3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
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"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
42 FlagDesc flagdesc_mapgen_v7[] = {
43 {"mountains", MGV7_MOUNTAINS},
44 {"ridges", MGV7_RIDGES},
45 {"floatlands", MGV7_FLOATLANDS},
46 {"caverns", MGV7_CAVERNS},
51 ///////////////////////////////////////////////////////////////////////////////
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55 : MapgenBasic(mapgenid, params, emerge)
57 this->spflags = params->spflags;
58 this->cave_width = params->cave_width;
59 this->float_mount_density = params->float_mount_density;
60 this->float_mount_height = params->float_mount_height;
61 this->floatland_level = params->floatland_level;
62 this->shadow_limit = params->shadow_limit;
63 this->cavern_limit = params->cavern_limit;
64 this->cavern_taper = params->cavern_taper;
65 this->cavern_threshold = params->cavern_threshold;
68 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
69 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
70 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
71 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
72 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
74 if (spflags & MGV7_MOUNTAINS)
75 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
77 if (spflags & MGV7_FLOATLANDS) {
78 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
79 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
82 if (spflags & MGV7_RIDGES) {
83 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
84 // 3D noise, 1-up 1-down overgeneration
85 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
87 // 3D noise, 1 up, 1 down overgeneration
88 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
89 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
90 // 3D noise, 1 down overgeneration
91 MapgenBasic::np_cave1 = params->np_cave1;
92 MapgenBasic::np_cave2 = params->np_cave2;
93 MapgenBasic::np_cavern = params->np_cavern;
99 delete noise_terrain_base;
100 delete noise_terrain_alt;
101 delete noise_terrain_persist;
102 delete noise_height_select;
103 delete noise_filler_depth;
105 if (spflags & MGV7_MOUNTAINS)
106 delete noise_mount_height;
108 if (spflags & MGV7_FLOATLANDS) {
109 delete noise_floatland_base;
110 delete noise_float_base_height;
113 if (spflags & MGV7_RIDGES) {
114 delete noise_ridge_uwater;
118 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
119 delete noise_mountain;
123 MapgenV7Params::MapgenV7Params()
125 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
126 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
127 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
128 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
129 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
130 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
131 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
132 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
133 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
134 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
135 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
136 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
137 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
138 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
142 void MapgenV7Params::readParams(const Settings *settings)
144 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
145 settings->getFloatNoEx("mgv7_cave_width", cave_width);
146 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
147 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
148 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
149 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
150 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
151 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
152 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
154 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
155 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
156 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
157 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
158 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
159 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
160 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
161 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
162 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
163 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
164 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
165 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
166 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
167 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
171 void MapgenV7Params::writeParams(Settings *settings) const
173 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
174 settings->setFloat("mgv7_cave_width", cave_width);
175 settings->setFloat("mgv7_float_mount_density", float_mount_density);
176 settings->setFloat("mgv7_float_mount_height", float_mount_height);
177 settings->setS16("mgv7_floatland_level", floatland_level);
178 settings->setS16("mgv7_shadow_limit", shadow_limit);
179 settings->setS16("mgv7_cavern_limit", cavern_limit);
180 settings->setS16("mgv7_cavern_taper", cavern_taper);
181 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
183 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
184 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
185 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
186 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
187 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
188 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
189 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
190 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
191 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
192 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
193 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
194 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
195 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
196 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
200 ///////////////////////////////////////////////////////////////////////////////
203 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
205 // If rivers are enabled, first check if in a river
206 if (spflags & MGV7_RIDGES) {
208 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
209 if (fabs(uwatern) <= width)
210 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
213 // Terrain noise 'offset' is the average level of that terrain.
214 // At least 50% of terrain will be below the higher of base and alt terrain
216 // Raising the maximum spawn level above 'water_level + 16' is necessary
217 // for when terrain 'offset's are set much higher than water_level.
218 s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
219 noise_terrain_base->np.offset),
221 // Base terrain calculation
222 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
224 // If mountains are disabled, terrain level is base terrain level.
225 // Avoids mid-air spawn where mountain terrain would have been.
226 if (!(spflags & MGV7_MOUNTAINS)) {
227 if (y <= water_level || y > max_spawn_y)
228 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
230 // + 1 to not be half-buried in a potential node-deep biome 'dust'
234 // Search upwards for first node without mountain terrain
236 while (iters > 0 && y <= max_spawn_y) {
237 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
238 if (y <= water_level || y > max_spawn_y)
239 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
247 // Unsuitable spawn point
248 return MAX_MAP_GENERATION_LIMIT;
252 void MapgenV7::makeChunk(BlockMakeData *data)
255 assert(data->vmanip);
256 assert(data->nodedef);
257 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
258 data->blockpos_requested.Y >= data->blockpos_min.Y &&
259 data->blockpos_requested.Z >= data->blockpos_min.Z);
260 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
261 data->blockpos_requested.Y <= data->blockpos_max.Y &&
262 data->blockpos_requested.Z <= data->blockpos_max.Z);
264 this->generating = true;
265 this->vm = data->vmanip;
266 this->ndef = data->nodedef;
267 //TimeTaker t("makeChunk");
269 v3s16 blockpos_min = data->blockpos_min;
270 v3s16 blockpos_max = data->blockpos_max;
271 node_min = blockpos_min * MAP_BLOCKSIZE;
272 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
273 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
274 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
276 blockseed = getBlockSeed2(full_node_min, seed);
278 // Generate base and mountain terrain
279 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
280 s16 stone_surface_max_y = generateTerrain();
283 if (spflags & MGV7_RIDGES)
284 generateRidgeTerrain();
287 updateHeightmap(node_min, node_max);
289 // Init biome generator, place biome-specific nodes, and build biomemap
290 biomegen->calcBiomeNoise(node_min);
291 MgStoneType stone_type = generateBiomes();
293 // Generate caverns, tunnels and classic caves
294 if (flags & MG_CAVES) {
295 bool near_cavern = false;
297 if (spflags & MGV7_CAVERNS)
298 near_cavern = generateCaverns(stone_surface_max_y);
299 // Generate tunnels and classic caves
301 // Disable classic caves in this mapchunk by setting
302 // 'large cave depth' to world base. Avoids excessive liquid in
303 // large caverns and floating blobs of overgenerated liquid.
304 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
306 generateCaves(stone_surface_max_y, water_level);
310 if (flags & MG_DUNGEONS)
311 generateDungeons(stone_surface_max_y, stone_type);
313 // Generate the registered decorations
314 if (flags & MG_DECORATIONS)
315 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
317 // Generate the registered ores
318 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
320 // Sprinkle some dust on top after everything else was generated
323 //printf("makeChunk: %dms\n", t.stop());
326 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
328 // Calculate lighting
329 // Limit floatland shadow
330 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
331 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
333 if (flags & MG_LIGHT)
334 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
335 full_node_min, full_node_max, propagate_shadow);
337 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
338 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
340 this->generating = false;
344 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
346 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
347 hselect = rangelim(hselect, 0.0, 1.0);
349 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
351 noise_terrain_base->np.persist = persist;
352 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
354 noise_terrain_alt->np.persist = persist;
355 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
357 if (height_alt > height_base)
360 return (height_base * hselect) + (height_alt * (1.0 - hselect));
364 float MapgenV7::baseTerrainLevelFromMap(int index)
366 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
367 float height_base = noise_terrain_base->result[index];
368 float height_alt = noise_terrain_alt->result[index];
370 if (height_alt > height_base)
373 return (height_base * hselect) + (height_alt * (1.0 - hselect));
377 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
379 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
380 float density_gradient = -((float)y / mnt_h_n);
381 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
383 return mnt_n + density_gradient >= 0.0;
387 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
389 float mounthn = noise_mount_height->result[idx_xz];
390 float density_gradient = -((float)y / mounthn);
391 float mountn = noise_mountain->result[idx_xyz];
393 return mountn + density_gradient >= 0.0;
397 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
399 // Make rim 2 nodes thick to match floatland base terrain
400 float density_gradient = (y >= floatland_level) ?
401 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
402 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
404 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
406 return floatn + density_gradient >= 0.0f;
410 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
412 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
413 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
414 s16 base_max = MAX_MAP_GENERATION_LIMIT;
416 float n_base = noise_floatland_base->result[idx_xz];
418 float n_base_height = noise_float_base_height->result[idx_xz];
419 float amp = n_base * n_base_height;
420 float ridge = n_base_height / 3.0f;
421 base_min = floatland_level - amp / 1.5f;
423 if (amp > ridge * 2.0f) {
425 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
428 float diff = fabs(amp - ridge) / ridge;
429 // Smooth ridges using the 'smoothstep function'
430 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
431 base_max = floatland_level + ridge - smooth_diff * ridge;
435 *float_base_min = base_min;
436 *float_base_max = base_max;
440 int MapgenV7::generateTerrain()
442 MapNode n_air(CONTENT_AIR);
443 MapNode n_stone(c_stone);
444 MapNode n_water(c_water_source);
446 //// Calculate noise for terrain generation
447 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
448 float *persistmap = noise_terrain_persist->result;
450 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
451 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
452 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
454 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
455 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
458 if (spflags & MGV7_MOUNTAINS) {
459 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
462 if (spflags & MGV7_FLOATLANDS) {
463 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
464 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
468 v3s16 em = vm->m_area.getExtent();
469 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
472 for (s16 z = node_min.Z; z <= node_max.Z; z++)
473 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
474 s16 surface_y = baseTerrainLevelFromMap(index2d);
475 if (surface_y > stone_surface_max_y)
476 stone_surface_max_y = surface_y;
478 // Get extent of floatland base terrain
479 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
480 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
481 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
482 if (spflags & MGV7_FLOATLANDS)
483 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
485 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
486 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
488 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
489 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
490 if (y <= surface_y) {
491 vm->m_data[vi] = n_stone; // Base terrain
492 } else if ((spflags & MGV7_MOUNTAINS) &&
493 getMountainTerrainFromMap(index3d, index2d, y)) {
494 vm->m_data[vi] = n_stone; // Mountain terrain
495 if (y > stone_surface_max_y)
496 stone_surface_max_y = y;
497 } else if ((spflags & MGV7_FLOATLANDS) &&
498 ((y >= float_base_min && y <= float_base_max) ||
499 getFloatlandMountainFromMap(index3d, index2d, y))) {
500 vm->m_data[vi] = n_stone; // Floatland terrain
501 stone_surface_max_y = node_max.Y;
502 } else if (y <= water_level) {
503 vm->m_data[vi] = n_water; // Ground level water
504 } else if ((spflags & MGV7_FLOATLANDS) &&
505 (y >= float_base_max && y <= floatland_level)) {
506 vm->m_data[vi] = n_water; // Floatland water
508 vm->m_data[vi] = n_air;
511 vm->m_area.add_y(em, vi, 1);
516 return stone_surface_max_y;
520 void MapgenV7::generateRidgeTerrain()
522 if (node_max.Y < water_level - 16 ||
523 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
526 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
527 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
529 MapNode n_water(c_water_source);
530 MapNode n_air(CONTENT_AIR);
534 for (s16 z = node_min.Z; z <= node_max.Z; z++)
535 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
536 u32 vi = vm->m_area.index(node_min.X, y, z);
537 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
538 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
540 float uwatern = noise_ridge_uwater->result[j] * 2;
541 if (fabs(uwatern) > width)
544 float altitude = y - water_level;
545 float height_mod = (altitude + 17) / 2.5;
546 float width_mod = width - fabs(uwatern);
547 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
549 if (nridge + width_mod * height_mod < 0.6)
552 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
558 ////////////////////////////////////////////////////////////////////////////////
561 //// Much of the stuff here has potential to become useful again at some point
562 //// in the future, but we don't want it to get lost or forgotten in version
567 int MapgenV7::generateMountainTerrain(s16 ymax)
569 MapNode n_stone(c_stone);
572 for (s16 z = node_min.Z; z <= node_max.Z; z++)
573 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
574 u32 vi = vm->m_area.index(node_min.X, y, z);
575 for (s16 x = node_min.X; x <= node_max.X; x++) {
576 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
577 content_t c = vm->m_data[vi].getContent();
579 if (getMountainTerrainFromMap(j, index, y)
580 && (c == CONTENT_AIR || c == c_water_source)) {
581 vm->m_data[vi] = n_stone;
597 void MapgenV7::carveRivers() {
598 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
599 MapNode n_stone(c_stone);
604 for (s16 z = node_min.Z; z <= node_max.Z; z++)
605 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
606 float terrain_mod = noise_terrain_mod->result[index];
607 NoiseParams *np = noise_terrain_river->np;
608 np.persist = noise_terrain_persist->result[index];
609 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
610 float height = terrain_river * (1 - abs(terrain_mod)) *
611 noise_terrain_river->np.scale;
612 height = log(height * height); //log(h^3) is pretty interesting for terrain
614 s16 y = heightmap[index];
615 if (height < 1.0 && y > river_depth &&
616 y - river_depth >= node_min.Y && y <= node_max.Y) {
618 for (s16 ry = y; ry != y - river_depth; ry--) {
619 u32 vi = vm->m_area.index(x, ry, z);
620 vm->m_data[vi] = n_air;
623 u32 vi = vm->m_area.index(x, y - river_depth, z);
624 vm->m_data[vi] = n_water_source;
632 void MapgenV7::addTopNodes()
634 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 = bmgr->biomes[biomemap[index]];
642 //////////////////// First, add top nodes below the ridge
643 s16 y = ridge_heightmap[index];
645 // This cutoff is good enough, but not perfect.
646 // It will cut off potentially placed top nodes at chunk boundaries
649 if (y > node_max.Y) {
650 y = node_max.Y; // Let's see if we can still go downward anyway
651 u32 vi = vm->m_area.index(x, y, z);
652 content_t c = vm->m_data[vi].getContent();
653 if (ndef->get(c).walkable)
657 // N.B. It is necessary to search downward since ridge_heightmap[i]
658 // might not be the actual height, just the lowest part in the chunk
659 // where a ridge had been carved
660 u32 i = vm->m_area.index(x, y, z);
661 for (; y >= node_min.Y; y--) {
662 content_t c = vm->m_data[i].getContent();
663 if (ndef->get(c).walkable)
665 vm->m_area.add_y(em, i, -1);
668 if (y != node_min.Y - 1 && y >= water_level) {
669 ridge_heightmap[index] = y; //update ridgeheight
670 ntopnodes = biome->top_depth;
671 for (; y <= node_max.Y && ntopnodes; y++) {
673 vm->m_data[i] = MapNode(biome->c_top);
674 vm->m_area.add_y(em, i, 1);
676 // If dirt, grow grass on it.
677 if (y > water_level - 10 &&
678 vm->m_data[i].getContent() == CONTENT_AIR) {
679 vm->m_area.add_y(em, i, -1);
680 if (vm->m_data[i].getContent() == c_dirt)
681 vm->m_data[i] = MapNode(c_dirt_with_grass);
685 //////////////////// Now, add top nodes on top of the ridge
686 y = heightmap[index];
687 if (y > node_max.Y) {
688 y = node_max.Y; // Let's see if we can still go downward anyway
689 u32 vi = vm->m_area.index(x, y, z);
690 content_t c = vm->m_data[vi].getContent();
691 if (ndef->get(c).walkable)
695 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) {
704 ntopnodes = biome->top_depth;
705 // Let's see if we've already added it...
706 if (y == ridge_heightmap[index] + ntopnodes - 1)
709 for (; y <= node_max.Y && ntopnodes; y++) {
711 vm->m_data[i] = MapNode(biome->c_top);
712 vm->m_area.add_y(em, i, 1);
714 // If dirt, grow grass on it.
715 if (y > water_level - 10 &&
716 vm->m_data[i].getContent() == CONTENT_AIR) {
717 vm->m_area.add_y(em, i, -1);
718 if (vm->m_data[i].getContent() == c_dirt)
719 vm->m_data[i] = MapNode(c_dirt_with_grass);