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);
84 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
85 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
87 //// Resolve nodes to be used
88 INodeDefManager *ndef = emerge->ndef;
90 c_stone = ndef->getId("mapgen_stone");
91 c_dirt = ndef->getId("mapgen_dirt");
92 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
93 c_sand = ndef->getId("mapgen_sand");
94 c_water_source = ndef->getId("mapgen_water_source");
95 c_lava_source = ndef->getId("mapgen_lava_source");
96 c_ice = ndef->getId("default:ice");
97 if (c_ice == CONTENT_IGNORE)
102 MapgenV7::~MapgenV7()
104 delete noise_terrain_base;
105 delete noise_terrain_persist;
106 delete noise_height_select;
107 delete noise_terrain_alt;
108 delete noise_filler_depth;
109 delete noise_mount_height;
110 delete noise_ridge_uwater;
111 delete noise_mountain;
115 delete noise_humidity;
117 delete[] ridge_heightmap;
123 MapgenV7Params::MapgenV7Params()
125 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
127 np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
128 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
129 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
130 np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
131 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
132 np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
133 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
134 np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
135 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
139 void MapgenV7Params::readParams(Settings *settings)
141 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
143 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
144 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
145 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
146 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
147 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
148 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
149 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
150 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
151 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
155 void MapgenV7Params::writeParams(Settings *settings)
157 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
159 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
160 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
161 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
162 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
163 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
164 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
165 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
166 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
167 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
171 ///////////////////////////////////////
174 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
176 // Base terrain calculation
177 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
179 // Ridge/river terrain calculation
181 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
182 // actually computing the depth of the ridge is much more expensive;
183 // if inside a river, simply guess
184 if (uwatern >= -width && uwatern <= width)
185 return water_level - 10;
187 // Mountain terrain calculation
188 int iters = 128; // don't even bother iterating more than 128 times..
190 //current point would have been air
191 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
201 void MapgenV7::makeChunk(BlockMakeData *data)
203 assert(data->vmanip);
204 assert(data->nodedef);
205 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
206 data->blockpos_requested.Y >= data->blockpos_min.Y &&
207 data->blockpos_requested.Z >= data->blockpos_min.Z);
208 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
209 data->blockpos_requested.Y <= data->blockpos_max.Y &&
210 data->blockpos_requested.Z <= data->blockpos_max.Z);
212 this->generating = true;
213 this->vm = data->vmanip;
214 this->ndef = data->nodedef;
215 //TimeTaker t("makeChunk");
217 v3s16 blockpos_min = data->blockpos_min;
218 v3s16 blockpos_max = data->blockpos_max;
219 node_min = blockpos_min * MAP_BLOCKSIZE;
220 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
221 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
222 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
224 blockseed = getBlockSeed2(full_node_min, seed);
229 // Generate base terrain, mountains, and ridges with initial heightmaps
230 s16 stone_surface_max_y = generateTerrain();
232 updateHeightmap(node_min, node_max);
235 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
236 noise_humidity->result, heightmap, biomemap);
238 // Actually place the biome-specific nodes and what not
241 if (flags & MG_CAVES)
242 generateCaves(stone_surface_max_y);
244 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
245 DungeonGen dgen(this, NULL);
246 dgen.generate(blockseed, full_node_min, full_node_max);
249 // Generate the registered decorations
250 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
252 // Generate the registered ores
253 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
255 // Sprinkle some dust on top after everything else was generated
258 //printf("makeChunk: %dms\n", t.stop());
260 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
262 if (flags & MG_LIGHT)
263 calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
264 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
265 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
266 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
268 this->generating = false;
272 void MapgenV7::calculateNoise()
274 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
279 noise_height_select->perlinMap2D(x, z);
280 noise_terrain_persist->perlinMap2D(x, z);
281 float *persistmap = noise_terrain_persist->result;
282 for (int i = 0; i != csize.X * csize.Z; i++)
283 persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
285 noise_terrain_base->perlinMap2D(x, z, persistmap);
286 noise_terrain_alt->perlinMap2D(x, z, persistmap);
287 noise_filler_depth->perlinMap2D(x, z);
289 if (spflags & MGV7_MOUNTAINS) {
290 noise_mountain->perlinMap3D(x, y, z);
291 noise_mount_height->perlinMap2D(x, z);
294 if (spflags & MGV7_RIDGES) {
295 noise_ridge->perlinMap3D(x, y, z);
296 noise_ridge_uwater->perlinMap2D(x, z);
299 noise_heat->perlinMap2D(x, z);
300 noise_humidity->perlinMap2D(x, z);
302 //printf("calculateNoise: %dus\n", t.stop());
306 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
308 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
309 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
310 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
312 return bmgr->getBiome(heat, humidity, groundlevel);
315 //needs to be updated
316 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
318 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
319 hselect = rangelim(hselect, 0.0, 1.0);
321 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
322 persist = rangelim(persist, 0.4, 0.9);
324 noise_terrain_base->np.persist = persist;
325 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
327 noise_terrain_alt->np.persist = persist;
328 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
330 if (height_alt > height_base)
333 return (height_base * hselect) + (height_alt * (1.0 - hselect));
337 float MapgenV7::baseTerrainLevelFromMap(int index)
339 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
340 float height_base = noise_terrain_base->result[index];
341 float height_alt = noise_terrain_alt->result[index];
343 if (height_alt > height_base)
346 return (height_base * hselect) + (height_alt * (1.0 - hselect));
350 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
352 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
353 float height_modifier = -((float)y / mnt_h_n);
354 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
356 return mnt_n + height_modifier >= 0.6;
360 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
362 float mounthn = noise_mount_height->result[idx_xz];
363 float height_modifier = -((float)y / mounthn);
364 return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
369 void MapgenV7::carveRivers() {
370 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
371 MapNode n_stone(c_stone);
376 for (s16 z = node_min.Z; z <= node_max.Z; z++)
377 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
378 float terrain_mod = noise_terrain_mod->result[index];
379 NoiseParams *np = noise_terrain_river->np;
380 np.persist = noise_terrain_persist->result[index];
381 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
382 float height = terrain_river * (1 - abs(terrain_mod)) *
383 noise_terrain_river->np.scale;
384 height = log(height * height); //log(h^3) is pretty interesting for terrain
386 s16 y = heightmap[index];
387 if (height < 1.0 && y > river_depth &&
388 y - river_depth >= node_min.Y && y <= node_max.Y) {
390 for (s16 ry = y; ry != y - river_depth; ry--) {
391 u32 vi = vm->m_area.index(x, ry, z);
392 vm->m_data[vi] = n_air;
395 u32 vi = vm->m_area.index(x, y - river_depth, z);
396 vm->m_data[vi] = n_water_source;
403 int MapgenV7::generateTerrain()
405 int ymax = generateBaseTerrain();
407 if (spflags & MGV7_MOUNTAINS)
408 ymax = generateMountainTerrain(ymax);
410 if (spflags & MGV7_RIDGES)
411 generateRidgeTerrain();
417 int MapgenV7::generateBaseTerrain()
419 MapNode n_air(CONTENT_AIR);
420 MapNode n_stone(c_stone);
421 MapNode n_water(c_water_source);
423 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
424 v3s16 em = vm->m_area.getExtent();
427 for (s16 z = node_min.Z; z <= node_max.Z; z++)
428 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
429 float surface_height = baseTerrainLevelFromMap(index);
430 s16 surface_y = (s16)surface_height;
432 heightmap[index] = surface_y;
433 ridge_heightmap[index] = surface_y;
435 if (surface_y > stone_surface_max_y)
436 stone_surface_max_y = surface_y;
438 u32 i = vm->m_area.index(x, node_min.Y, z);
439 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
440 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
442 vm->m_data[i] = n_stone;
443 else if (y <= water_level)
444 vm->m_data[i] = n_water;
446 vm->m_data[i] = n_air;
448 vm->m_area.add_y(em, i, 1);
452 return stone_surface_max_y;
456 int MapgenV7::generateMountainTerrain(int ymax)
458 if (node_max.Y <= water_level)
461 MapNode n_stone(c_stone);
464 for (s16 z = node_min.Z; z <= node_max.Z; z++)
465 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
466 u32 vi = vm->m_area.index(node_min.X, y, z);
467 for (s16 x = node_min.X; x <= node_max.X; x++) {
468 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
469 content_t c = vm->m_data[vi].getContent();
471 if (getMountainTerrainFromMap(j, index, y)
472 && (c == CONTENT_AIR || c == c_water_source)) {
473 vm->m_data[vi] = n_stone;
487 void MapgenV7::generateRidgeTerrain()
489 MapNode n_water(c_water_source);
490 MapNode n_air(CONTENT_AIR);
493 for (s16 z = node_min.Z; z <= node_max.Z; z++)
494 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
495 u32 vi = vm->m_area.index(node_min.X, y, z);
496 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
497 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
499 if (heightmap[j] < water_level - 4)
502 float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
503 //widthn = rangelim(widthn, -0.05, 0.5);
505 float width = 0.3; // TODO: figure out acceptable perlin noise values
506 float uwatern = noise_ridge_uwater->result[j] * 2;
507 if (uwatern < -width || uwatern > width)
510 float height_mod = (float)(y + 17) / 2.5;
511 float width_mod = (width - fabs(uwatern));
512 float nridge = noise_ridge->result[index] * (float)y / 7.0;
515 nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
517 if (nridge + width_mod * height_mod < 0.6)
520 if (y < ridge_heightmap[j])
521 ridge_heightmap[j] = y - 1;
523 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
529 void MapgenV7::generateBiomes()
531 if (node_max.Y < water_level)
534 MapNode n_air(CONTENT_AIR);
535 MapNode n_stone(c_stone);
536 MapNode n_water(c_water_source);
538 v3s16 em = vm->m_area.getExtent();
541 for (s16 z = node_min.Z; z <= node_max.Z; z++)
542 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
543 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
544 s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
545 s16 y0_top = biome->depth_top;
546 s16 y0_filler = biome->depth_top + dfiller;
547 s16 shore_max = water_level + biome->height_shore;
548 s16 depth_water_top = biome->depth_water_top;
551 u32 i = vm->m_area.index(x, node_max.Y, z);
553 content_t c_above = vm->m_data[i + em.X].getContent();
554 bool have_air = c_above == CONTENT_AIR;
556 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
557 content_t c = vm->m_data[i].getContent();
559 // It could be the case that the elevation is equal to the chunk
560 // boundary, but the chunk above has not been generated yet
561 if (y == node_max.Y && c_above == CONTENT_IGNORE &&
562 y == heightmap[index] && c == c_stone) {
563 int j = (z - node_min.Z) * zstride +
564 (y - node_min.Y) * ystride +
566 have_air = !getMountainTerrainFromMap(j, index, y);
569 if (c == c_stone && have_air) {
570 content_t c_below = vm->m_data[i - em.X].getContent();
572 if (c_below != CONTENT_AIR) {
573 if (nplaced < y0_top) {
575 vm->m_data[i] = MapNode(biome->c_underwater);
576 else if(y <= shore_max)
577 vm->m_data[i] = MapNode(biome->c_shore_top);
579 vm->m_data[i] = MapNode(biome->c_top);
581 } else if (nplaced < y0_filler && nplaced >= y0_top) {
583 vm->m_data[i] = MapNode(biome->c_underwater);
584 else if(y <= shore_max)
585 vm->m_data[i] = MapNode(biome->c_shore_filler);
587 vm->m_data[i] = MapNode(biome->c_filler);
589 } else if (c == c_stone) {
592 vm->m_data[i] = MapNode(biome->c_stone);
597 } else if (c == c_stone) {
600 vm->m_data[i] = MapNode(biome->c_stone);
602 } else if (c == c_stone) {
605 vm->m_data[i] = MapNode(biome->c_stone);
606 } else if (c == c_water_source) {
609 if(y > water_level - depth_water_top)
610 vm->m_data[i] = MapNode(biome->c_water_top);
612 vm->m_data[i] = MapNode(biome->c_water);
613 } else if (c == CONTENT_AIR) {
618 vm->m_area.add_y(em, i, -1);
624 void MapgenV7::dustTopNodes()
626 v3s16 em = vm->m_area.getExtent();
629 if (water_level > node_max.Y)
632 for (s16 z = node_min.Z; z <= node_max.Z; z++)
633 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
634 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
636 if (biome->c_dust == CONTENT_IGNORE)
640 u32 vi = vm->m_area.index(x, y, z);
641 for (; y >= node_min.Y; y--) {
642 if (vm->m_data[vi].getContent() != CONTENT_AIR)
645 vm->m_area.add_y(em, vi, -1);
648 content_t c = vm->m_data[vi].getContent();
649 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
653 vm->m_area.add_y(em, vi, 1);
654 vm->m_data[vi] = MapNode(biome->c_dust);
661 void MapgenV7::addTopNodes()
663 v3s16 em = vm->m_area.getExtent();
667 for (s16 z = node_min.Z; z <= node_max.Z; z++)
668 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
669 Biome *biome = bmgr->biomes[biomemap[index]];
671 //////////////////// First, add top nodes below the ridge
672 s16 y = ridge_heightmap[index];
674 // This cutoff is good enough, but not perfect.
675 // It will cut off potentially placed top nodes at chunk boundaries
678 if (y > node_max.Y) {
679 y = node_max.Y; // Let's see if we can still go downward anyway
680 u32 vi = vm->m_area.index(x, y, z);
681 content_t c = vm->m_data[vi].getContent();
682 if (ndef->get(c).walkable)
686 // N.B. It is necessary to search downward since ridge_heightmap[i]
687 // might not be the actual height, just the lowest part in the chunk
688 // where a ridge had been carved
689 u32 i = vm->m_area.index(x, y, z);
690 for (; y >= node_min.Y; y--) {
691 content_t c = vm->m_data[i].getContent();
692 if (ndef->get(c).walkable)
694 vm->m_area.add_y(em, i, -1);
697 if (y != node_min.Y - 1 && y >= water_level) {
698 ridge_heightmap[index] = y; //update ridgeheight
699 ntopnodes = biome->top_depth;
700 for (; y <= node_max.Y && ntopnodes; y++) {
702 vm->m_data[i] = MapNode(biome->c_top);
703 vm->m_area.add_y(em, i, 1);
705 // If dirt, grow grass on it.
706 if (y > water_level - 10 &&
707 vm->m_data[i].getContent() == CONTENT_AIR) {
708 vm->m_area.add_y(em, i, -1);
709 if (vm->m_data[i].getContent() == c_dirt)
710 vm->m_data[i] = MapNode(c_dirt_with_grass);
714 //////////////////// Now, add top nodes on top of the ridge
715 y = heightmap[index];
716 if (y > node_max.Y) {
717 y = node_max.Y; // Let's see if we can still go downward anyway
718 u32 vi = vm->m_area.index(x, y, z);
719 content_t c = vm->m_data[vi].getContent();
720 if (ndef->get(c).walkable)
724 i = vm->m_area.index(x, y, z);
725 for (; y >= node_min.Y; y--) {
726 content_t c = vm->m_data[i].getContent();
727 if (ndef->get(c).walkable)
729 vm->m_area.add_y(em, i, -1);
732 if (y != node_min.Y - 1) {
733 ntopnodes = biome->top_depth;
734 // Let's see if we've already added it...
735 if (y == ridge_heightmap[index] + ntopnodes - 1)
738 for (; y <= node_max.Y && ntopnodes; y++) {
740 vm->m_data[i] = MapNode(biome->c_top);
741 vm->m_area.add_y(em, i, 1);
743 // If dirt, grow grass on it.
744 if (y > water_level - 10 &&
745 vm->m_data[i].getContent() == CONTENT_AIR) {
746 vm->m_area.add_y(em, i, -1);
747 if (vm->m_data[i].getContent() == c_dirt)
748 vm->m_data[i] = MapNode(c_dirt_with_grass);
756 NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
758 void MapgenV7::generateCaves(int max_stone_y)
760 PseudoRandom ps(blockseed + 21343);
762 int volume_nodes = (node_max.X - node_min.X + 1) *
763 (node_max.Y - node_min.Y + 1) *
764 (node_max.Z - node_min.Z + 1);
765 float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
766 node_min.X, node_min.Y, seed);
768 u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
769 for (u32 i = 0; i < caves_count; i++) {
770 CaveV7 cave(this, &ps, false);
771 cave.makeCave(node_min, node_max, max_stone_y);
774 u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
775 for (u32 i = 0; i < bruises_count; i++) {
776 CaveV7 cave(this, &ps, true);
777 cave.makeCave(node_min, node_max, max_stone_y);