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
33 #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},
48 ///////////////////////////////////////////////////////////////////////////////
51 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52 : Mapgen(mapgenid, params, emerge)
54 this->m_emerge = emerge;
55 this->bmgr = emerge->biomemgr;
57 //// amount of elements to skip for the next index
58 //// for noise/height/biome maps (not vmanip)
59 this->ystride = csize.X;
60 this->zstride = csize.X * (csize.Y + 2);
62 this->biomemap = new u8[csize.X * csize.Z];
63 this->heightmap = new s16[csize.X * csize.Z];
64 this->ridge_heightmap = new s16[csize.X * csize.Z];
66 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
67 this->spflags = sp->spflags;
70 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
71 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
72 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
73 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
74 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
75 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
76 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
79 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
80 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
82 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
85 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
86 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
88 //// Resolve nodes to be used
89 INodeDefManager *ndef = emerge->ndef;
91 c_stone = ndef->getId("mapgen_stone");
92 c_water_source = ndef->getId("mapgen_water_source");
93 c_lava_source = ndef->getId("mapgen_lava_source");
94 c_desert_stone = ndef->getId("mapgen_desert_stone");
95 c_ice = ndef->getId("mapgen_ice");
97 c_cobble = ndef->getId("mapgen_cobble");
98 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
99 c_mossycobble = ndef->getId("mapgen_mossycobble");
100 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
101 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
103 if (c_ice == CONTENT_IGNORE)
105 if (c_mossycobble == CONTENT_IGNORE)
106 c_mossycobble = c_cobble;
107 if (c_stair_cobble == CONTENT_IGNORE)
108 c_stair_cobble = c_cobble;
109 if (c_sandstonebrick == CONTENT_IGNORE)
110 c_sandstonebrick = c_desert_stone;
111 if (c_stair_sandstonebrick == CONTENT_IGNORE)
112 c_stair_sandstonebrick = c_sandstonebrick;
116 MapgenV7::~MapgenV7()
118 delete noise_terrain_base;
119 delete noise_terrain_persist;
120 delete noise_height_select;
121 delete noise_terrain_alt;
122 delete noise_filler_depth;
123 delete noise_mount_height;
124 delete noise_ridge_uwater;
125 delete noise_mountain;
131 delete noise_humidity;
133 delete[] ridge_heightmap;
139 MapgenV7Params::MapgenV7Params()
141 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
143 np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
144 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
145 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
146 np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
147 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
148 np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
149 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
150 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
151 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
152 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
153 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
157 void MapgenV7Params::readParams(const Settings *settings)
159 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
161 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
162 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
163 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
164 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
165 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
166 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
167 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
168 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
169 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
170 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
171 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
175 void MapgenV7Params::writeParams(Settings *settings) const
177 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
179 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
180 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
181 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
182 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
183 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
184 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
185 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
186 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
187 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
188 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
189 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
193 ///////////////////////////////////////
196 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
198 // Base terrain calculation
199 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
201 // Ridge/river terrain calculation
203 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
204 // actually computing the depth of the ridge is much more expensive;
205 // if inside a river, simply guess
206 if (fabs(uwatern) <= width)
207 return water_level - 10;
209 // Mountain terrain calculation
210 int iters = 128; // don't even bother iterating more than 128 times..
212 //current point would have been air
213 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
223 void MapgenV7::makeChunk(BlockMakeData *data)
226 assert(data->vmanip);
227 assert(data->nodedef);
228 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
229 data->blockpos_requested.Y >= data->blockpos_min.Y &&
230 data->blockpos_requested.Z >= data->blockpos_min.Z);
231 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
232 data->blockpos_requested.Y <= data->blockpos_max.Y &&
233 data->blockpos_requested.Z <= data->blockpos_max.Z);
235 this->generating = true;
236 this->vm = data->vmanip;
237 this->ndef = data->nodedef;
238 //TimeTaker t("makeChunk");
240 v3s16 blockpos_min = data->blockpos_min;
241 v3s16 blockpos_max = data->blockpos_max;
242 node_min = blockpos_min * MAP_BLOCKSIZE;
243 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
244 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
245 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247 blockseed = getBlockSeed2(full_node_min, seed);
252 // Generate base terrain, mountains, and ridges with initial heightmaps
253 s16 stone_surface_max_y = generateTerrain();
256 updateHeightmap(node_min, node_max);
258 // Create biomemap at heightmap surface
259 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
260 noise_humidity->result, heightmap, biomemap);
262 // Actually place the biome-specific nodes
263 bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
265 if (flags & MG_CAVES)
266 generateCaves(stone_surface_max_y);
268 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
271 dp.np_rarity = nparams_dungeon_rarity;
272 dp.np_density = nparams_dungeon_density;
273 dp.np_wetness = nparams_dungeon_wetness;
274 dp.c_water = c_water_source;
276 dp.c_cobble = c_desert_stone;
277 dp.c_moss = c_desert_stone;
278 dp.c_stair = c_desert_stone;
280 dp.diagonal_dirs = true;
282 dp.holesize = v3s16(2, 3, 2);
283 dp.roomsize = v3s16(2, 5, 2);
284 dp.notifytype = GENNOTIFY_TEMPLE;
286 dp.c_cobble = c_cobble;
287 dp.c_moss = c_mossycobble;
288 dp.c_stair = c_stair_cobble;
290 dp.diagonal_dirs = false;
292 dp.holesize = v3s16(1, 2, 1);
293 dp.roomsize = v3s16(0, 0, 0);
294 dp.notifytype = GENNOTIFY_DUNGEON;
297 DungeonGen dgen(this, &dp);
298 dgen.generate(blockseed, full_node_min, full_node_max);
301 // Generate the registered decorations
302 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
304 // Generate the registered ores
305 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
307 // Sprinkle some dust on top after everything else was generated
310 //printf("makeChunk: %dms\n", t.stop());
312 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
314 if (flags & MG_LIGHT)
315 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
316 full_node_min, full_node_max);
318 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
319 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
321 this->generating = false;
325 void MapgenV7::calculateNoise()
327 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
329 int y = node_min.Y - 1;
332 noise_terrain_persist->perlinMap2D(x, z);
333 float *persistmap = noise_terrain_persist->result;
335 noise_terrain_base->perlinMap2D(x, z, persistmap);
336 noise_terrain_alt->perlinMap2D(x, z, persistmap);
337 noise_height_select->perlinMap2D(x, z);
339 if (flags & MG_CAVES) {
340 noise_cave1->perlinMap3D(x, y, z);
341 noise_cave2->perlinMap3D(x, y, z);
344 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
345 noise_ridge->perlinMap3D(x, y, z);
346 noise_ridge_uwater->perlinMap2D(x, z);
349 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
350 noise_mountain->perlinMap3D(x, y, z);
351 noise_mount_height->perlinMap2D(x, z);
354 if (node_max.Y >= water_level) {
355 noise_filler_depth->perlinMap2D(x, z);
356 noise_heat->perlinMap2D(x, z);
357 noise_humidity->perlinMap2D(x, z);
359 //printf("calculateNoise: %dus\n", t.stop());
363 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
365 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
366 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
367 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
369 return bmgr->getBiome(heat, humidity, groundlevel);
372 //needs to be updated
373 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
375 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
376 hselect = rangelim(hselect, 0.0, 1.0);
378 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
380 noise_terrain_base->np.persist = persist;
381 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
383 noise_terrain_alt->np.persist = persist;
384 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
386 if (height_alt > height_base)
389 return (height_base * hselect) + (height_alt * (1.0 - hselect));
393 float MapgenV7::baseTerrainLevelFromMap(int index)
395 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
396 float height_base = noise_terrain_base->result[index];
397 float height_alt = noise_terrain_alt->result[index];
399 if (height_alt > height_base)
402 return (height_base * hselect) + (height_alt * (1.0 - hselect));
406 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
408 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
409 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
410 return mnt_n * mnt_h_n >= (float)y;
414 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
416 float mounthn = noise_mount_height->result[idx_xz];
417 float mountn = noise_mountain->result[idx_xyz];
418 return mountn * mounthn >= (float)y;
423 void MapgenV7::carveRivers() {
424 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
425 MapNode n_stone(c_stone);
430 for (s16 z = node_min.Z; z <= node_max.Z; z++)
431 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
432 float terrain_mod = noise_terrain_mod->result[index];
433 NoiseParams *np = noise_terrain_river->np;
434 np.persist = noise_terrain_persist->result[index];
435 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
436 float height = terrain_river * (1 - abs(terrain_mod)) *
437 noise_terrain_river->np.scale;
438 height = log(height * height); //log(h^3) is pretty interesting for terrain
440 s16 y = heightmap[index];
441 if (height < 1.0 && y > river_depth &&
442 y - river_depth >= node_min.Y && y <= node_max.Y) {
444 for (s16 ry = y; ry != y - river_depth; ry--) {
445 u32 vi = vm->m_area.index(x, ry, z);
446 vm->m_data[vi] = n_air;
449 u32 vi = vm->m_area.index(x, y - river_depth, z);
450 vm->m_data[vi] = n_water_source;
457 int MapgenV7::generateTerrain()
459 int ymax = generateBaseTerrain();
461 if (spflags & MGV7_MOUNTAINS)
462 ymax = generateMountainTerrain(ymax);
464 if (spflags & MGV7_RIDGES)
465 generateRidgeTerrain();
471 int MapgenV7::generateBaseTerrain()
473 MapNode n_air(CONTENT_AIR);
474 MapNode n_stone(c_stone);
475 MapNode n_water(c_water_source);
477 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
478 v3s16 em = vm->m_area.getExtent();
481 for (s16 z = node_min.Z; z <= node_max.Z; z++)
482 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
483 float surface_height = baseTerrainLevelFromMap(index);
484 s16 surface_y = (s16)surface_height;
486 heightmap[index] = surface_y;
487 ridge_heightmap[index] = surface_y;
489 if (surface_y > stone_surface_max_y)
490 stone_surface_max_y = surface_y;
492 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
493 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
494 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
496 vm->m_data[i] = n_stone;
497 else if (y <= water_level)
498 vm->m_data[i] = n_water;
500 vm->m_data[i] = n_air;
502 vm->m_area.add_y(em, i, 1);
506 return stone_surface_max_y;
510 int MapgenV7::generateMountainTerrain(int ymax)
515 MapNode n_stone(c_stone);
518 for (s16 z = node_min.Z; z <= node_max.Z; z++)
519 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
520 u32 vi = vm->m_area.index(node_min.X, y, z);
521 for (s16 x = node_min.X; x <= node_max.X; x++) {
522 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
523 content_t c = vm->m_data[vi].getContent();
525 if (getMountainTerrainFromMap(j, index, y)
526 && (c == CONTENT_AIR || c == c_water_source)) {
527 vm->m_data[vi] = n_stone;
541 void MapgenV7::generateRidgeTerrain()
543 if (node_max.Y < water_level)
546 MapNode n_water(c_water_source);
547 MapNode n_air(CONTENT_AIR);
549 float width = 0.2; // TODO: figure out acceptable perlin noise values
551 for (s16 z = node_min.Z; z <= node_max.Z; z++)
552 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
553 u32 vi = vm->m_area.index(node_min.X, y, z);
554 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
555 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
557 if (heightmap[j] < water_level - 16)
560 float uwatern = noise_ridge_uwater->result[j] * 2;
561 if (fabs(uwatern) > width)
564 float altitude = y - water_level;
565 float height_mod = (altitude + 17) / 2.5;
566 float width_mod = width - fabs(uwatern);
567 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
569 if (nridge + width_mod * height_mod < 0.6)
572 if (y < ridge_heightmap[j])
573 ridge_heightmap[j] = y - 1;
575 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
581 bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
583 if (node_max.Y < water_level)
586 v3s16 em = vm->m_area.getExtent();
588 bool desert_stone = false;
590 for (s16 z = node_min.Z; z <= node_max.Z; z++)
591 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
596 s16 depth_water_top = 0;
599 u32 i = vm->m_area.index(x, node_max.Y, z);
601 content_t c_above = vm->m_data[i + em.X].getContent();
602 bool have_air = c_above == CONTENT_AIR;
604 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
605 content_t c = vm->m_data[i].getContent();
607 if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
608 (y == node_max.Y || have_air)) {
609 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
610 dfiller = biome->depth_filler + noise_filler_depth->result[index];
611 y0_top = biome->depth_top;
612 y0_filler = biome->depth_top + dfiller;
613 depth_water_top = biome->depth_water_top;
615 if (biome->c_stone == c_desert_stone)
619 if (c == c_stone && have_air) {
620 content_t c_below = vm->m_data[i - em.X].getContent();
622 if (c_below != CONTENT_AIR && c_below != c_water_source) {
623 if (nplaced < y0_top) {
624 vm->m_data[i] = MapNode(biome->c_top);
626 } else if (nplaced < y0_filler && nplaced >= y0_top) {
627 vm->m_data[i] = MapNode(biome->c_filler);
629 } else if (c == c_stone) {
632 vm->m_data[i] = MapNode(biome->c_stone);
637 } else if (c == c_stone) {
640 vm->m_data[i] = MapNode(biome->c_stone);
642 } else if (c == c_stone) {
645 vm->m_data[i] = MapNode(biome->c_stone);
646 } else if (c == c_water_source) {
649 if (y > water_level - depth_water_top)
650 vm->m_data[i] = MapNode(biome->c_water_top);
652 vm->m_data[i] = MapNode(biome->c_water);
653 } else if (c == CONTENT_AIR) {
658 vm->m_area.add_y(em, i, -1);
666 void MapgenV7::dustTopNodes()
668 if (node_max.Y < water_level)
671 v3s16 em = vm->m_area.getExtent();
674 for (s16 z = node_min.Z; z <= node_max.Z; z++)
675 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
676 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
678 if (biome->c_dust == CONTENT_IGNORE)
681 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
682 content_t c_full_max = vm->m_data[vi].getContent();
685 if (c_full_max == CONTENT_AIR) {
686 y_start = full_node_max.Y - 1;
687 } else if (c_full_max == CONTENT_IGNORE) {
688 vi = vm->m_area.index(x, node_max.Y + 1, z);
689 content_t c_max = vm->m_data[vi].getContent();
691 if (c_max == CONTENT_AIR)
692 y_start = node_max.Y;
699 vi = vm->m_area.index(x, y_start, z);
700 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
701 if (vm->m_data[vi].getContent() != CONTENT_AIR)
704 vm->m_area.add_y(em, vi, -1);
707 content_t c = vm->m_data[vi].getContent();
708 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
709 vm->m_area.add_y(em, vi, 1);
710 vm->m_data[vi] = MapNode(biome->c_dust);
717 void MapgenV7::addTopNodes()
719 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 = bmgr->biomes[biomemap[index]];
727 //////////////////// First, add top nodes below the ridge
728 s16 y = ridge_heightmap[index];
730 // This cutoff is good enough, but not perfect.
731 // It will cut off potentially placed top nodes at chunk boundaries
734 if (y > node_max.Y) {
735 y = node_max.Y; // Let's see if we can still go downward anyway
736 u32 vi = vm->m_area.index(x, y, z);
737 content_t c = vm->m_data[vi].getContent();
738 if (ndef->get(c).walkable)
742 // N.B. It is necessary to search downward since ridge_heightmap[i]
743 // might not be the actual height, just the lowest part in the chunk
744 // where a ridge had been carved
745 u32 i = vm->m_area.index(x, y, z);
746 for (; y >= node_min.Y; y--) {
747 content_t c = vm->m_data[i].getContent();
748 if (ndef->get(c).walkable)
750 vm->m_area.add_y(em, i, -1);
753 if (y != node_min.Y - 1 && y >= water_level) {
754 ridge_heightmap[index] = y; //update ridgeheight
755 ntopnodes = biome->top_depth;
756 for (; y <= node_max.Y && ntopnodes; y++) {
758 vm->m_data[i] = MapNode(biome->c_top);
759 vm->m_area.add_y(em, i, 1);
761 // If dirt, grow grass on it.
762 if (y > water_level - 10 &&
763 vm->m_data[i].getContent() == CONTENT_AIR) {
764 vm->m_area.add_y(em, i, -1);
765 if (vm->m_data[i].getContent() == c_dirt)
766 vm->m_data[i] = MapNode(c_dirt_with_grass);
770 //////////////////// Now, add top nodes on top of the ridge
771 y = heightmap[index];
772 if (y > node_max.Y) {
773 y = node_max.Y; // Let's see if we can still go downward anyway
774 u32 vi = vm->m_area.index(x, y, z);
775 content_t c = vm->m_data[vi].getContent();
776 if (ndef->get(c).walkable)
780 i = vm->m_area.index(x, y, z);
781 for (; y >= node_min.Y; y--) {
782 content_t c = vm->m_data[i].getContent();
783 if (ndef->get(c).walkable)
785 vm->m_area.add_y(em, i, -1);
788 if (y != node_min.Y - 1) {
789 ntopnodes = biome->top_depth;
790 // Let's see if we've already added it...
791 if (y == ridge_heightmap[index] + ntopnodes - 1)
794 for (; y <= node_max.Y && ntopnodes; y++) {
796 vm->m_data[i] = MapNode(biome->c_top);
797 vm->m_area.add_y(em, i, 1);
799 // If dirt, grow grass on it.
800 if (y > water_level - 10 &&
801 vm->m_data[i].getContent() == CONTENT_AIR) {
802 vm->m_area.add_y(em, i, -1);
803 if (vm->m_data[i].getContent() == c_dirt)
804 vm->m_data[i] = MapNode(c_dirt_with_grass);
812 void MapgenV7::generateCaves(int max_stone_y)
814 if (max_stone_y >= node_min.Y) {
818 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
819 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
820 u32 i = vm->m_area.index(node_min.X, y, z);
821 for (s16 x = node_min.X; x <= node_max.X;
822 x++, i++, index++, index2d++) {
823 float d1 = contour(noise_cave1->result[index]);
824 float d2 = contour(noise_cave2->result[index]);
826 Biome *biome = (Biome *)bmgr->
827 getRaw(biomemap[index2d]);
828 content_t c = vm->m_data[i].getContent();
829 if (!ndef->get(c).is_ground_content ||
832 c != biome->c_stone &&
836 vm->m_data[i] = MapNode(CONTENT_AIR);
845 PseudoRandom ps(blockseed + 21343);
846 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
847 for (u32 i = 0; i < bruises_count; i++) {
848 CaveV7 cave(this, &ps);
849 cave.makeCave(node_min, node_max, max_stone_y);