3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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"
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 + 2);
63 this->biomemap = new u8[csize.X * csize.Z];
64 this->heightmap = new s16[csize.X * csize.Z];
66 this->humidmap = NULL;
67 this->ridge_heightmap = new s16[csize.X * csize.Z];
69 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
70 this->spflags = sp->spflags;
73 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
74 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
75 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
76 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
77 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
78 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
79 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
82 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
83 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
84 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
85 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
88 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
89 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
90 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
91 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
93 //// Resolve nodes to be used
94 INodeDefManager *ndef = emerge->ndef;
96 c_stone = ndef->getId("mapgen_stone");
97 c_water_source = ndef->getId("mapgen_water_source");
98 c_lava_source = ndef->getId("mapgen_lava_source");
99 c_desert_stone = ndef->getId("mapgen_desert_stone");
100 c_ice = ndef->getId("mapgen_ice");
101 c_sandstone = ndef->getId("mapgen_sandstone");
103 c_cobble = ndef->getId("mapgen_cobble");
104 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
105 c_mossycobble = ndef->getId("mapgen_mossycobble");
106 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
107 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
109 if (c_ice == CONTENT_IGNORE)
111 if (c_mossycobble == CONTENT_IGNORE)
112 c_mossycobble = c_cobble;
113 if (c_stair_cobble == CONTENT_IGNORE)
114 c_stair_cobble = c_cobble;
115 if (c_sandstonebrick == CONTENT_IGNORE)
116 c_sandstonebrick = c_sandstone;
117 if (c_stair_sandstonebrick == CONTENT_IGNORE)
118 c_stair_sandstonebrick = c_sandstone;
122 MapgenV7::~MapgenV7()
124 delete noise_terrain_base;
125 delete noise_terrain_persist;
126 delete noise_height_select;
127 delete noise_terrain_alt;
128 delete noise_filler_depth;
129 delete noise_mount_height;
130 delete noise_ridge_uwater;
131 delete noise_mountain;
137 delete noise_humidity;
138 delete noise_heat_blend;
139 delete noise_humidity_blend;
141 delete[] ridge_heightmap;
147 MapgenV7Params::MapgenV7Params()
149 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
151 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
152 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
153 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
154 np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
155 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
156 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
157 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
158 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
159 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
160 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
161 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
165 void MapgenV7Params::readParams(const Settings *settings)
167 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
169 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
170 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
171 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
172 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
173 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
174 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
175 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
176 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
177 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
178 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
179 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
183 void MapgenV7Params::writeParams(Settings *settings) const
185 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
187 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
188 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
189 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
190 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
191 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
192 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
193 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
194 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
195 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
196 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
197 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
201 ///////////////////////////////////////
204 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
206 // Base terrain calculation
207 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
209 // Ridge/river terrain calculation
211 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
212 // actually computing the depth of the ridge is much more expensive;
213 // if inside a river, simply guess
214 if (fabs(uwatern) <= width)
215 return water_level - 10;
217 // Mountain terrain calculation
218 int iters = 128; // don't even bother iterating more than 128 times..
220 //current point would have been air
221 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
231 void MapgenV7::makeChunk(BlockMakeData *data)
234 assert(data->vmanip);
235 assert(data->nodedef);
236 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
237 data->blockpos_requested.Y >= data->blockpos_min.Y &&
238 data->blockpos_requested.Z >= data->blockpos_min.Z);
239 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
240 data->blockpos_requested.Y <= data->blockpos_max.Y &&
241 data->blockpos_requested.Z <= data->blockpos_max.Z);
243 this->generating = true;
244 this->vm = data->vmanip;
245 this->ndef = data->nodedef;
246 //TimeTaker t("makeChunk");
248 v3s16 blockpos_min = data->blockpos_min;
249 v3s16 blockpos_max = data->blockpos_max;
250 node_min = blockpos_min * MAP_BLOCKSIZE;
251 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
252 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
253 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
255 blockseed = getBlockSeed2(full_node_min, seed);
260 // Generate base terrain, mountains, and ridges with initial heightmaps
261 s16 stone_surface_max_y = generateTerrain();
264 updateHeightmap(node_min, node_max);
266 // Create biomemap at heightmap surface
267 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
268 noise_humidity->result, heightmap, biomemap);
270 // Actually place the biome-specific nodes
271 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
273 if (flags & MG_CAVES)
274 generateCaves(stone_surface_max_y);
276 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
279 dp.np_rarity = nparams_dungeon_rarity;
280 dp.np_density = nparams_dungeon_density;
281 dp.np_wetness = nparams_dungeon_wetness;
282 dp.c_water = c_water_source;
283 if (stone_type == STONE) {
284 dp.c_cobble = c_cobble;
285 dp.c_moss = c_mossycobble;
286 dp.c_stair = c_stair_cobble;
288 dp.diagonal_dirs = false;
290 dp.holesize = v3s16(1, 2, 1);
291 dp.roomsize = v3s16(0, 0, 0);
292 dp.notifytype = GENNOTIFY_DUNGEON;
293 } else if (stone_type == DESERT_STONE) {
294 dp.c_cobble = c_desert_stone;
295 dp.c_moss = c_desert_stone;
296 dp.c_stair = c_desert_stone;
298 dp.diagonal_dirs = true;
300 dp.holesize = v3s16(2, 3, 2);
301 dp.roomsize = v3s16(2, 5, 2);
302 dp.notifytype = GENNOTIFY_TEMPLE;
303 } else if (stone_type == SANDSTONE) {
304 dp.c_cobble = c_sandstonebrick;
305 dp.c_moss = c_sandstonebrick;
306 dp.c_stair = c_sandstonebrick;
308 dp.diagonal_dirs = false;
310 dp.holesize = v3s16(2, 2, 2);
311 dp.roomsize = v3s16(2, 0, 2);
312 dp.notifytype = GENNOTIFY_DUNGEON;
315 DungeonGen dgen(this, &dp);
316 dgen.generate(blockseed, full_node_min, full_node_max);
319 // Generate the registered decorations
320 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
322 // Generate the registered ores
323 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
325 // Sprinkle some dust on top after everything else was generated
328 //printf("makeChunk: %dms\n", t.stop());
330 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
332 if (flags & MG_LIGHT)
333 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
334 full_node_min, full_node_max);
336 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
337 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
339 this->generating = false;
343 void MapgenV7::calculateNoise()
345 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
347 int y = node_min.Y - 1;
350 noise_terrain_persist->perlinMap2D(x, z);
351 float *persistmap = noise_terrain_persist->result;
353 noise_terrain_base->perlinMap2D(x, z, persistmap);
354 noise_terrain_alt->perlinMap2D(x, z, persistmap);
355 noise_height_select->perlinMap2D(x, z);
357 if (flags & MG_CAVES) {
358 noise_cave1->perlinMap3D(x, y, z);
359 noise_cave2->perlinMap3D(x, y, z);
362 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
363 noise_ridge->perlinMap3D(x, y, z);
364 noise_ridge_uwater->perlinMap2D(x, z);
367 // Mountain noises are calculated in generateMountainTerrain()
369 noise_filler_depth->perlinMap2D(x, z);
370 noise_heat->perlinMap2D(x, z);
371 noise_humidity->perlinMap2D(x, z);
372 noise_heat_blend->perlinMap2D(x, z);
373 noise_humidity_blend->perlinMap2D(x, z);
375 for (s32 i = 0; i < csize.X * csize.Z; i++) {
376 noise_heat->result[i] += noise_heat_blend->result[i];
377 noise_humidity->result[i] += noise_humidity_blend->result[i];
380 heatmap = noise_heat->result;
381 humidmap = noise_humidity->result;
382 //printf("calculateNoise: %dus\n", t.stop());
386 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
388 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
389 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
390 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
391 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
392 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
394 return bmgr->getBiome(heat, humidity, groundlevel);
397 //needs to be updated
398 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
400 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
401 hselect = rangelim(hselect, 0.0, 1.0);
403 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
405 noise_terrain_base->np.persist = persist;
406 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
408 noise_terrain_alt->np.persist = persist;
409 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
411 if (height_alt > height_base)
414 return (height_base * hselect) + (height_alt * (1.0 - hselect));
418 float MapgenV7::baseTerrainLevelFromMap(int index)
420 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
421 float height_base = noise_terrain_base->result[index];
422 float height_alt = noise_terrain_alt->result[index];
424 if (height_alt > height_base)
427 return (height_base * hselect) + (height_alt * (1.0 - hselect));
431 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
433 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
434 float density_gradient = -((float)y / mnt_h_n);
435 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
437 return mnt_n + density_gradient >= 0.0;
441 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
443 float mounthn = noise_mount_height->result[idx_xz];
444 float density_gradient = -((float)y / mounthn);
445 float mountn = noise_mountain->result[idx_xyz];
447 return mountn + density_gradient >= 0.0;
452 void MapgenV7::carveRivers() {
453 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
454 MapNode n_stone(c_stone);
459 for (s16 z = node_min.Z; z <= node_max.Z; z++)
460 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
461 float terrain_mod = noise_terrain_mod->result[index];
462 NoiseParams *np = noise_terrain_river->np;
463 np.persist = noise_terrain_persist->result[index];
464 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
465 float height = terrain_river * (1 - abs(terrain_mod)) *
466 noise_terrain_river->np.scale;
467 height = log(height * height); //log(h^3) is pretty interesting for terrain
469 s16 y = heightmap[index];
470 if (height < 1.0 && y > river_depth &&
471 y - river_depth >= node_min.Y && y <= node_max.Y) {
473 for (s16 ry = y; ry != y - river_depth; ry--) {
474 u32 vi = vm->m_area.index(x, ry, z);
475 vm->m_data[vi] = n_air;
478 u32 vi = vm->m_area.index(x, y - river_depth, z);
479 vm->m_data[vi] = n_water_source;
486 int MapgenV7::generateTerrain()
488 s16 stone_surface_min_y;
489 s16 stone_surface_max_y;
491 generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
493 if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
494 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
496 if (spflags & MGV7_RIDGES)
497 generateRidgeTerrain();
499 return stone_surface_max_y;
503 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
505 MapNode n_air(CONTENT_AIR);
506 MapNode n_stone(c_stone);
507 MapNode n_water(c_water_source);
509 v3s16 em = vm->m_area.getExtent();
510 s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
511 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
514 for (s16 z = node_min.Z; z <= node_max.Z; z++)
515 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
516 float surface_height = baseTerrainLevelFromMap(index);
517 s16 surface_y = (s16)surface_height;
519 heightmap[index] = surface_y;
520 ridge_heightmap[index] = surface_y;
522 if (surface_y < surface_min_y)
523 surface_min_y = surface_y;
525 if (surface_y > surface_max_y)
526 surface_max_y = surface_y;
528 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
529 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
530 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
532 vm->m_data[i] = n_stone;
533 else if (y <= water_level)
534 vm->m_data[i] = n_water;
536 vm->m_data[i] = n_air;
538 vm->m_area.add_y(em, i, 1);
542 *stone_surface_min_y = surface_min_y;
543 *stone_surface_max_y = surface_max_y;
547 int MapgenV7::generateMountainTerrain(s16 ymax)
549 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
550 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
552 MapNode n_stone(c_stone);
555 for (s16 z = node_min.Z; z <= node_max.Z; z++)
556 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
557 u32 vi = vm->m_area.index(node_min.X, y, z);
558 for (s16 x = node_min.X; x <= node_max.X; x++) {
559 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
560 content_t c = vm->m_data[vi].getContent();
562 if (getMountainTerrainFromMap(j, index, y)
563 && (c == CONTENT_AIR || c == c_water_source)) {
564 vm->m_data[vi] = n_stone;
578 void MapgenV7::generateRidgeTerrain()
580 if (node_max.Y < water_level)
583 MapNode n_water(c_water_source);
584 MapNode n_air(CONTENT_AIR);
586 float width = 0.2; // TODO: figure out acceptable perlin noise values
588 for (s16 z = node_min.Z; z <= node_max.Z; z++)
589 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
590 u32 vi = vm->m_area.index(node_min.X, y, z);
591 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
592 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
594 if (heightmap[j] < water_level - 16)
597 float uwatern = noise_ridge_uwater->result[j] * 2;
598 if (fabs(uwatern) > width)
601 float altitude = y - water_level;
602 float height_mod = (altitude + 17) / 2.5;
603 float width_mod = width - fabs(uwatern);
604 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
606 if (nridge + width_mod * height_mod < 0.6)
609 if (y < ridge_heightmap[j])
610 ridge_heightmap[j] = y - 1;
612 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
618 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
620 v3s16 em = vm->m_area.getExtent();
622 MgStoneType stone_type = STONE;
624 for (s16 z = node_min.Z; z <= node_max.Z; z++)
625 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
629 u16 depth_water_top = 0;
630 u32 vi = vm->m_area.index(x, node_max.Y, z);
632 // Check node at base of mapchunk above, either a node of a previously
633 // generated mapchunk or if not, a node of overgenerated base terrain.
634 content_t c_above = vm->m_data[vi + em.X].getContent();
635 bool air_above = c_above == CONTENT_AIR;
636 bool water_above = c_above == c_water_source;
638 // If there is air or water above enable top/filler placement, otherwise force
639 // nplaced to stone level by setting a number exceeding any possible filler depth.
640 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
642 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
643 content_t c = vm->m_data[vi].getContent();
645 // Biome is recalculated each time an upper surface is detected while
646 // working down a column. The selected biome then remains in effect for
647 // all nodes below until the next surface and biome recalculation.
648 // Biome is recalculated:
649 // 1. At the surface of stone below air or water.
650 // 2. At the surface of water below air.
651 // 3. When stone or water is detected but biome has not yet been calculated.
652 if ((c == c_stone && (air_above || water_above || !biome)) ||
653 (c == c_water_source && (air_above || !biome))) {
654 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
655 depth_top = biome->depth_top;
656 base_filler = MYMAX(depth_top + biome->depth_filler
657 + noise_filler_depth->result[index], 0);
658 depth_water_top = biome->depth_water_top;
660 // Detect stone type for dungeons during every biome calculation.
661 // This is more efficient than detecting per-node and will not
662 // miss any desert stone or sandstone biomes.
663 if (biome->c_stone == c_desert_stone)
664 stone_type = DESERT_STONE;
665 else if (biome->c_stone == c_sandstone)
666 stone_type = SANDSTONE;
670 content_t c_below = vm->m_data[vi - em.X].getContent();
672 // If the node below isn't solid, make this node stone, so that
673 // any top/filler nodes above are structurally supported.
674 // This is done by aborting the cycle of top/filler placement
675 // immediately by forcing nplaced to stone level.
676 if (c_below == CONTENT_AIR || c_below == c_water_source)
679 if (nplaced < depth_top) {
680 vm->m_data[vi] = MapNode(biome->c_top);
682 } else if (nplaced < base_filler) {
683 vm->m_data[vi] = MapNode(biome->c_filler);
686 vm->m_data[vi] = MapNode(biome->c_stone);
691 } else if (c == c_water_source) {
692 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
693 biome->c_water_top : biome->c_water);
694 nplaced = 0; // Enable top/filler placement for next surface
697 } else if (c == CONTENT_AIR) {
698 nplaced = 0; // Enable top/filler placement for next surface
701 } else { // Possible various nodes overgenerated from neighbouring mapchunks
702 nplaced = U16_MAX; // Disable top/filler placement
707 vm->m_area.add_y(em, vi, -1);
715 void MapgenV7::dustTopNodes()
717 if (node_max.Y < water_level)
720 v3s16 em = vm->m_area.getExtent();
723 for (s16 z = node_min.Z; z <= node_max.Z; z++)
724 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
725 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
727 if (biome->c_dust == CONTENT_IGNORE)
730 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
731 content_t c_full_max = vm->m_data[vi].getContent();
734 if (c_full_max == CONTENT_AIR) {
735 y_start = full_node_max.Y - 1;
736 } else if (c_full_max == CONTENT_IGNORE) {
737 vi = vm->m_area.index(x, node_max.Y + 1, z);
738 content_t c_max = vm->m_data[vi].getContent();
740 if (c_max == CONTENT_AIR)
741 y_start = node_max.Y;
748 vi = vm->m_area.index(x, y_start, z);
749 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
750 if (vm->m_data[vi].getContent() != CONTENT_AIR)
753 vm->m_area.add_y(em, vi, -1);
756 content_t c = vm->m_data[vi].getContent();
757 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
758 vm->m_area.add_y(em, vi, 1);
759 vm->m_data[vi] = MapNode(biome->c_dust);
766 void MapgenV7::addTopNodes()
768 v3s16 em = vm->m_area.getExtent();
772 for (s16 z = node_min.Z; z <= node_max.Z; z++)
773 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
774 Biome *biome = bmgr->biomes[biomemap[index]];
776 //////////////////// First, add top nodes below the ridge
777 s16 y = ridge_heightmap[index];
779 // This cutoff is good enough, but not perfect.
780 // It will cut off potentially placed top nodes at chunk boundaries
783 if (y > node_max.Y) {
784 y = node_max.Y; // Let's see if we can still go downward anyway
785 u32 vi = vm->m_area.index(x, y, z);
786 content_t c = vm->m_data[vi].getContent();
787 if (ndef->get(c).walkable)
791 // N.B. It is necessary to search downward since ridge_heightmap[i]
792 // might not be the actual height, just the lowest part in the chunk
793 // where a ridge had been carved
794 u32 i = vm->m_area.index(x, y, z);
795 for (; y >= node_min.Y; y--) {
796 content_t c = vm->m_data[i].getContent();
797 if (ndef->get(c).walkable)
799 vm->m_area.add_y(em, i, -1);
802 if (y != node_min.Y - 1 && y >= water_level) {
803 ridge_heightmap[index] = y; //update ridgeheight
804 ntopnodes = biome->top_depth;
805 for (; y <= node_max.Y && ntopnodes; y++) {
807 vm->m_data[i] = MapNode(biome->c_top);
808 vm->m_area.add_y(em, i, 1);
810 // If dirt, grow grass on it.
811 if (y > water_level - 10 &&
812 vm->m_data[i].getContent() == CONTENT_AIR) {
813 vm->m_area.add_y(em, i, -1);
814 if (vm->m_data[i].getContent() == c_dirt)
815 vm->m_data[i] = MapNode(c_dirt_with_grass);
819 //////////////////// Now, add top nodes on top of the ridge
820 y = heightmap[index];
821 if (y > node_max.Y) {
822 y = node_max.Y; // Let's see if we can still go downward anyway
823 u32 vi = vm->m_area.index(x, y, z);
824 content_t c = vm->m_data[vi].getContent();
825 if (ndef->get(c).walkable)
829 i = vm->m_area.index(x, y, z);
830 for (; y >= node_min.Y; y--) {
831 content_t c = vm->m_data[i].getContent();
832 if (ndef->get(c).walkable)
834 vm->m_area.add_y(em, i, -1);
837 if (y != node_min.Y - 1) {
838 ntopnodes = biome->top_depth;
839 // Let's see if we've already added it...
840 if (y == ridge_heightmap[index] + ntopnodes - 1)
843 for (; y <= node_max.Y && ntopnodes; y++) {
845 vm->m_data[i] = MapNode(biome->c_top);
846 vm->m_area.add_y(em, i, 1);
848 // If dirt, grow grass on it.
849 if (y > water_level - 10 &&
850 vm->m_data[i].getContent() == CONTENT_AIR) {
851 vm->m_area.add_y(em, i, -1);
852 if (vm->m_data[i].getContent() == c_dirt)
853 vm->m_data[i] = MapNode(c_dirt_with_grass);
861 void MapgenV7::generateCaves(s16 max_stone_y)
863 if (max_stone_y >= node_min.Y) {
866 for (s16 z = node_min.Z; z <= node_max.Z; z++)
867 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
868 u32 i = vm->m_area.index(node_min.X, y, z);
869 for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
870 float d1 = contour(noise_cave1->result[index]);
871 float d2 = contour(noise_cave2->result[index]);
873 content_t c = vm->m_data[i].getContent();
874 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
877 vm->m_data[i] = MapNode(CONTENT_AIR);
883 PseudoRandom ps(blockseed + 21343);
884 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
885 for (u32 i = 0; i < bruises_count; i++) {
886 CaveV7 cave(this, &ps);
887 cave.makeCave(node_min, node_max, max_stone_y);