/*
Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
+#include "cavegen.h"
#include "treegen.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
#include "mapgen_v6.h"
-/////////////////// Mapgen V6 perlin noise default values
-NoiseParams nparams_v6_def_terrain_base =
- {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
-NoiseParams nparams_v6_def_terrain_higher =
- {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
-NoiseParams nparams_v6_def_steepness =
- {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
-NoiseParams nparams_v6_def_height_select =
- {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
-NoiseParams nparams_v6_def_mud =
- {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
-NoiseParams nparams_v6_def_beach =
- {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
-NoiseParams nparams_v6_def_biome =
- {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
-NoiseParams nparams_v6_def_cave =
- {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
-NoiseParams nparams_v6_def_humidity =
- {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
-NoiseParams nparams_v6_def_trees =
- {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
-NoiseParams nparams_v6_def_apple_trees =
- {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
-
-
-///////////////////////////////////////////////////////////////////////////////
-
-
-MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge;
-
- this->seed = (int)params->seed;
- this->water_level = params->water_level;
- this->flags = params->flags;
- this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+FlagDesc flagdesc_mapgen_v6[] = {
+ {"jungles", MGV6_JUNGLES},
+ {"biomeblend", MGV6_BIOMEBLEND},
+ {"mudflow", MGV6_MUDFLOW},
+ {"snowbiomes", MGV6_SNOWBIOMES},
+ {"flat", MGV6_FLAT},
+ {"trees", MGV6_TREES},
+ {NULL, 0}
+};
+
+
+/////////////////////////////////////////////////////////////////////////////
+
+
+MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->ystride = csize.X; //////fix this
+
+ this->heightmap = new s16[csize.X * csize.Z];
+
+ this->spflags = params->spflags;
this->freq_desert = params->freq_desert;
this->freq_beach = params->freq_beach;
- this->ystride = csize.X; //////fix this
+ np_cave = ¶ms->np_cave;
+ np_humidity = ¶ms->np_humidity;
+ np_trees = ¶ms->np_trees;
+ np_apple_trees = ¶ms->np_apple_trees;
+
+ //// Create noise objects
+ noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
+ noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(¶ms->np_biome, seed,
+ csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
+ noise_humidity = new Noise(¶ms->np_humidity, seed,
+ csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
+
+ //// Resolve nodes to be used
+ INodeDefManager *ndef = emerge->ndef;
+
+ c_stone = ndef->getId("mapgen_stone");
+ c_dirt = ndef->getId("mapgen_dirt");
+ c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
+ c_sand = ndef->getId("mapgen_sand");
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_gravel = ndef->getId("mapgen_gravel");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_desert_sand = ndef->getId("mapgen_desert_sand");
+ c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
+ c_snow = ndef->getId("mapgen_snow");
+ c_snowblock = ndef->getId("mapgen_snowblock");
+ c_ice = ndef->getId("mapgen_ice");
- np_cave = params->np_cave;
- np_humidity = params->np_humidity;
- np_trees = params->np_trees;
- np_apple_trees = params->np_apple_trees;
-
- noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
- noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
- noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
- noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
- noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
- noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
- noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
+ if (c_gravel == CONTENT_IGNORE)
+ c_gravel = c_stone;
+ if (c_desert_stone == CONTENT_IGNORE)
+ c_desert_stone = c_stone;
+ if (c_desert_sand == CONTENT_IGNORE)
+ c_desert_sand = c_sand;
+ if (c_dirt_with_snow == CONTENT_IGNORE)
+ c_dirt_with_snow = c_dirt_with_grass;
+ if (c_snow == CONTENT_IGNORE)
+ c_snow = CONTENT_AIR;
+ if (c_snowblock == CONTENT_IGNORE)
+ c_snowblock = c_dirt_with_grass;
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = c_water_source;
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
+
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_desert_stone == CONTENT_IGNORE)
+ c_stair_desert_stone = c_desert_stone;
}
-MapgenV6::~MapgenV6() {
+MapgenV6::~MapgenV6()
+{
delete noise_terrain_base;
delete noise_terrain_higher;
delete noise_steepness;
delete noise_mud;
delete noise_beach;
delete noise_biome;
+ delete noise_humidity;
+
+ delete[] heightmap;
}
-//////////////////////// Some helper functions for the map generator
+MapgenV6Params::MapgenV6Params()
+{
+ spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
+ MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+
+ freq_desert = 0.45;
+ freq_beach = 0.15;
+
+ np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
+ np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
+ np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
+ np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
+ np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
+ np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
+ np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
+ np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
+ np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
+ np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
+ np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
+}
-// Returns Y one under area minimum if not found
-s16 MapgenV6::find_ground_level(v2s16 p2d) {
- v3s16 em = vm->m_area.getExtent();
- s16 y_nodes_max = vm->m_area.MaxEdge.Y;
- s16 y_nodes_min = vm->m_area.MinEdge.Y;
- u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
- s16 y;
-
- for (y = y_nodes_max; y >= y_nodes_min; y--) {
- MapNode &n = vm->m_data[i];
- if(ndef->get(n).walkable)
- break;
- vm->m_area.add_y(em, i, -1);
- }
- return (y >= y_nodes_min) ? y : y_nodes_min - 1;
+void MapgenV6Params::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
+ settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
+ settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
+
+ settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+ settings->getNoiseParams("mgv6_np_steepness", np_steepness);
+ settings->getNoiseParams("mgv6_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv6_np_mud", np_mud);
+ settings->getNoiseParams("mgv6_np_beach", np_beach);
+ settings->getNoiseParams("mgv6_np_biome", np_biome);
+ settings->getNoiseParams("mgv6_np_cave", np_cave);
+ settings->getNoiseParams("mgv6_np_humidity", np_humidity);
+ settings->getNoiseParams("mgv6_np_trees", np_trees);
+ settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
}
+
+void MapgenV6Params::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
+ settings->setFloat("mgv6_freq_desert", freq_desert);
+ settings->setFloat("mgv6_freq_beach", freq_beach);
+
+ settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+ settings->setNoiseParams("mgv6_np_steepness", np_steepness);
+ settings->setNoiseParams("mgv6_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv6_np_mud", np_mud);
+ settings->setNoiseParams("mgv6_np_beach", np_beach);
+ settings->setNoiseParams("mgv6_np_biome", np_biome);
+ settings->setNoiseParams("mgv6_np_cave", np_cave);
+ settings->setNoiseParams("mgv6_np_humidity", np_humidity);
+ settings->setNoiseParams("mgv6_np_trees", np_trees);
+ settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
+}
+
+
+//////////////////////// Some helper functions for the map generator
+
// Returns Y one under area minimum if not found
-s16 MapgenV6::find_stone_level(v2s16 p2d) {
+s16 MapgenV6::find_stone_level(v2s16 p2d)
+{
v3s16 em = vm->m_area.getExtent();
s16 y_nodes_max = vm->m_area.MaxEdge.Y;
s16 y_nodes_min = vm->m_area.MinEdge.Y;
s16 y;
for (y = y_nodes_max; y >= y_nodes_min; y--) {
- MapNode &n = vm->m_data[i];
- content_t c = n.getContent();
- if (c != CONTENT_IGNORE && (
- c == c_stone || c == c_desert_stone))
+ content_t c = vm->m_data[i].getContent();
+ if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
break;
vm->m_area.add_y(em, i, -1);
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = water_level;
- if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+ if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
return false;
//////////////////////// Base terrain height functions
float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
- float steepness, float height_select) {
- float base = water_level + terrain_base;
- float higher = water_level + terrain_higher;
+ float steepness, float height_select)
+{
+ float base = 1 + terrain_base;
+ float higher = 1 + terrain_higher;
// Limit higher ground level to at least base
if(higher < base)
float a_off = -0.20; // Offset to more low
float a = 0.5 + b * (a_off + height_select);
a = rangelim(a, 0.0, 1.0); // Limit
-
+
return base * (1.0 - a) + higher * a;
}
-float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
- if (flags & MG_FLAT)
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
+{
+ if (spflags & MGV6_FLAT)
return water_level;
-
- float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
+
+ float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
- float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+ float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
p.X, 0.5, p.Y, 0.5, seed);
- float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
+ float steepness = NoisePerlin2D_PO(&noise_steepness->np,
p.X, 0.5, p.Y, 0.5, seed);
- float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+ float height_select = NoisePerlin2D_PO(&noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
- steepness, height_select);
+ steepness, height_select);
}
-float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return baseTerrainLevelFromMap(index);
}
-float MapgenV6::baseTerrainLevelFromMap(int index) {
- if (flags & MG_FLAT)
+float MapgenV6::baseTerrainLevelFromMap(int index)
+{
+ if (spflags & MGV6_FLAT)
return water_level;
-
+
float terrain_base = noise_terrain_base->result[index];
float terrain_higher = noise_terrain_higher->result[index];
float steepness = noise_steepness->result[index];
float height_select = noise_height_select->result[index];
-
+
return baseTerrainLevel(terrain_base, terrain_higher,
- steepness, height_select);
+ steepness, height_select);
}
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
- return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
}
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
- return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+int MapgenV6::getGroundLevelAtPoint(v2s16 p)
+{
+ return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+}
+
+
+int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
+{
+ s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+ if (level_at_point <= water_level ||
+ level_at_point > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ else
+ return level_at_point;
}
//////////////////////// Noise functions
-float MapgenV6::getMudAmount(v2s16 p) {
+float MapgenV6::getMudAmount(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getMudAmount(index);
}
-bool MapgenV6::getHaveBeach(v2s16 p) {
+bool MapgenV6::getHaveBeach(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getHaveBeach(index);
}
-BiomeType MapgenV6::getBiome(v2s16 p) {
- int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+BiomeV6Type MapgenV6::getBiome(v2s16 p)
+{
+ int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ + (p.X - full_node_min.X);
return getBiome(index, p);
}
seed+72384, 4, 0.66);
noise = (noise + 1.0)/2.0;*/
- float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
+ int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ + (p.X - full_node_min.X);
+ float noise = noise_humidity->result[index];
if (noise < 0.0)
noise = 0.0;
/*double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);*/
-
+
float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
float zeroval = -0.39;
if (noise < zeroval)
return 0;
else
- return 0.04 * (noise-zeroval) / (1.0-zeroval);
+ return 0.04 * (noise - zeroval) / (1.0 - zeroval);
}
/*is_apple_tree = noise2d_perlin(
0.5+(float)p.X/100, 0.5+(float)p.Z/100,
data->seed+342902, 3, 0.45) > 0.2;*/
-
+
float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
-
+
return noise > 0.2;
}
float MapgenV6::getMudAmount(int index)
{
- if (flags & MG_FLAT)
- return AVERAGE_MUD_AMOUNT;
-
+ if (spflags & MGV6_FLAT)
+ return MGV6_AVERAGE_MUD_AMOUNT;
+
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));*/
-
+
return noise_mud->result[index];
}
/*double sandnoise = noise2d_perlin(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);*/
-
+
float sandnoise = noise_beach->result[index];
return (sandnoise > freq_beach);
}
-BiomeType MapgenV6::getBiome(int index, v2s16 p)
+BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
// Just do something very simple as for now
/*double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);*/
-
+
float d = noise_biome->result[index];
- if (d > freq_desert)
- return BT_DESERT;
-
- if ((flags & MGV6_BIOME_BLEND) &&
- (d > freq_desert - 0.10) &&
- ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
- return BT_DESERT;
-
- return BT_NORMAL;
+ float h = noise_humidity->result[index];
+
+ if (spflags & MGV6_SNOWBIOMES) {
+ float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
+
+ if (d > MGV6_FREQ_HOT + blend) {
+ if (h > MGV6_FREQ_JUNGLE + blend)
+ return BT_JUNGLE;
+ else
+ return BT_DESERT;
+ } else if (d < MGV6_FREQ_SNOW + blend) {
+ if (h > MGV6_FREQ_TAIGA + blend)
+ return BT_TAIGA;
+ else
+ return BT_TUNDRA;
+ } else {
+ return BT_NORMAL;
+ }
+ } else {
+ if (d > freq_desert)
+ return BT_DESERT;
+
+ if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
+ ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
+ return BT_DESERT;
+
+ if ((spflags & MGV6_JUNGLES) && h > 0.75)
+ return BT_JUNGLE;
+ else
+ return BT_NORMAL;
+ }
}
u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
{
- s32 x=p.X, y=p.Y, z=p.Z;
- return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+ s32 x = p.X, y = p.Y, z = p.Z;
+ return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
}
//////////////////////// Map generator
-void MapgenV6::makeChunk(BlockMakeData *data) {
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
-
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
+
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->ndef = data->nodedef;
-
+
// Hack: use minimum block coords for old code that assumes a single block
- v3s16 blockpos = data->blockpos_requested;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
- v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
- v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
// Area of central chunk
- node_min = blockpos_min*MAP_BLOCKSIZE;
- node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ node_min = blockpos_min * MAP_BLOCKSIZE;
+ node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Full allocated area
- full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
- full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+ full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
+ full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- central_area_size = node_max - node_min + v3s16(1,1,1);
+ central_area_size = node_max - node_min + v3s16(1, 1, 1);
assert(central_area_size.X == central_area_size.Z);
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
// Make some noise
calculateNoise();
- c_stone = ndef->getId("mapgen_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
- c_sand = ndef->getId("mapgen_sand");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_gravel = ndef->getId("mapgen_gravel");
- c_cobble = ndef->getId("mapgen_cobble");
- c_desert_sand = ndef->getId("mapgen_desert_sand");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- if (c_desert_sand == CONTENT_IGNORE)
- c_desert_sand = c_sand;
- if (c_desert_stone == CONTENT_IGNORE)
- c_desert_stone = c_stone;
-
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
s16 stone_surface_max_y;
// Generate general ground level to full area
stone_surface_max_y = generateGround();
- generateSomething();
+ // Create initial heightmap to limit caves
+ updateHeightmap(node_min, node_max);
const s16 max_spread_amount = MAP_BLOCKSIZE;
// Limit dirt flow area by 1 because mud is flown into neighbors.
// Add mud to the central chunk
addMud();
- // Add blobs of dirt and gravel underground
- addDirtGravelBlobs();
-
// Flow mud away from steep edges
- flowMud(mudflow_minpos, mudflow_maxpos);
+ if (spflags & MGV6_MUDFLOW)
+ flowMud(mudflow_minpos, mudflow_maxpos);
}
-
+
+ // Update heightmap after mudflow
+ updateHeightmap(node_min, node_max);
+
// Add dungeons
- if (flags & MG_DUNGEONS) {
- DungeonGen dgen(ndef, data->seed, water_level);
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
+ DungeonParams dp;
+
+ dp.seed = seed;
+ dp.c_water = c_water_source;
+ dp.c_river_water = c_water_source;
+ dp.rooms_min = 2;
+ dp.rooms_max = 16;
+ dp.y_min = -MAX_MAP_GENERATION_LIMIT;
+ dp.y_max = MAX_MAP_GENERATION_LIMIT;
+ dp.np_density = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+ dp.np_alt_wall = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
+ if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+ dp.c_wall = c_desert_stone;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = c_stair_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else {
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
+
+ DungeonGen dgen(ndef, &gennotify, &dp);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
-
+
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
- // Grow grass
+ // Add surface nodes
growGrass();
// Generate some trees, and add grass, if a jungle
- if (flags & MG_TREES)
+ if (spflags & MGV6_TREES)
placeTreesAndJungleGrass();
+ // Generate the registered decorations
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+
// Generate the registered ores
- for (unsigned int i = 0; i != emerge->ores.size(); i++) {
- Ore *ore = emerge->ores[i];
- ore->generate(this, blockseed + i, node_min, node_max);
- }
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Calculate lighting
- calcLighting(node_min, node_max);
-
+ if (flags & MG_LIGHT)
+ calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ full_node_min, full_node_max);
+
this->generating = false;
}
-void MapgenV6::calculateNoise() {
+void MapgenV6::calculateNoise()
+{
int x = node_min.X;
int z = node_min.Z;
-
- // Need to adjust for the original implementation's +.5 offset...
- if (!(flags & MG_FLAT)) {
- noise_terrain_base->perlinMap2D(
- x + 0.5 * noise_terrain_base->np->spread.X,
- z + 0.5 * noise_terrain_base->np->spread.Z);
- noise_terrain_base->transformNoiseMap();
-
- noise_terrain_higher->perlinMap2D(
- x + 0.5 * noise_terrain_higher->np->spread.X,
- z + 0.5 * noise_terrain_higher->np->spread.Z);
- noise_terrain_higher->transformNoiseMap();
-
- noise_steepness->perlinMap2D(
- x + 0.5 * noise_steepness->np->spread.X,
- z + 0.5 * noise_steepness->np->spread.Z);
- noise_steepness->transformNoiseMap();
-
- noise_height_select->perlinMap2D(
- x + 0.5 * noise_height_select->np->spread.X,
- z + 0.5 * noise_height_select->np->spread.Z);
-
- noise_mud->perlinMap2D(
- x + 0.5 * noise_mud->np->spread.X,
- z + 0.5 * noise_mud->np->spread.Z);
- noise_mud->transformNoiseMap();
+ int fx = full_node_min.X;
+ int fz = full_node_min.Z;
+
+ if (!(spflags & MGV6_FLAT)) {
+ noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
}
- noise_beach->perlinMap2D(
- x + 0.2 * noise_beach->np->spread.X,
- z + 0.7 * noise_beach->np->spread.Z);
+ noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
- noise_biome->perlinMap2D(
- x + 0.6 * noise_biome->np->spread.X,
- z + 0.2 * noise_biome->np->spread.Z);
+ noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
+ noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
+ // Humidity map does not need range limiting 0 to 1,
+ // only humidity at point does
}
-int MapgenV6::generateGround() {
+int MapgenV6::generateGround()
+{
//TimeTaker timer1("Generating ground level");
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+ MapNode n_ice(c_ice);
+ int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+
u32 index = 0;
-
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// Surface height
s16 surface_y = (s16)baseTerrainLevelFromMap(index);
-
+
// Log it
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- BiomeType bt = getBiome(index, v2s16(x, z));
-
+ BiomeV6Type bt = getBiome(v2s16(x, z));
+
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
- vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
+ vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
+ && bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
- vm->m_data[i] = n_water_source;
+ vm->m_data[i] = (y >= MGV6_ICE_BASE
+ && bt == BT_TUNDRA) ?
+ n_ice : n_water_source;
} else {
vm->m_data[i] = n_air;
}
vm->m_area.add_y(em, i, 1);
}
}
-
+
return stone_surface_max_y;
}
-void MapgenV6::addMud() {
+void MapgenV6::addMud()
+{
// 15ms @cs=8
//TimeTaker timer1("add mud");
MapNode n_dirt(c_dirt), n_gravel(c_gravel);
// Find ground level
s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
-
+
// Handle area not found
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
-
- BiomeType bt = getBiome(index, v2s16(x, z));
+
+ BiomeV6Type bt = getBiome(v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
} else if (mud_add_amount <= 0) {
mud_add_amount = 1 - mud_add_amount;
addnode = n_gravel;
- } else if (bt == BT_NORMAL && getHaveBeach(index) &&
+ } else if (bt != BT_DESERT && getHaveBeach(index) &&
surface_y + mud_add_amount <= water_level + 2) {
addnode = n_sand;
}
- if (bt == BT_DESERT && surface_y > 20)
+ if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
- // If topmost node is grass, change it to mud. It might be if it was
+ /* If topmost node is grass, change it to mud. It might be if it was
// flown to there from a neighboring chunk and then converted.
u32 i = vm->m_area.index(x, surface_y, z);
if (vm->m_data[i].getContent() == c_dirt_with_grass)
- vm->m_data[i] = n_dirt;
+ vm->m_data[i] = n_dirt;*/
// Add mud on ground
s16 mudcount = 0;
v3s16 em = vm->m_area.getExtent();
s16 y_start = surface_y + 1;
- i = vm->m_area.index(x, y_start, z);
+ u32 i = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y <= node_max.Y; y++) {
if (mudcount >= mud_add_amount)
break;
}
-void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
+void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
+{
// 340ms @cs=8
- TimeTaker timer1("flow mud");
+ //TimeTaker timer1("flow mud");
// Iterate a few times
- for(s16 k = 0; k < 3; k++) {
+ for (s16 k = 0; k < 3; k++) {
for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
// Invert coordinates every 2nd iteration
u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
s16 y = node_max.Y;
- while(y >= node_min.Y)
- {
+ while (y >= node_min.Y) {
- for(;; y--)
- {
+ for (;; y--) {
MapNode *n = NULL;
// Find mud
- for(; y >= node_min.Y; y--) {
+ for (; y >= node_min.Y; y--) {
n = &vm->m_data[i];
if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass ||
- n->getContent() == c_gravel)
+ n->getContent() == c_dirt_with_grass ||
+ n->getContent() == c_gravel)
break;
vm->m_area.add_y(em, i, -1);
break;
if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass)
- {
+ n->getContent() == c_dirt_with_grass) {
// Make it exactly mud
n->setContent(c_dirt);
u32 i2 = i;
vm->m_area.add_y(em, i2, -1);
// Cancel if out of area
- if(vm->m_area.contains(i2) == false)
+ if (vm->m_area.contains(i2) == false)
continue;
MapNode *n2 = &vm->m_data[i2];
if (n2->getContent() != c_dirt &&
- n2->getContent() != c_dirt_with_grass)
+ n2->getContent() != c_dirt_with_grass)
continue;
}
}
v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
+ v3s16(0, 0, 1), // back
+ v3s16(1, 0, 0), // right
+ v3s16(0, 0, -1), // front
+ v3s16(-1, 0, 0), // left
};
// Check that upper is air or doesn't exist.
u32 i3 = i;
vm->m_area.add_y(em, i3, 1);
if (vm->m_area.contains(i3) == true &&
- ndef->get(vm->m_data[i3]).walkable)
+ ndef->get(vm->m_data[i3]).walkable)
continue;
// Drop mud on side
- for(u32 di=0; di<4; di++) {
+ for (u32 di = 0; di < 4; di++) {
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
vm->m_area.add_y(em, i2, -1);
n2 = &vm->m_data[i2];
// if out of known area
- if(vm->m_area.contains(i2) == false ||
- n2->getContent() == CONTENT_IGNORE) {
+ if (vm->m_area.contains(i2) == false ||
+ n2->getContent() == CONTENT_IGNORE) {
dropped_to_unknown = true;
break;
}
if (!dropped_to_unknown) {
*n2 = *n;
// Set old place to be air (or water)
- if(old_is_water)
+ if (old_is_water)
*n = MapNode(c_water_source);
else
*n = MapNode(CONTENT_AIR);
}
-void MapgenV6::addDirtGravelBlobs() {
- if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
- return;
-
- PseudoRandom pr(blockseed + 983);
- for (int i = 0; i < volume_nodes/10/10/10; i++) {
- bool only_fill_cave = (myrand_range(0,1) != 0);
- v3s16 size(
- pr.range(1, 8),
- pr.range(1, 8),
- pr.range(1, 8)
- );
- v3s16 p0(
- pr.range(node_min.X, node_max.X) - size.X / 2,
- pr.range(node_min.Y, node_max.Y) - size.Y / 2,
- pr.range(node_min.Z, node_max.Z) - size.Z / 2
- );
-
- MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
- for (int z1 = 0; z1 < size.Z; z1++)
- for (int y1 = 0; y1 < size.Y; y1++)
- for (int x1 = 0; x1 < size.X; x1++) {
- v3s16 p = p0 + v3s16(x1, y1, z1);
- u32 i = vm->m_area.index(p);
- if (!vm->m_area.contains(i))
- continue;
- // Cancel if not stone and not cave air
- if (vm->m_data[i].getContent() != c_stone &&
- !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
- continue;
- if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
- continue;
- vm->m_data[i] = n1;
- }
- }
-}
-
-
-void MapgenV6::placeTreesAndJungleGrass() {
+void MapgenV6::placeTreesAndJungleGrass()
+{
//TimeTaker t("placeTrees");
if (node_max.Y < water_level)
return;
-
+
PseudoRandom grassrandom(blockseed + 53);
content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
// if we don't have junglegrass, don't place cignore... that's bad
c_junglegrass = CONTENT_AIR;
MapNode n_junglegrass(c_junglegrass);
v3s16 em = vm->m_area.getExtent();
-
+
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;
double area = sidelen * sidelen;
-
+
// N.B. We must add jungle grass first, since tree leaves will
// obstruct the ground, giving us a false ground level
for (s16 z0 = 0; z0 < div; z0++)
node_min.X + sidelen + sidelen * x0 - 1,
node_min.Z + sidelen + sidelen * z0 - 1
);
-
- // Amount of trees, jungle area
- u32 tree_count = area * getTreeAmount(p2d_center);
-
- float humidity;
- bool is_jungle = false;
- if (flags & MGV6_JUNGLES) {
- humidity = getHumidity(p2d_center);
- if (humidity > 0.75) {
- is_jungle = true;
+
+ // Get biome at center position of part of division
+ BiomeV6Type bt = getBiome(p2d_center);
+
+ // Amount of trees
+ u32 tree_count;
+ if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
+ tree_count = area * getTreeAmount(p2d_center);
+ if (bt == BT_JUNGLE)
tree_count *= 4;
- }
+ } else {
+ tree_count = 0;
}
// Add jungle grass
- if (is_jungle) {
+ if (bt == BT_JUNGLE) {
+ float humidity = getHumidity(p2d_center);
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
-
- s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
- if (y < water_level || y < node_min.Y || y > node_max.Y)
+ int mapindex = central_area_size.X * (z - node_min.Z)
+ + (x - node_min.X);
+ s16 y = heightmap[mapindex];
+ if (y < water_level)
continue;
-
+
u32 vi = vm->m_area.index(x, y, z);
// place on dirt_with_grass, since we know it is exposed to sunlight
if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
}
}
}
-
+
// Put trees in random places on part of division
for (u32 i = 0; i < tree_count; i++) {
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
+ int mapindex = central_area_size.X * (z - node_min.Z)
+ + (x - node_min.X);
+ s16 y = heightmap[mapindex];
// Don't make a tree under water level
// Don't make a tree so high that it doesn't fit
- if(y < water_level || y > node_max.Y - 6)
+ if (y < water_level || y > node_max.Y - 6)
continue;
-
- v3s16 p(x,y,z);
- // Trees grow only on mud and grass
+
+ v3s16 p(x, y, z);
+ // Trees grow only on mud and grass and snowblock
{
u32 i = vm->m_area.index(p);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() != c_dirt &&
- n->getContent() != c_dirt_with_grass)
+ content_t c = vm->m_data[i].getContent();
+ if (c != c_dirt &&
+ c != c_dirt_with_grass &&
+ c != c_dirt_with_snow &&
+ c != c_snowblock)
continue;
}
p.Y++;
-
+
// Make a tree
- if (is_jungle) {
+ if (bt == BT_JUNGLE) {
treegen::make_jungletree(*vm, p, ndef, myrand());
- } else {
+ } else if (bt == BT_TAIGA) {
+ treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
+ } else if (bt == BT_NORMAL) {
bool is_apple_tree = (myrand_range(0, 3) == 0) &&
- getHaveAppleTree(v2s16(x, z));
+ getHaveAppleTree(v2s16(x, z));
treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
}
}
}
-void MapgenV6::growGrass() {
+void MapgenV6::growGrass() // Add surface nodes
+{
+ MapNode n_dirt_with_grass(c_dirt_with_grass);
+ MapNode n_dirt_with_snow(c_dirt_with_snow);
+ MapNode n_snowblock(c_snowblock);
+ MapNode n_snow(c_snow);
+ v3s16 em = vm->m_area.getExtent();
+
+ u32 index = 0;
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
- for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
+ for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
// Find the lowest surface to which enough light ends up to make
// grass grow. Basically just wait until not air and not leaves.
s16 surface_y = 0;
{
- v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_max.Y, z);
s16 y;
// Go to ground level
for (y = node_max.Y; y >= full_node_min.Y; y--) {
MapNode &n = vm->m_data[i];
if (ndef->get(n).param_type != CPT_LIGHT ||
- ndef->get(n).liquid_type != LIQUID_NONE)
+ ndef->get(n).liquid_type != LIQUID_NONE ||
+ n.getContent() == c_ice)
break;
vm->m_area.add_y(em, i, -1);
}
surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
}
+ BiomeV6Type bt = getBiome(index, v2s16(x, z));
u32 i = vm->m_area.index(x, surface_y, z);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() == c_dirt && surface_y >= water_level - 20)
- n->setContent(c_dirt_with_grass);
- }
-}
-
-
-void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
- v3s16 node_min, bool large_cave) {
- cave.min_tunnel_diameter = 2;
- cave.max_tunnel_diameter = ps.range(2,6);
- cave.dswitchint = ps.range(1,14);
- cave.flooded = true; //large_cave && ps.range(0,4);
- if (large_cave){
- cave.part_max_length_rs = ps.range(2,4);
- cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
- cave.min_tunnel_diameter = 5;
- cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
- } else {
- cave.part_max_length_rs = ps.range(2,9);
- cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
+ content_t c = vm->m_data[i].getContent();
+ if (surface_y >= water_level - 20) {
+ if (bt == BT_TAIGA && c == c_dirt) {
+ vm->m_data[i] = n_snowblock;
+ vm->m_area.add_y(em, i, -1);
+ vm->m_data[i] = n_dirt_with_snow;
+ } else if (bt == BT_TUNDRA) {
+ if (c == c_dirt) {
+ vm->m_data[i] = n_dirt_with_snow;
+ } else if (c == c_stone && surface_y < node_max.Y) {
+ vm->m_area.add_y(em, i, 1);
+ vm->m_data[i] = n_snow;
+ }
+ } else if (c == c_dirt) {
+ vm->m_data[i] = n_dirt_with_grass;
+ }
+ }
}
- cave.large_cave_is_flat = (ps.range(0,1) == 0);
}
-void MapgenV6::generateCaves(int max_stone_y) {
- // 24ms @cs=8
- //TimeTaker timer1("caves");
-
- /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
- 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
- data->seed+34329, 3, 0.50);*/
- const s16 max_spread_amount = MAP_BLOCKSIZE;
+void MapgenV6::generateCaves(int max_stone_y)
+{
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
-
+ int volume_nodes = (node_max.X - node_min.X + 1) *
+ (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
cave_amount = MYMAX(0.0, cave_amount);
u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
-
+
if (ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
-
+
if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
caves_count /= 3;
bruises_count /= 3;
}
-
- for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
- /*int avg_height = (int)
- ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
- base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
- if ((node_max.Y + node_min.Y) / 2 > avg_height)
- break;*/
-
- bool large_cave = (jj >= caves_count);
-
- Cave cave;
- defineCave(cave, ps, node_min, large_cave);
-
- v3f main_direction(0,0,0);
-
- // Allowed route area size in nodes
- v3s16 ar = central_area_size;
-
- // Area starting point in nodes
- v3s16 of = node_min;
-
- // Allow a bit more
- //(this should be more than the maximum radius of the tunnel)
- s16 insure = 10;
- s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
-
- s16 route_y_min = 0;
- // Allow half a diameter + 7 over stone surface
- s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
-
- // Limit maximum to area
- route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
- if(large_cave)
- {
- s16 min = 0;
- if(node_min.Y < water_level && node_max.Y > water_level)
- {
- min = water_level - cave.max_tunnel_diameter/3 - of.Y;
- route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
- }
- route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
- route_y_min = rangelim(route_y_min, 0, route_y_max);
- }
-
- s16 route_start_y_min = route_y_min;
- s16 route_start_y_max = route_y_max;
-
- route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
-
- // Randomize starting position
- v3f orp(
- (float)(ps.next()%ar.X)+0.5,
- (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
- (float)(ps.next()%ar.Z)+0.5
- );
-
- v3s16 startp(orp.X, orp.Y, orp.Z);
- startp += of;
- MapNode airnode(CONTENT_AIR);
- MapNode waternode(c_water_source);
- MapNode lavanode(c_lava_source);
+ for (u32 i = 0; i < caves_count + bruises_count; i++) {
+ CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
- /*
- Generate some tunnel starting from orp
- */
-
- for(u16 j=0; j<cave.tunnel_routepoints; j++)
- {
- if(j%cave.dswitchint==0 && large_cave == false)
- {
- main_direction = v3f(
- ((float)(ps.next()%20)-(float)10)/10,
- ((float)(ps.next()%20)-(float)10)/30,
- ((float)(ps.next()%20)-(float)10)/10
- );
- main_direction *= (float)ps.range(0, 10)/10;
- }
-
- // Randomize size
- s16 min_d = cave.min_tunnel_diameter;
- s16 max_d = cave.max_tunnel_diameter;
- s16 rs = ps.range(min_d, max_d);
-
- // Every second section is rough
- bool randomize_xz = (ps2.range(1,2) == 1);
-
- v3s16 maxlen;
- if(large_cave)
- {
- maxlen = v3s16(
- rs*cave.part_max_length_rs,
- rs*cave.part_max_length_rs/2,
- rs*cave.part_max_length_rs
- );
- }
- else
- {
- maxlen = v3s16(
- rs*cave.part_max_length_rs,
- ps.range(1, rs*cave.part_max_length_rs),
- rs*cave.part_max_length_rs
- );
- }
-
- v3f vec;
-
- vec = v3f(
- (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
- (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
- );
-
- // Jump downward sometimes
- if(!large_cave && ps.range(0,12) == 0)
- {
- vec = v3f(
- (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
- (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
- );
- }
-
- /*if(large_cave){
- v3f p = orp + vec;
- s16 h = find_ground_level_clever(vmanip,
- v2s16(p.X, p.Z), ndef);
- route_y_min = h - rs/3;
- route_y_max = h + rs;
- }*/
-
- vec += main_direction;
-
- v3f rp = orp + vec;
- if(rp.X < 0)
- rp.X = 0;
- else if(rp.X >= ar.X)
- rp.X = ar.X-1;
- if(rp.Y < route_y_min)
- rp.Y = route_y_min;
- else if(rp.Y >= route_y_max)
- rp.Y = route_y_max-1;
- if(rp.Z < 0)
- rp.Z = 0;
- else if(rp.Z >= ar.Z)
- rp.Z = ar.Z-1;
- vec = rp - orp;
-
- float veclen = vec.getLength();
- // As odd as it sounds, veclen is *exactly*
- // 0.0 sometimes, causing a FPE
- if (veclen == 0.0)
- veclen = 1.0;
-
- for(float f=0; f<1.0; f+=1.0/veclen)
- {
- v3f fp = orp + vec * f;
- fp.X += 0.1*ps.range(-10,10);
- fp.Z += 0.1*ps.range(-10,10);
- v3s16 cp(fp.X, fp.Y, fp.Z);
-
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs;
- if(randomize_xz){
- d0 += ps.range(-1,1);
- d1 += ps.range(-1,1);
- }
- for(s16 z0=d0; z0<=d1; z0++)
- {
- s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
- for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
- {
- s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
- for(s16 y0=-si2; y0<=si2; y0++)
- {
- /*// Make better floors in small caves
- if(y0 <= -rs/2 && rs<=7)
- continue;*/
- if (cave.large_cave_is_flat) {
- // Make large caves not so tall
- if (rs > 7 && abs(y0) >= rs/3)
- continue;
- }
-
- s16 z = cp.Z + z0;
- s16 y = cp.Y + y0;
- s16 x = cp.X + x0;
- v3s16 p(x,y,z);
- p += of;
-
- if(vm->m_area.contains(p) == false)
- continue;
-
- u32 i = vm->m_area.index(p);
-
- if(large_cave) {
- if (cave.flooded && full_node_min.Y < water_level &&
- full_node_max.Y > water_level) {
- if (p.Y <= water_level)
- vm->m_data[i] = waternode;
- else
- vm->m_data[i] = airnode;
- } else if (cave.flooded && full_node_max.Y < water_level) {
- if (p.Y < startp.Y - 2)
- vm->m_data[i] = lavanode;
- else
- vm->m_data[i] = airnode;
- } else {
- vm->m_data[i] = airnode;
- }
- } else {
- // Don't replace air or water or lava or ignore
- if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
- vm->m_data[i].getContent() == CONTENT_AIR ||
- vm->m_data[i].getContent() == c_water_source ||
- vm->m_data[i].getContent() == c_lava_source)
- continue;
-
- vm->m_data[i] = airnode;
-
- // Set tunnel flag
- vm->m_flags[i] |= VMANIP_FLAG_CAVE;
- }
- }
- }
- }
- }
- orp = rp;
- }
+ bool large_cave = (i >= caves_count);
+ cave.makeCave(vm, node_min, node_max, &ps, &ps2,
+ large_cave, max_stone_y, heightmap);
}
}