3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5 Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
7 Based on Valleys Mapgen by Gael de Sailly
8 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
9 and mapgen_v7, mapgen_flat by kwolekr and paramat.
11 Licensing changed by permission of Gael de Sailly.
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU Lesser General Public License as published by
15 the Free Software Foundation; either version 2.1 of the License, or
16 (at your option) any later version.
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU Lesser General Public License for more details.
23 You should have received a copy of the GNU Lesser General Public License along
24 with this program; if not, write to the Free Software Foundation, Inc.,
25 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
34 #include "content_sao.h"
36 #include "voxelalgorithms.h"
37 #include "settings.h" // For g_settings
39 #include "dungeongen.h"
43 #include "mg_decoration.h"
44 #include "mapgen_valleys.h"
51 //#include "util/timetaker.h"
52 //#include "profiler.h"
55 //static Profiler mapgen_prof;
56 //Profiler *mapgen_profiler = &mapgen_prof;
58 static FlagDesc flagdesc_mapgen_valleys[] = {
59 {"altitude_chill", MGVALLEYS_ALT_CHILL},
60 {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
64 ///////////////////////////////////////////////////////////////////////////////
67 MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
68 : MapgenBasic(mapgenid, params, emerge)
70 // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
71 this->m_bgen = (BiomeGenOriginal *)biomegen;
73 BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
75 this->spflags = params->spflags;
76 this->altitude_chill = params->altitude_chill;
77 this->large_cave_depth = params->large_cave_depth;
78 this->lava_features_lim = rangelim(params->lava_features, 0, 10);
79 this->massive_cave_depth = params->massive_cave_depth;
80 this->river_depth_bed = params->river_depth + 1.f;
81 this->river_size_factor = params->river_size / 100.f;
82 this->water_features_lim = rangelim(params->water_features, 0, 10);
83 this->cave_width = params->cave_width;
86 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
87 noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
88 noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
89 noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
90 noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
91 noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
94 // 1-up 1-down overgeneration
95 noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
96 // 1-down overgeneraion
97 noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
98 noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
99 noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
101 this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
102 this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
103 this->humidity_adjust = bp->np_humidity.offset - 50.f;
105 // a small chance of overflows if the settings are very high
106 this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
107 this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
109 tcave_cache = new float[csize.Y + 2];
111 // Resolve content to be used
112 c_lava_source = ndef->getId("mapgen_lava_source");
116 MapgenValleys::~MapgenValleys()
120 delete noise_filler_depth;
121 delete noise_inter_valley_fill;
122 delete noise_inter_valley_slope;
124 delete noise_massive_caves;
125 delete noise_terrain_height;
126 delete noise_valley_depth;
127 delete noise_valley_profile;
129 delete[] tcave_cache;
133 MapgenValleysParams::MapgenValleysParams()
135 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
136 altitude_chill = 90; // The altitude at which temperature drops by 20C.
137 large_cave_depth = -33;
138 lava_features = 0; // How often water will occur in caves.
139 massive_cave_depth = -256; // highest altitude of massive caves
140 river_depth = 4; // How deep to carve river channels.
141 river_size = 5; // How wide to make rivers.
142 water_features = 0; // How often water will occur in caves.
145 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
146 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
147 np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
148 np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
149 np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
150 np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
151 np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
152 np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
153 np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
154 np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
158 void MapgenValleysParams::readParams(const Settings *settings)
160 settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
161 settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
162 settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
163 settings->getU16NoEx("mgvalleys_lava_features", lava_features);
164 settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
165 settings->getU16NoEx("mgvalleys_river_depth", river_depth);
166 settings->getU16NoEx("mgvalleys_river_size", river_size);
167 settings->getU16NoEx("mgvalleys_water_features", water_features);
168 settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
170 settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
171 settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
172 settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
173 settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
174 settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
175 settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
176 settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
177 settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
178 settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
179 settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
183 void MapgenValleysParams::writeParams(Settings *settings) const
185 settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
186 settings->setU16("mgvalleys_altitude_chill", altitude_chill);
187 settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
188 settings->setU16("mgvalleys_lava_features", lava_features);
189 settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
190 settings->setU16("mgvalleys_river_depth", river_depth);
191 settings->setU16("mgvalleys_river_size", river_size);
192 settings->setU16("mgvalleys_water_features", water_features);
193 settings->setFloat("mgvalleys_cave_width", cave_width);
195 settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
196 settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
197 settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
198 settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
199 settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
200 settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
201 settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
202 settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
203 settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
204 settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
208 ///////////////////////////////////////
211 void MapgenValleys::makeChunk(BlockMakeData *data)
214 assert(data->vmanip);
215 assert(data->nodedef);
216 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
217 data->blockpos_requested.Y >= data->blockpos_min.Y &&
218 data->blockpos_requested.Z >= data->blockpos_min.Z);
219 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
220 data->blockpos_requested.Y <= data->blockpos_max.Y &&
221 data->blockpos_requested.Z <= data->blockpos_max.Z);
223 this->generating = true;
224 this->vm = data->vmanip;
225 this->ndef = data->nodedef;
227 //TimeTaker t("makeChunk");
229 v3s16 blockpos_min = data->blockpos_min;
230 v3s16 blockpos_max = data->blockpos_max;
231 node_min = blockpos_min * MAP_BLOCKSIZE;
232 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
233 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
234 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
236 blockseed = getBlockSeed2(full_node_min, seed);
238 // Generate biome noises. Note this must be executed strictly before
239 // generateTerrain, because generateTerrain depends on intermediate
240 // biome-related noises.
241 m_bgen->calcBiomeNoise(node_min);
243 // Generate noise maps and base terrain height.
244 // Modify heat and humidity maps.
247 // Generate base terrain with initial heightmaps
248 s16 stone_surface_max_y = generateTerrain();
250 // Recalculate heightmap
251 updateHeightmap(node_min, node_max);
253 // Place biome-specific nodes and build biomemap
254 MgStoneType stone_type = generateBiomes();
257 if (flags & MG_CAVES)
258 generateCaves(stone_surface_max_y, large_cave_depth);
261 if ((flags & MG_DUNGEONS) && node_max.Y < 50)
262 generateDungeons(stone_surface_max_y, stone_type);
264 // Generate the registered decorations
265 if (flags & MG_DECORATIONS)
266 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
268 // Generate the registered ores
269 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
271 // Sprinkle some dust on top after everything else was generated
274 //TimeTaker tll("liquid_lighting");
276 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
278 if (flags & MG_LIGHT)
280 node_min - v3s16(0, 1, 0),
281 node_max + v3s16(0, 1, 0),
285 //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
286 //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
288 this->generating = false;
292 // Populate the noise tables and do most of the
293 // calculation necessary to determine terrain height.
294 void MapgenValleys::calculateNoise()
296 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
299 int y = node_min.Y - 1;
302 //TimeTaker tcn("actualNoise");
304 noise_inter_valley_slope->perlinMap2D(x, z);
305 noise_rivers->perlinMap2D(x, z);
306 noise_terrain_height->perlinMap2D(x, z);
307 noise_valley_depth->perlinMap2D(x, z);
308 noise_valley_profile->perlinMap2D(x, z);
310 noise_inter_valley_fill->perlinMap3D(x, y, z);
312 //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
314 float heat_offset = 0.f;
315 float humidity_scale = 1.f;
317 // Altitude chill tends to reduce the average heat.
318 if (use_altitude_chill)
321 // River humidity tends to increase the humidity range.
323 humidity_scale = 0.8f;
326 for (s32 index = 0; index < csize.X * csize.Z; index++) {
327 m_bgen->heatmap[index] += heat_offset;
328 m_bgen->humidmap[index] *= humidity_scale;
334 for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
335 for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
336 // The parameters that we actually need to generate terrain
337 // are passed by address (and the return value).
338 tn.terrain_height = noise_terrain_height->result[index];
339 // River noise is replaced with base terrain, which
340 // is basically the height of the water table.
341 tn.rivers = &noise_rivers->result[index];
342 // Valley depth noise is replaced with the valley
343 // number that represents the height of terrain
344 // over rivers and is used to determine about
345 // how close a river is for humidity calculation.
346 tn.valley = &noise_valley_depth->result[index];
347 tn.valley_profile = noise_valley_profile->result[index];
348 // Slope noise is replaced by the calculated slope
349 // which is used to get terrain height in the slow
350 // method, to create sharper mountains.
351 tn.slope = &noise_inter_valley_slope->result[index];
352 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
354 // This is the actual terrain height.
355 float mount = terrainLevelFromNoise(&tn);
356 noise_terrain_height->result[index] = mount;
361 // This keeps us from having to maintain two similar sets of
362 // complicated code to determine ground level.
363 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
365 // The square function changes the behaviour of this noise:
366 // very often small, and sometimes very high.
367 float valley_d = MYSQUARE(*tn->valley);
369 // valley_d is here because terrain is generally higher where valleys
370 // are deep (mountains). base represents the height of the
371 // rivers, most of the surface is above.
372 float base = tn->terrain_height + valley_d;
374 // "river" represents the distance from the river, in arbitrary units.
375 float river = fabs(*tn->rivers) - river_size_factor;
377 // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
378 // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
379 // Try it with a geometry software !
380 // (here x = "river" and a = valley_profile).
381 // "valley" represents the height of the terrain, from the rivers.
383 float t = river / tn->valley_profile;
384 *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
387 // approximate height of the terrain at this point
388 float mount = base + *tn->valley;
390 *tn->slope *= *tn->valley;
392 // Rivers are placed where "river" is negative, so where the original
393 // noise value is close to zero.
394 // Base ground is returned as rivers since it's basically the water table.
397 // Use the the function -sqrt(1-x^2) which models a circle.
400 float t = river / river_size_factor + 1;
401 depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
404 // base - depth : height of the bottom of the river
405 // water_level - 3 : don't make rivers below 3 nodes under the surface
406 // We use three because that's as low as the swamp biomes go.
407 // There is no logical equivalent to this using rangelim.
408 mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
410 // Slope has no influence on rivers.
418 // This avoids duplicating the code in terrainLevelFromNoise, adding
419 // only the final step of terrain generation without a noise map.
420 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
422 float mount = terrainLevelFromNoise(tn);
423 s16 y_start = myround(mount);
425 for (s16 y = y_start; y <= y_start + 1000; y++) {
426 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
428 if (fill * *tn->slope < y - mount) {
429 mount = MYMAX(y - 1, mount);
438 int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
440 // Check to make sure this isn't a request for a location in a river.
441 float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
442 if (fabs(rivers) < river_size_factor)
443 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
445 s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
446 if (level_at_point <= water_level ||
447 level_at_point > water_level + 32)
448 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
450 return level_at_point;
454 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
458 float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
459 float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
460 float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
464 tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
467 tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
468 tn.slope = &inter_valley_slope;
469 tn.inter_valley_fill = 0.f;
471 return adjustedTerrainLevelFromNoise(&tn);
475 int MapgenValleys::generateTerrain()
477 // Raising this reduces the rate of evaporation.
478 static const float evaporation = 300.f;
480 static const float humidity_dropoff = 4.f;
481 // constant to convert altitude chill (compatible with lua) to heat
482 static const float alt_to_heat = 20.f;
483 // humidity reduction by altitude
484 static const float alt_to_humid = 10.f;
486 MapNode n_air(CONTENT_AIR);
487 MapNode n_river_water(c_river_water_source);
488 MapNode n_stone(c_stone);
489 MapNode n_water(c_water_source);
491 v3s16 em = vm->m_area.getExtent();
492 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
495 for (s16 z = node_min.Z; z <= node_max.Z; z++)
496 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
497 float river_y = noise_rivers->result[index_2d];
498 float surface_y = noise_terrain_height->result[index_2d];
499 float slope = noise_inter_valley_slope->result[index_2d];
500 float t_heat = m_bgen->heatmap[index_2d];
502 heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
504 if (surface_y > surface_max_y)
505 surface_max_y = ceil(surface_y);
508 // Derive heat from (base) altitude. This will be most correct
509 // at rivers, since other surface heights may vary below.
510 if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
511 t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
513 // If humidity is low or heat is high, lower the water table.
514 float delta = m_bgen->humidmap[index_2d] - 50.f;
516 float t_evap = (t_heat - 32.f) / evaporation;
517 river_y += delta * MYMAX(t_evap, 0.08f);
521 u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
522 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
524 // Mapgens concern themselves with stone and water.
525 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
526 if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
527 float fill = noise_inter_valley_fill->result[index_3d];
528 float surface_delta = (float)y - surface_y;
529 bool river = y + 1 < river_y;
531 if (slope * fill > surface_delta) {
533 vm->m_data[index_data] = n_stone;
534 if (y > heightmap[index_2d])
535 heightmap[index_2d] = y;
536 if (y > surface_max_y)
538 } else if (y <= water_level) {
540 vm->m_data[index_data] = n_water;
543 vm->m_data[index_data] = n_river_water;
545 vm->m_data[index_data] = n_air;
549 vm->m_area.add_y(em, index_data, 1);
553 if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
554 s16 surface_y_int = myround(surface_y);
555 if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
556 // If surface_y is outside the chunk, it's good enough.
557 heightmap[index_2d] = surface_y_int;
559 // If the ground is outside of this chunk, but surface_y
560 // is within the chunk, give a value outside.
561 heightmap[index_2d] = node_min.Y - 2;
566 // Use base ground (water table) in a riverbed, to
567 // avoid an unnatural rise in humidity.
568 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
569 float humid = m_bgen->humidmap[index_2d];
570 float water_depth = (t_alt - river_y) / humidity_dropoff;
571 humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
573 // Reduce humidity with altitude (ignoring riverbeds).
574 // This is similar to the lua version's seawater adjustment,
575 // but doesn't increase the base humidity, which causes
576 // problems with the default biomes.
578 humid -= alt_to_humid * t_alt / altitude_chill;
580 m_bgen->humidmap[index_2d] = humid;
583 // Assign the heat adjusted by any changed altitudes.
584 // The altitude will change about half the time.
585 if (use_altitude_chill) {
586 // ground height ignoring riverbeds
587 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
588 if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
589 // The altitude hasn't changed. Use the first result.
590 m_bgen->heatmap[index_2d] = t_heat;
591 else if (t_alt > 0.f)
592 m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
596 return surface_max_y;
599 void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
601 if (max_stone_y < node_min.Y)
604 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
605 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
607 PseudoRandom ps(blockseed + 72202);
609 MapNode n_air(CONTENT_AIR);
610 MapNode n_lava(c_lava_source);
611 MapNode n_water(c_river_water_source);
613 v3s16 em = vm->m_area.getExtent();
615 // Cave blend distance near YMIN, YMAX
616 const float massive_cave_blend = 128.f;
617 // noise threshold for massive caves
618 const float massive_cave_threshold = 0.6f;
619 // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
621 float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
622 float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
623 bool made_a_big_one = false;
625 // Cache the tcave values as they only vary by altitude.
626 if (node_max.Y <= massive_cave_depth) {
627 noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
629 for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
630 float tcave = massive_cave_threshold;
633 float t = (yblmin - y) / massive_cave_blend;
634 tcave += MYSQUARE(t);
635 } else if (y > yblmax) {
636 float t = (y - yblmax) / massive_cave_blend;
637 tcave += MYSQUARE(t);
640 tcave_cache[y - node_min.Y + 1] = tcave;
644 // lava_depth varies between one and ten as you approach
645 // the bottom of the world.
646 s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
647 // This allows random lava spawns to be less common at the surface.
648 s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
649 // water_depth varies between ten and one on the way down.
650 s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
651 // This allows random water spawns to be more common at the surface.
652 s16 water_chance = MYCUBE(water_features_lim) * water_depth;
654 // Reduce the odds of overflows even further.
655 if (node_max.Y > water_level) {
661 for (s16 z = node_min.Z; z <= node_max.Z; z++)
662 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
663 Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
664 bool tunnel_air_above = false;
665 bool is_under_river = false;
666 bool underground = false;
667 u32 index_data = vm->m_area.index(x, node_max.Y, z);
668 u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
670 // Dig caves on down loop to check for air above.
671 // Don't excavate the overgenerated stone at node_max.Y + 1,
672 // this creates a 'roof' over the tunnel, preventing light in
673 // tunnels at mapchunk borders when generating mapchunks upwards.
674 // This 'roof' is removed when the mapchunk above is generated.
675 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
677 vm->m_area.add_y(em, index_data, -1)) {
679 float terrain = noise_terrain_height->result[index_2d];
682 if (y > terrain + 10)
684 else if (y < terrain - 40)
687 // Dig massive caves.
688 if (node_max.Y <= massive_cave_depth
689 && noise_massive_caves->result[index_3d]
690 > tcave_cache[y - node_min.Y + 1]) {
691 vm->m_data[index_data] = n_air;
692 made_a_big_one = true;
696 content_t c = vm->m_data[index_data].getContent();
697 // Detect river water to place riverbed nodes in tunnels
698 if (c == biome->c_river_water)
699 is_under_river = true;
701 float d1 = contour(noise_cave1->result[index_3d]);
702 float d2 = contour(noise_cave2->result[index_3d]);
704 if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
706 vm->m_data[index_data] = n_air;
707 tunnel_air_above = true;
708 } else if (c == biome->c_filler || c == biome->c_stone) {
709 if (tunnel_air_above) {
710 // at the tunnel floor
711 s16 sr = ps.range(0, 39);
713 vm->m_area.add_y(em, j, 1);
715 if (sr > terrain - y) {
716 // Put biome nodes in tunnels near the surface
718 vm->m_data[index_data] = MapNode(biome->c_riverbed);
719 else if (underground)
720 vm->m_data[index_data] = MapNode(biome->c_filler);
722 vm->m_data[index_data] = MapNode(biome->c_top);
723 } else if (sr < 3 && underground) {
725 if (lava_features_lim > 0 && y <= lava_max_height
726 && c == biome->c_stone && sr < lava_chance)
727 vm->m_data[j] = n_lava;
731 // If sr < 0 then we should have already placed lava --
732 // don't immediately dump water on it.
733 if (water_features_lim > 0 && y <= cave_water_max_height
734 && sr >= 0 && sr < water_chance)
735 vm->m_data[j] = n_water;
739 tunnel_air_above = false;
742 tunnel_air_above = false;
747 if (node_max.Y <= large_cave_depth && !made_a_big_one) {
748 u32 bruises_count = ps.range(0, 2);
749 for (u32 i = 0; i < bruises_count; i++) {
750 CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
751 c_water_source, c_lava_source);
753 cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);