Sprinkle some dust on top after everything else was generated
269 //printf("makeChunk: %dms\n", t.stop());
271 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
273 if (flags & MG_LIGHT)
274 calcLighting(node_min, node_max);
275 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
276 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
278 this->generating = false;
282 void MapgenV7::calculateNoise()
284 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
289 noise_terrain_persist->perlinMap2D(x, z);
290 float *persistmap = noise_terrain_persist->result;
292 noise_terrain_base->perlinMap2D(x, z, persistmap);
293 noise_terrain_alt->perlinMap2D(x, z, persistmap);
294 noise_height_select->perlinMap2D(x, z);
296 if (flags & MG_CAVES) {
297 noise_cave1->perlinMap3D(x, y, z);
298 noise_cave2->perlinMap3D(x, y, z);
301 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
302 noise_ridge->perlinMap3D(x, y, z);
303 noise_ridge_uwater->perlinMap2D(x, z);
306 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
307 noise_mountain->perlinMap3D(x, y, z);
308 noise_mount_height->perlinMap2D(x, z);
311 if (node_max.Y >= water_level) {
312 noise_filler_depth->perlinMap2D(x, z);
313 noise_heat->perlinMap2D(x, z);
314 noise_humidity->perlinMap2D(x, z);
316 //printf("calculateNoise: %dus\n", t.stop());
320 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
322 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
323 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
324 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
326 return bmgr->getBiome(heat, humidity, groundlevel);
329 //needs to be updated
330 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
332 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
333 hselect = rangelim(hselect, 0.0, 1.0);
335 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
337 noise_terrain_base->np.persist = persist;
338 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
340 noise_terrain_alt->np.persist = persist;
341 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
343 if (height_alt > height_base)
346 return (height_base * hselect) + (height_alt * (1.0 - hselect));
350 float MapgenV7::baseTerrainLevelFromMap(int index)
352 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
353 float height_base = noise_terrain_base->result[index];
354 float height_alt = noise_terrain_alt->result[index];
356 if (height_alt > height_base)
359 return (height_base * hselect) + (height_alt * (1.0 - hselect));
363 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
365 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
366 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
367 return mnt_n * mnt_h_n >= (float)y;
371 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
373 float mounthn = noise_mount_height->result[idx_xz];
374 float mountn = noise_mountain->result[idx_xyz];
375 return mountn * mounthn >= (float)y;
380 void MapgenV7::carveRivers() {
381 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
382 MapNode n_stone(c_stone);
387 for (s16 z = node_min.Z; z <= node_max.Z; z++)
388 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
389 float terrain_mod = noise_terrain_mod->result[index];
390 NoiseParams *np = noise_terrain_river->np;
391 np.persist = noise_terrain_persist->result[index];
392 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
393 float height = terrain_river * (1 - abs(terrain_mod)) *
394 noise_terrain_river->np.scale;
395 height = log(height * height); //log(h^3) is pretty interesting for terrain
397 s16 y = heightmap[index];
398 if (height < 1.0 && y > river_depth &&
399 y - river_depth >= node_min.Y && y <= node_max.Y) {
401 for (s16 ry = y; ry != y - river_depth; ry--) {
402 u32 vi = vm->m_area.index(x, ry, z);
403 vm->m_data[vi] = n_air;
406 u32 vi = vm->m_area.index(x, y - river_depth, z);
407 vm->m_data[vi] = n_water_source;
414 int MapgenV7::generateTerrain()
416 int ymax = generateBaseTerrain();
418 if (spflags & MGV7_MOUNTAINS)
419 ymax = generateMountainTerrain(ymax);
421 if (spflags & MGV7_RIDGES)
422 generateRidgeTerrain();
428 int MapgenV7::generateBaseTerrain()
430 MapNode n_air(CONTENT_AIR);
431 MapNode n_stone(c_stone);
432 MapNode n_water(c_water_source);
434 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
435 v3s16 em = vm->m_area.getExtent();
438 for (s16 z = node_min.Z; z <= node_max.Z; z++)
439 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
440 float surface_height = baseTerrainLevelFromMap(index);
441 s16 surface_y = (s16)surface_height;
443 heightmap[index] = surface_y;
444 ridge_heightmap[index] = surface_y;
446 if (surface_y > stone_surface_max_y)
447 stone_surface_max_y = surface_y;
449 u32 i = vm->m_area.index(x, node_min.Y, z);
450 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
451 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
453 vm->m_data[i] = n_stone;
454 else if (y <= water_level)
455 vm->m_data[i] = n_water;
457 vm->m_data[i] = n_air;
459 vm->m_area.add_y(em, i, 1);
463 return stone_surface_max_y;
467 int MapgenV7::generateMountainTerrain(int ymax)
472 MapNode n_stone(c_stone);
475 for (s16 z = node_min.Z; z <= node_max.Z; z++)
476 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
477 u32 vi = vm->m_area.index(node_min.X, y, z);
478 for (s16 x = node_min.X; x <= node_max.X; x++) {
479 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
480 content_t c = vm->m_data[vi].getContent();
482 if (getMountainTerrainFromMap(j, index, y)
483 && (c == CONTENT_AIR || c == c_water_source)) {
484 vm->m_data[vi] = n_stone;
498 void MapgenV7::generateRidgeTerrain()
500 if (node_max.Y < water_level)
503 MapNode n_water(c_water_source);
504 MapNode n_air(CONTENT_AIR);
506 float width = 0.2; // TODO: figure out acceptable perlin noise values
508 for (s16 z = node_min.Z; z <= node_max.Z; z++)
509 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
510 u32 vi = vm->m_area.index(node_min.X, y, z);
511 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
512 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
514 if (heightmap[j] < water_level - 16)
517 float uwatern = noise_ridge_uwater->result[j] * 2;
518 if (fabs(uwatern) > width)
521 float altitude = y - water_level;
522 float height_mod = (altitude + 17) / 2.5;
523 float width_mod = width - fabs(uwatern);
524 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
526 if (nridge + width_mod * height_mod < 0.6)
529 if (y < ridge_heightmap[j])
530 ridge_heightmap[j] = y - 1;
532 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
538 void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
540 if (node_max.Y < water_level)
543 MapNode n_air(CONTENT_AIR);
544 MapNode n_stone(c_stone);
545 MapNode n_water(c_water_source);
547 v3s16 em = vm->m_area.getExtent();
550 for (s16 z = node_min.Z; z <= node_max.Z; z++)
551 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
556 s16 depth_water_top = 0;
559 u32 i = vm->m_area.index(x, node_max.Y, z);
561 content_t c_above = vm->m_data[i + em.X].getContent();
562 bool have_air = c_above == CONTENT_AIR;
564 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
565 content_t c = vm->m_data[i].getContent();
567 // It could be the case that the elevation is equal to the chunk
568 // boundary, but the chunk above has not been generated yet
569 if (y == node_max.Y && c_above == CONTENT_IGNORE &&
570 y == heightmap[index] && c == c_stone) {
571 int j = (z - node_min.Z) * zstride +
572 (y - node_min.Y) * ystride +
574 have_air = !getMountainTerrainFromMap(j, index, y);
577 if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
578 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
579 dfiller = biome->depth_filler + noise_filler_depth->result[index];
580 y0_top = biome->depth_top;
581 y0_filler = biome->depth_top + dfiller;
582 depth_water_top = biome->depth_water_top;
585 if (c == c_stone && have_air) {
586 content_t c_below = vm->m_data[i - em.X].getContent();
588 if (c_below != CONTENT_AIR) {
589 if (nplaced < y0_top) {
590 vm->m_data[i] = MapNode(biome->c_top);
592 } else if (nplaced < y0_filler && nplaced >= y0_top) {
593 vm->m_data[i] = MapNode(biome->c_filler);
595 } else if (c == c_stone) {
598 vm->m_data[i] = MapNode(biome->c_stone);
603 } else if (c == c_stone) {
606 vm->m_data[i] = MapNode(biome->c_stone);
608 } else if (c == c_stone) {
611 vm->m_data[i] = MapNode(biome->c_stone);
612 } else if (c == c_water_source) {
615 if(y > water_level - depth_water_top)
616 vm->m_data[i] = MapNode(biome->c_water_top);
618 vm->m_data[i] = MapNode(biome->c_water);
619 } else if (c == CONTENT_AIR) {
624 vm->m_area.add_y(em, i, -1);
630 void MapgenV7::dustTopNodes()
632 if (node_max.Y < water_level)
635 v3s16 em = vm->m_area.getExtent();
638 for (s16 z = node_min.Z; z <= node_max.Z; z++)
639 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
640 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
642 if (biome->c_dust == CONTENT_IGNORE)
646 u32 vi = vm->m_area.index(x, y, z);
647 for (; y >= node_min.Y; y--) {
648 if (vm->m_data[vi].getContent() != CONTENT_AIR)
651 vm->m_area.add_y(em, vi, -1);
654 content_t c = vm->m_data[vi].getContent();
655 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
659 vm->m_area.add_y(em, vi, 1);
660 vm->m_data[vi] = MapNode(biome->c_dust);
667 void MapgenV7::addTopNodes()
669 v3s16 em = vm->m_area.getExtent();
673 for (s16 z = node_min.Z; z <= node_max.Z; z++)
674 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
675 Biome *biome = bmgr->biomes[biomemap[index]];
677 //////////////////// First, add top nodes below the ridge
678 s16 y = ridge_heightmap[index];
680 // This cutoff is good enough, but not perfect.
681 // It will cut off potentially placed top nodes at chunk boundaries
684 if (y > node_max.Y) {
685 y = node_max.Y; // Let's see if we can still go downward anyway
686 u32 vi = vm->m_area.index(x, y, z);
687 content_t c = vm->m_data[vi].getContent();
688 if (ndef->get(c).walkable)
692 // N.B. It is necessary to search downward since ridge_heightmap[i]
693 // might not be the actual height, just the lowest part in the chunk
694 // where a ridge had been carved
695 u32 i = vm->m_area.index(x, y, z);
696 for (; y >= node_min.Y; y--) {
697 content_t c = vm->m_data[i].getContent();
698 if (ndef->get(c).walkable)
700 vm->m_area.add_y(em, i, -1);
703 if (y != node_min.Y - 1 && y >= water_level) {
704 ridge_heightmap[index] = y; //update ridgeheight
705 ntopnodes = biome->top_depth;
706 for (; y <= node_max.Y && ntopnodes; y++) {
708 vm->m_data[i] = MapNode(biome->c_top);
709 vm->m_area.add_y(em, i, 1);
711 // If dirt, grow grass on it.
712 if (y > water_level - 10 &&
713 vm->m_data[i].getContent() == CONTENT_AIR) {
714 vm->m_area.add_y(em, i, -1);
715 if (vm->m_data[i].getContent() == c_dirt)
716 vm->m_data[i] = MapNode(c_dirt_with_grass);
720 //////////////////// Now, add top nodes on top of the ridge
721 y = heightmap[index];
722 if (y > node_max.Y) {
723 y = node_max.Y; // Let's see if we can still go downward anyway
724 u32 vi = vm->m_area.index(x, y, z);
725 content_t c = vm->m_data[vi].getContent();
726 if (ndef->get(c).walkable)
730 i = vm->m_area.index(x, y, z);
731 for (; y >= node_min.Y; y--) {
732 content_t c = vm->m_data[i].getContent();
733 if (ndef->get(c).walkable)
735 vm->m_area.add_y(em, i, -1);
738 if (y != node_min.Y - 1) {
739 ntopnodes = biome->top_depth;
740 // Let's see if we've already added it...
741 if (y == ridge_heightmap[index] + ntopnodes - 1)
744 for (; y <= node_max.Y && ntopnodes; y++) {
746 vm->m_data[i] = MapNode(biome->c_top);
747 vm->m_area.add_y(em, i, 1);
749 // If dirt, grow grass on it.
750 if (y > water_level - 10 &&
751 vm->m_data[i].getContent() == CONTENT_AIR) {
752 vm->m_area.add_y(em, i, -1);
753 if (vm->m_data[i].getContent() == c_dirt)
754 vm->m_data[i] = MapNode(c_dirt_with_grass);
762 void MapgenV7::generateCaves(int max_stone_y)
764 if (max_stone_y >= node_min.Y) {
768 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
769 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
770 u32 i = vm->m_area.index(node_min.X, y, z);
771 for (s16 x = node_min.X; x <= node_max.X;
772 x++, i++, index++, index2d++) {
773 Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
774 content_t c = vm->m_data[i].getContent();
775 if (c == CONTENT_AIR || (y <= water_level &&
776 c != biome->c_stone && c != c_stone))
779 float d1 = contour(noise_cave1->result[index]);
780 float d2 = contour(noise_cave2->result[index]);
782 vm->m_data[i] = MapNode(CONTENT_AIR);
790 PseudoRandom ps(blockseed + 21343);
791 u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
792 for (u32 i = 0; i < bruises_count; i++) {
793 CaveV7 cave(this, &ps);
794 cave.makeCave(node_min, node_max, max_stone_y);