Copyright (C) 2010-2011 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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
+#include "biome.h"
#include "mapblock.h"
+#include "mapnode.h"
#include "map.h"
-#include "mineral.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 "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+#include "treegen.h"
+#include "mapgen_v6.h"
+
+FlagDesc flagdesc_mapgen[] = {
+ {"trees", MG_TREES},
+ {"caves", MG_CAVES},
+ {"dungeons", MG_DUNGEONS},
+ {"v6_forests", MGV6_FORESTS},
+ {"v6_biome_blend", MGV6_BIOME_BLEND},
+ {"flat", MG_FLAT},
+ {NULL, 0}
+};
+
+///////////////////////////////////////////////////////////////////////////////
+/////////////////////////////// Emerge Manager ////////////////////////////////
+
+
+EmergeManager::EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef) {
+ //register built-in mapgens
+ registerMapgen("v6", new MapgenFactoryV6());
+
+ //the order of these assignments is pretty important
+ this->biomedef = bdef ? bdef : new BiomeDefManager(gamedef);
+ this->params = NULL;
+ this->mapgen = NULL;
+}
+
+
+EmergeManager::~EmergeManager() {
+ delete biomedef;
+ delete mapgen;
+ delete params;
+}
+
+
+void EmergeManager::initMapgens(MapgenParams *mgparams) {
+ if (mapgen)
+ return;
+
+ this->params = mgparams;
+ this->mapgen = getMapgen(); //only one mapgen for now!
+}
+
+
+Mapgen *EmergeManager::getMapgen() {
+ if (!mapgen) {
+ mapgen = createMapgen(params->mg_name, 0, params, this);
+ if (!mapgen) {
+ infostream << "EmergeManager: falling back to mapgen v6" << std::endl;
+ delete params;
+ params = createMapgenParams("v6");
+ mapgen = createMapgen("v6", 0, params, this);
+ }
+ }
+ return mapgen;
+}
+
+void EmergeManager::addBlockToQueue() {
+ //STUB
+}
+
+
+int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
+ if (!mapgen)
+ return 0;
+ return mapgen->getGroundLevelAtPoint(p);
+}
+
+
+bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
+ /*
+ v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
+ (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
+ int ground_level = getGroundLevelAtPoint(p);
+ return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
+ */
+
+ //yuck, but then again, should i bother being accurate?
+ //the height of the nodes in a single block is quite variable
+ return blockpos.Y * (MAP_BLOCKSIZE + 1) <= params->water_level;
+}
+
+
+u32 EmergeManager::getBlockSeed(v3s16 p) {
+ return (u32)(params->seed & 0xFFFFFFFF) +
+ p.Z * 38134234 +
+ p.Y * 42123 +
+ p.Y * 23;
+}
+
+
+Mapgen *EmergeManager::createMapgen(std::string mgname, int mgid,
+ MapgenParams *mgparams, EmergeManager *emerge) {
+ std::map<std::string, MapgenFactory *>::const_iterator iter = mglist.find(mgname);
+ if (iter == mglist.end()) {
+ errorstream << "EmergeManager; mapgen " << mgname <<
+ " not registered" << std::endl;
+ return NULL;
+ }
+
+ MapgenFactory *mgfactory = iter->second;
+ return mgfactory->createMapgen(mgid, mgparams, emerge);
+}
+
+
+MapgenParams *EmergeManager::createMapgenParams(std::string mgname) {
+ std::map<std::string, MapgenFactory *>::const_iterator iter = mglist.find(mgname);
+ if (iter == mglist.end()) {
+ errorstream << "EmergeManager: mapgen " << mgname <<
+ " not registered" << std::endl;
+ return NULL;
+ }
+
+ MapgenFactory *mgfactory = iter->second;
+ return mgfactory->createMapgenParams();
+}
+
+
+MapgenParams *EmergeManager::getParamsFromSettings(Settings *settings) {
+ std::string mg_name = settings->get("mg_name");
+ MapgenParams *mgparams = createMapgenParams(mg_name);
+
+ mgparams->mg_name = mg_name;
+ mgparams->seed = settings->getU64(settings == g_settings ? "fixed_map_seed" : "seed");
+ mgparams->water_level = settings->getS16("water_level");
+ mgparams->chunksize = settings->getS16("chunksize");
+ mgparams->flags = settings->getFlagStr("mg_flags", flagdesc_mapgen);
+
+ if (!mgparams->readParams(settings)) {
+ delete mgparams;
+ return NULL;
+ }
+ return mgparams;
+}
+
+
+void EmergeManager::setParamsToSettings(Settings *settings) {
+ settings->set("mg_name", params->mg_name);
+ settings->setU64("seed", params->seed);
+ settings->setS16("water_level", params->water_level);
+ settings->setS16("chunksize", params->chunksize);
+ settings->setFlagStr("mg_flags", params->flags, flagdesc_mapgen);
+
+ params->writeParams(settings);
+}
+
+
+void EmergeManager::registerMapgen(std::string mgname, MapgenFactory *mgfactory) {
+ mglist.insert(std::make_pair(mgname, mgfactory));
+ infostream << "EmergeManager: registered mapgen " << mgname << std::endl;
+}
+
+
+/////////////////////
+
+bool MapgenV6Params::readParams(Settings *settings) {
+ freq_desert = settings->getFloat("mgv6_freq_desert");
+ freq_beach = settings->getFloat("mgv6_freq_beach");
+
+ np_terrain_base = settings->getNoiseParams("mgv6_np_terrain_base");
+ np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
+ np_steepness = settings->getNoiseParams("mgv6_np_steepness");
+ np_height_select = settings->getNoiseParams("mgv6_np_height_select");
+ np_trees = settings->getNoiseParams("mgv6_np_trees");
+ np_mud = settings->getNoiseParams("mgv6_np_mud");
+ np_beach = settings->getNoiseParams("mgv6_np_beach");
+ np_biome = settings->getNoiseParams("mgv6_np_biome");
+ np_cave = settings->getNoiseParams("mgv6_np_cave");
+
+ bool success =
+ np_terrain_base && np_terrain_higher && np_steepness &&
+ np_height_select && np_trees && np_mud &&
+ np_beach && np_biome && np_cave;
+ return success;
+}
+
+
+void MapgenV6Params::writeParams(Settings *settings) {
+ 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_trees", np_trees);
+ 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);
+}
+
+
+/////////////////////////////////// legacy static functions for farmesh
+
+
+s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+ //just need to return something
+ s16 level = 5;
+ return level;
+}
+
+
+bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
+ double sandnoise = noise2d_perlin(
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
+ seed+59420, 3, 0.50);
+
+ return (sandnoise > 0.15);
+}
+
+
+double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+ seed+2, 4, 0.66);
+ double zeroval = -0.39;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+#if 0 /// BIG COMMENT
namespace mapgen
{
Some helper functions for the map generator
*/
-#if 0
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+#if 1
+// Returns Y one under area minimum if not found
+static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
{
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
- if(content_walkable(n.d))
+ if(ndef->get(n).walkable)
break;
vmanip.m_area.add_y(em, i, -1);
if(y >= y_nodes_min)
return y;
else
- return y_nodes_min;
+ return y_nodes_min - 1;
}
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+#if 0
+// Returns Y one under area minimum if not found
+static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
{
+ if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
+ return vmanip.m_area.MinEdge.Y-1;
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
+ content_t c_tree = ndef->getId("mapgen_tree");
+ content_t c_leaves = ndef->getId("mapgen_leaves");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
- if(content_walkable(n.d)
- && n.getContent() != LEGN(ndef, "CONTENT_TREE")
- && n.getContent() != LEGN(ndef, "CONTENT_LEAVES"))
+ if(ndef->get(n).walkable
+ && n.getContent() != c_tree
+ && n.getContent() != c_leaves)
break;
vmanip.m_area.add_y(em, i, -1);
if(y >= y_nodes_min)
return y;
else
- return y_nodes_min;
+ return y_nodes_min - 1;
}
#endif
-void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
- bool is_apple_tree, INodeDefManager *ndef)
-{
- MapNode treenode(LEGN(ndef, "CONTENT_TREE"));
- MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
- MapNode applenode(LEGN(ndef, "CONTENT_APPLE"));
-
- s16 trunk_h = myrand_range(4, 5);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- p1.Y++;
- }
-
- // p1 is now the last piece of the trunk
- p1.Y -= 1;
-
- VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
- //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
- Buffer<u8> leaves_d(leaves_a.getVolume());
- for(s32 i=0; i<leaves_a.getVolume(); i++)
- leaves_d[i] = 0;
-
- // Force leaves at near the end of the trunk
- {
- s16 d = 1;
- for(s16 z=-d; z<=d; z++)
- for(s16 y=-d; y<=d; y++)
- for(s16 x=-d; x<=d; x++)
- {
- leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
- }
- }
-
- // Add leaves randomly
- for(u32 iii=0; iii<7; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
- myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
- myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
- }
- }
-
- // Blit leaves to vmanip
- for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
- for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
- for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p1;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1) {
- bool is_apple = myrand_range(0,99) < 10;
- if(is_apple_tree && is_apple) {
- vmanip.m_data[vi] = applenode;
- } else {
- vmanip.m_data[vi] = leavesnode;
- }
- }
- }
-}
-
-static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
+// Returns Y one under area minimum if not found
+static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
INodeDefManager *ndef)
{
- MapNode treenode(LEGN(ndef, "CONTENT_JUNGLETREE"));
- MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
-
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- if(myrand_range(0, 2) == 0)
- continue;
- v3s16 p1 = p0 + v3s16(x,0,z);
- v3s16 p2 = p0 + v3s16(x,-1,z);
- if(vmanip.m_area.contains(p2)
- && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
- vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
- else if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- }
-
- s16 trunk_h = myrand_range(8, 12);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ content_t c_stone = ndef->getId("mapgen_stone");
+ content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
{
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- p1.Y++;
- }
-
- // p1 is now the last piece of the trunk
- p1.Y -= 1;
-
- VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
- //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
- Buffer<u8> leaves_d(leaves_a.getVolume());
- for(s32 i=0; i<leaves_a.getVolume(); i++)
- leaves_d[i] = 0;
+ MapNode &n = vmanip.m_data[i];
+ content_t c = n.getContent();
+ if(c != CONTENT_IGNORE && (
+ c == c_stone || c == c_desert_stone))
+ break;
- // Force leaves at near the end of the trunk
- {
- s16 d = 1;
- for(s16 z=-d; z<=d; z++)
- for(s16 y=-d; y<=d; y++)
- for(s16 x=-d; x<=d; x++)
- {
- leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
- }
+ vmanip.m_area.add_y(em, i, -1);
}
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min - 1;
+}
+#endif
- // Add leaves randomly
- for(u32 iii=0; iii<30; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
- myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
- myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
- }
- }
- // Blit leaves to vmanip
- for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
- for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
- for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p1;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1)
- vmanip.m_data[vi] = leavesnode;
- }
-}
+#if 0
-void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
+static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
- MapNode papyrusnode(LEGN(ndef, "CONTENT_PAPYRUS"));
+ MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
s16 trunk_h = myrand_range(2, 3);
v3s16 p1 = p0;
}
}
-void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
+static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
- MapNode cactusnode(LEGN(ndef, "CONTENT_CACTUS"));
+ MapNode cactusnode(ndef->getId("mapgen_cactus"));
s16 trunk_h = 3;
v3s16 p1 = p0;
p1.Y++;
}
}
-
-#if 0
-static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
-{
- MapNode stonenode(LEGN(ndef, "CONTENT_STONE"));
-
- s16 size = myrand_range(3, 6);
-
- VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
- Buffer<u8> stone_d(stone_a.getVolume());
- for(s32 i=0; i<stone_a.getVolume(); i++)
- stone_d[i] = 0;
-
- // Force stone at bottom to make it usually touch the ground
- {
- for(s16 z=0; z<=0; z++)
- for(s16 y=0; y<=0; y++)
- for(s16 x=0; x<=0; x++)
- {
- stone_d[stone_a.index(v3s16(x,y,z))] = 1;
- }
- }
-
- // Generate from perlin noise
- for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
- for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
- for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
- {
- double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
- p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
- if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
- d -= 0.3;
- if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
- d -= 0.3;
- if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
- d -= 0.3;
- if(d > 0.0)
- {
- u32 vi = stone_a.index(v3s16(x,y,z));
- stone_d[vi] = 1;
- }
- }
-
- /*// Add stone randomly
- for(u32 iii=0; iii<7; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
- myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
- myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
- }
- }*/
-
- // Blit stone to vmanip
- for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
- for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
- for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p0;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = stone_a.index(x,y,z);
- if(stone_d[i] == 1)
- vmanip.m_data[vi] = stonenode;
- }
-}
#endif
#if 0
-static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
-{
- MapNode stonenode(LEGN(ndef, "CONTENT_STONE"));
-
- s16 size = myrand_range(8, 16);
-
- VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
- Buffer<u8> stone_d(stone_a.getVolume());
- for(s32 i=0; i<stone_a.getVolume(); i++)
- stone_d[i] = 0;
-
- // Force stone at bottom to make it usually touch the ground
- {
- for(s16 z=0; z<=0; z++)
- for(s16 y=0; y<=0; y++)
- for(s16 x=0; x<=0; x++)
- {
- stone_d[stone_a.index(v3s16(x,y,z))] = 1;
- }
- }
-
- // Generate from perlin noise
- for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
- for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
- for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
- {
- double d = 1.0;
- d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
- p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
- double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
- double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
- double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
- double dz = (double)z-mid_z;
- double dx = (double)x-mid_x;
- double dy = MYMAX(0, (double)y-mid_y);
- double r = sqrt(dz*dz+dx*dx+dy*dy);
- d /= (2*r/size)*2 + 0.01;
- if(d > 1.0)
- {
- u32 vi = stone_a.index(v3s16(x,y,z));
- stone_d[vi] = 1;
- }
- }
-
- /*// Add stone randomly
- for(u32 iii=0; iii<7; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
- myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
- myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
- }
- }*/
-
- // Blit stone to vmanip
- for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
- for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
- for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p0;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;*/
- u32 i = stone_a.index(x,y,z);
- if(stone_d[i] == 1)
- vmanip.m_data[vi] = stonenode;
- }
-}
-#endif
-
/*
Dungeon making routines
*/
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
-
+
// Make +-Z walls
for(s16 x=0; x<roomsize.X; x++)
for(s16 y=0; y<roomsize.Y; y++)
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
-
+
// Make +-Y walls (floor and ceiling)
for(s16 z=0; z<roomsize.Z; z++)
for(s16 x=0; x<roomsize.X; x++)
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
-
+
// Fill with air
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
{
make_hole1(vmanip, doorplace, ndef);
// Place torch (for testing)
- //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
+ //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
}
static v3s16 rand_ortho_dir(PseudoRandom &random)
if(make_stairs)
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
else
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
make_hole1(vmanip, p, ndef);
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);*/
if(partcount >= partlength)
{
partcount = 0;
-
+
dir = random_turn(random, dir);
-
+
partlength = random.range(1,length);
make_stairs = 0;
{
m_dir = dir;
}
-
+
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
for(u32 i=0; i<100; i++)
continue;
}
if(vmanip.getNodeNoExNoEmerge(p).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE")
+ == m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p1).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE"))
+ == m_ndef->getId("mapgen_cobble"))
{
// Found wall, this is a good place!
result_place = p;
*/
// Jump one up if the actual space is there
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE")
+ == m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR")
+ == CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR"))
+ == CONTENT_AIR)
p += v3s16(0,1,0);
// Jump one down if the actual space is there
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE")
+ == m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR")
+ == CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR"))
+ == CONTENT_AIR)
p += v3s16(0,-1,0);
// Check if walking is now possible
if(vmanip.getNodeNoExNoEmerge(p).getContent()
- != LEGN(m_ndef, "CONTENT_AIR")
+ != CONTENT_AIR
|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- != LEGN(m_ndef, "CONTENT_AIR"))
+ != CONTENT_AIR)
{
// Cannot continue walking here
randomizeDir();
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
#endif
-
+
// Check fit
bool fits = true;
for(s16 z=1; z<roomsize.Z-1; z++)
v3s16 areasize = vmanip.m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
-
+
/*
Find place for first room
*/
// No place found
if(fits == false)
return;
-
+
/*
Stores the center position of the last room made, so that
a new corridor can be started from the last room instead of
the new room, if chosen so.
*/
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
-
+
u32 room_count = random.range(2,7);
for(u32 i=0; i<room_count; i++)
{
// Make a room to the determined place
make_room1(vmanip, roomsize, roomplace, ndef);
-
+
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
// Place torch at room center (for testing)
- //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
+ //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
// Quit if last room
if(i == room_count-1)
break;
-
+
// Determine walker start position
bool start_in_last_room = (random.range(0,2)!=0);
// Store center of current room as the last one
last_room_center = room_center;
}
-
+
// Create walker and find a place for a door
RoomWalker walker(vmanip, walker_start_place, random, ndef);
v3s16 doorplace;
bool r = walker.findPlaceForDoor(doorplace, doordir);
if(r == false)
return;
-
+
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
doorplace -= doordir;
-
+
// Make a random corridor starting from the door
v3s16 corridor_end;
v3s16 corridor_end_dir;
make_corridor(vmanip, doorplace, doordir, corridor_end,
corridor_end_dir, random, ndef);
-
+
// Find a place for a random sized room
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
walker.setPos(corridor_end);
else
// Don't actually make a door
roomplace -= doordir;
-
+
}
}
+#endif
+#if 0
static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
INodeDefManager *ndef)
{
16+random.range(0,15),
16+random.range(0,15),
16+random.range(0,15));
- vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC"), facedir_i);
+ vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
u32 length = random.range(3,15);
for(u32 j=0; j<length; j++)
{
p -= dir;
- vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC_RB"));
+ vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
}
}
+#endif
/*
Noise functions. Make sure seed is mangled differently in each one.
*/
+#if 0
/*
Scaling the output of the noise function affects the overdrive of the
contour function, which affects the shape of the output considerably.
double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
return val_is_ground(val1, p, seed);
}
+#endif
// Amount of trees per area in nodes
double tree_amount_2d(u64 seed, v2s16 p)
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
+#if 0
double surface_humidity_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
return noise;
}
-#if 0
-double randomstone_amount_2d(u64 seed, v2s16 p)
-{
- double noise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+3829434, 5, 0.66);
- double zeroval = 0.1;
- if(noise < zeroval)
- return 0;
- else
- return 0.01 * (noise-zeroval) / (1.0-zeroval);
-}
-#endif
-
-double largestone_amount_2d(u64 seed, v2s16 p)
-{
- double noise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+14143242, 5, 0.66);
- double zeroval = 0.3;
- if(noise < zeroval)
- return 0;
- else
- return 0.005 * (noise-zeroval) / (1.0-zeroval);
-}
-
/*
Incrementally find ground level from 3d noise
*/
}
}
}
-
+
// This is more like the actual ground level
level += dec[i-1]/2;
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
return a;
}
+#endif
+// Required by mapgen.h
bool block_is_underground(u64 seed, v3s16 blockpos)
{
- s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- seed, v2s16(blockpos.X, blockpos.Z));
-
+ /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ seed, v2s16(blockpos.X, blockpos.Z));*/
+ // Nah, this is just a heuristic, just return something
+ s16 minimum_groundlevel = WATER_LEVEL;
+
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
return false;
}
-#if 0
#define AVERAGE_MUD_AMOUNT 4
double base_rock_level_2d(u64 seed, v2s16 p)
// The base ground level
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ 20. * noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- (seed>>32)+654879876, 6, 0.6);
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+82341, 5, 0.6);
/*// A bit hillier one
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- (seed>>27)+90340, 6, 0.69);
+ seed+93413, 6, 0.69);
if(base2 > base)
base = base2;*/
#if 1
// Higher ground level
- double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 5, 0.69);
+ double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+85039, 5, 0.6);
//higher = 30; // For debugging
// Limit higher to at least base
higher = base;
// Steepness factor of cliffs
- double b = 1.0 + 1.0 * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-932, 7, 0.7);
+ double b = 0.85 + 0.5 * noise2d_perlin(
+ 0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
+ seed-932, 5, 0.7);
b = rangelim(b, 0.0, 1000.0);
- b = pow(b, 5);
- b *= 7;
- b = rangelim(b, 3.0, 1000.0);
+ b = b*b*b*b*b*b*b;
+ b *= 5;
+ b = rangelim(b, 0.5, 1000.0);
+ // Values 1.5...100 give quite horrible looking slopes
+ if(b > 1.5 && b < 100.0){
+ if(b < 10.0)
+ b = 1.5;
+ else
+ b = 100.0;
+ }
//dstream<<"b="<<b<<std::endl;
//double b = 20;
+ //b = 0.25;
// Offset to more low
- double a_off = -0.2;
+ double a_off = -0.20;
// High/low selector
/*double a = 0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 6, 0.7));*/
+ seed+4213, 6, 0.7));*/
double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-359, 5, 0.60));
+ seed+4213, 5, 0.69));
// Limit
a = rangelim(a, 0.0, 1.0);
return h;
}
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+}
+
double get_mud_add_amount(u64 seed, v2s16 p)
{
- return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+ 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));
}
-#endif
-bool get_have_sand(u64 seed, v2s16 p2d)
+bool get_have_beach(u64 seed, v2s16 p2d)
{
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);
- return (sandnoise > -0.15);
+ return (sandnoise > 0.15);
}
-/*
- Adds random objects to block, depending on the content of the block
-*/
-void add_random_objects(MapBlock *block)
+enum BiomeType
{
-#if 0
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- {
- bool last_node_walkable = false;
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- v3s16 p(x0,y0,z0);
- MapNode n = block->getNodeNoEx(p);
- if(n.getContent() == CONTENT_IGNORE)
- continue;
- if(data->nodedef->get(n)->liquid_type != LIQUID_NONE)
- continue;
- if(data->nodedef->get(n)->walkable)
- {
- last_node_walkable = true;
- continue;
- }
- if(last_node_walkable)
- {
- // If block contains light information
- if(content_features(n).param_type == CPT_LIGHT)
- {
- if(n.getLight(LIGHTBANK_DAY) <= 3)
- {
- if(myrand() % 300 == 0)
- {
- v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
- pos_f.Y -= BS*0.4;
- ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
- std::string data = obj->getStaticData();
- StaticObject s_obj(obj->getType(),
- obj->getBasePosition(), data);
- // Add some
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- delete obj;
- }
- if(myrand() % 1000 == 0)
- {
- v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
- pos_f.Y -= BS*0.4;
- ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
- std::string data = obj->getStaticData();
- StaticObject s_obj(obj->getType(),
- obj->getBasePosition(), data);
- // Add one
- block->m_static_objects.insert(0, s_obj);
- delete obj;
- }
- }
- }
- }
- last_node_walkable = false;
- }
- }
- block->setChangedFlag();
-#endif
+ BT_NORMAL,
+ BT_DESERT
+};
+
+BiomeType get_biome(u64 seed, v2s16 p2d)
+{
+ // 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);
+ if(d > 0.45)
+ return BT_DESERT;
+ if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
+ return BT_DESERT;
+ return BT_NORMAL;
+};
+
+u32 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;
}
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
+
void make_block(BlockMakeData *data)
{
if(data->no_op)
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);
+ 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);
INodeDefManager *ndef = data->nodedef;
- v3s16 blockpos = data->blockpos;
-
+ // Hack: use minimum block coordinates for old code that assumes
+ // a single block
+ v3s16 blockpos = data->blockpos_requested;
+
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
+ 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);
+
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
- v3s16 blockpos_min = blockpos - v3s16(1,1,1);
- v3s16 blockpos_max = blockpos + v3s16(1,1,1);
- // Area of center block
- v3s16 node_min = blockpos*MAP_BLOCKSIZE;
- v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ // Area of central chunk
+ v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
+ v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
// Full allocated area
- v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
- v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
- // Area of a block
- double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+ v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
+ v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
- v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+ v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
- /*
- Get average ground level from noise
- */
-
- s16 approx_groundlevel = (s16)get_sector_average_ground_level(
- data->seed, v2s16(blockpos.X, blockpos.Z));
- //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
-
- s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
-
- s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- data->seed, v2s16(blockpos.X, blockpos.Z));
- // Minimum amount of ground above the top of the central block
- s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
+ const s16 max_spread_amount = MAP_BLOCKSIZE;
- s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
- data->seed, v2s16(blockpos.X, blockpos.Z), 1);
- // Maximum amount of ground above the bottom of the central block
- s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
+ int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
+ * (blockpos_max.Y - blockpos_min.Y + 1)
+ * (blockpos_max.Z - blockpos_max.Z + 1);
- #if 0
- /*
- Special case for high air or water: Just fill with air and water.
- */
- if(maximum_ground_depth < -20)
- {
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
- for(s16 y=node_min.Y; y<=node_max.Y; y++)
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- {
- if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE"));
- else
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }
-
- data->vmanip->m_area.add_y(em, i, 1);
- }
- }
- }
-
- // We're done
- return;
- }
- #endif
+ int volume_nodes = volume_blocks *
+ MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+ // Generated surface area
+ //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
+
+ // Horribly wrong heuristic, but better than nothing
+ bool block_is_underground = (WATER_LEVEL > node_max.Y);
- /*
- If block is deep underground, this is set to true and ground
- density noise is not generated, for speed optimization.
- */
- bool all_is_ground_except_caves = (minimum_ground_depth > 40);
-
/*
Create a block-specific seed
*/
- u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
- + full_node_min.Y*42123 + full_node_min.X*23;
-
- /*
- Make some 3D noise
- */
-
- //NoiseBuffer noisebuf1;
- //NoiseBuffer noisebuf2;
- NoiseBuffer noisebuf_cave;
- NoiseBuffer noisebuf_ground;
- NoiseBuffer noisebuf_ground_crumbleness;
- NoiseBuffer noisebuf_ground_wetness;
- {
- v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
- v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
-
- //TimeTaker timer("noisebuf.create");
-
- /*
- Cave noise
- */
-#if 1
- noisebuf_cave.create(get_cave_noise1_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
- 2, 2, 2);
- noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-#endif
-
- /*
- Ground noise
- */
-
- // Sample length
- v3f sl = v3f(4.0, 4.0, 4.0);
-
- /*
- Density noise
- */
- if(all_is_ground_except_caves == false)
- //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
- noisebuf_ground.create(get_ground_noise1_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
- sl.X, sl.Y, sl.Z);
-
- /*
- Ground property noise
- */
- sl = v3f(2.5, 2.5, 2.5);
- noisebuf_ground_crumbleness.create(
- get_ground_crumbleness_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
- sl.X, sl.Y, sl.Z);
- noisebuf_ground_wetness.create(
- get_ground_wetness_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
- sl.X, sl.Y, sl.Z);
- }
+ u32 blockseed = get_blockseed(data->seed, full_node_min);
/*
Cache some ground type values for speed
// Creates variables c_name=id and n_name=node
#define CONTENT_VARIABLE(ndef, name)\
- content_t c_##name = ndef->getId(#name);\
+ content_t c_##name = ndef->getId("mapgen_" #name);\
MapNode n_##name(c_##name);
+// Default to something else if was CONTENT_IGNORE
+#define CONTENT_VARIABLE_FALLBACK(name, dname)\
+ if(c_##name == CONTENT_IGNORE){\
+ c_##name = c_##dname;\
+ n_##name = n_##dname;\
+ }
CONTENT_VARIABLE(ndef, stone);
- CONTENT_VARIABLE(ndef, water_source);
CONTENT_VARIABLE(ndef, air);
+ CONTENT_VARIABLE(ndef, water_source);
CONTENT_VARIABLE(ndef, dirt);
CONTENT_VARIABLE(ndef, sand);
CONTENT_VARIABLE(ndef, gravel);
+ CONTENT_VARIABLE(ndef, clay);
CONTENT_VARIABLE(ndef, lava_source);
CONTENT_VARIABLE(ndef, cobble);
CONTENT_VARIABLE(ndef, mossycobble);
CONTENT_VARIABLE(ndef, dirt_with_grass);
+ CONTENT_VARIABLE(ndef, junglegrass);
+ CONTENT_VARIABLE(ndef, stone_with_coal);
+ CONTENT_VARIABLE(ndef, stone_with_iron);
+ CONTENT_VARIABLE(ndef, mese);
+ CONTENT_VARIABLE(ndef, desert_sand);
+ CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
+ CONTENT_VARIABLE(ndef, desert_stone);
+ CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
+
+ // Maximum height of the stone surface and obstacles.
+ // This is used to guide the cave generation
+ s16 stone_surface_max_y = 0;
/*
- Make base ground level
+ Generate general ground level to full area
*/
+ {
+#if 1
+ TimeTaker timer1("Generating ground level");
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
- v2s16 p2d(x,z);
+ v2s16 p2d = v2s16(x,z);
+
+ /*
+ Skip of already generated
+ */
+ /*{
+ v3s16 p(p2d.X, node_min.Y, p2d.Y);
+ if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ continue;
+ }*/
+
+ // Ground height at this point
+ float surface_y_f = 0.0;
+
+ // Use perlin noise for ground height
+ surface_y_f = base_rock_level_2d(data->seed, p2d);
+
+ /*// Experimental stuff
+ {
+ float a = highlands_level_2d(data->seed, p2d);
+ if(a > surface_y_f)
+ surface_y_f = a;
+ }*/
+
+ // Convert to integer
+ s16 surface_y = (s16)surface_y_f;
+
+ // Log it
+ if(surface_y > stone_surface_max_y)
+ stone_surface_max_y = surface_y;
+
+ BiomeType bt = get_biome(data->seed, p2d);
+ /*
+ Fill ground with stone
+ */
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
- // Only modify places that have no content
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- {
- // First priority: make air and water.
- // This avoids caves inside water.
- if(all_is_ground_except_caves == false
- && val_is_ground(noisebuf_ground.get(x,y,z),
- v3s16(x,y,z), data->seed) == false)
- {
- if(y <= WATER_LEVEL)
- vmanip.m_data[i] = n_water_source;
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
+ if(y <= surface_y){
+ if(y > WATER_LEVEL && bt == BT_DESERT)
+ vmanip.m_data[i] = n_desert_stone;
else
- vmanip.m_data[i] = n_air;
+ vmanip.m_data[i] = n_stone;
+ } else if(y <= WATER_LEVEL){
+ vmanip.m_data[i] = MapNode(c_water_source);
+ } else {
+ vmanip.m_data[i] = MapNode(c_air);
}
- else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
- vmanip.m_data[i] = n_air;
- else
- vmanip.m_data[i] = n_stone;
}
-
- data->vmanip->m_area.add_y(em, i, 1);
+ vmanip.m_area.add_y(em, i, 1);
}
}
}
+#endif
+
+ }//timer1
+
+ // Limit dirt flow area by 1 because mud is flown into neighbors.
+ assert(central_area_size.X == central_area_size.Z);
+ s16 mudflow_minpos = 0-max_spread_amount+1;
+ s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
/*
- Add minerals
+ Loop this part, it will make stuff look older and newer nicely
*/
+ const u32 age_loops = 2;
+ for(u32 i_age=0; i_age<age_loops; i_age++)
+ { // Aging loop
+ /******************************
+ BEGINNING OF AGING LOOP
+ ******************************/
+
+#if 1
{
- PseudoRandom mineralrandom(blockseed);
+ // 24ms @cs=8
+ //TimeTaker timer1("caves");
- /*
- Add meseblocks
- */
- for(s16 i=0; i<approx_ground_depth/4; i++)
+ /*
+ Make caves (this code is relatively horrible)
+ */
+ 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);
+ 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(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
+ caves_count /= 3;
+ bruises_count /= 3;
+ }
+ for(u32 jj=0; jj<caves_count+bruises_count; jj++)
+ {
+ bool large_cave = (jj >= caves_count);
+ s16 min_tunnel_diameter = 2;
+ s16 max_tunnel_diameter = ps.range(2,6);
+ int dswitchint = ps.range(1,14);
+ u16 tunnel_routepoints = 0;
+ int part_max_length_rs = 0;
+ if(large_cave){
+ part_max_length_rs = ps.range(2,4);
+ tunnel_routepoints = ps.range(5, ps.range(15,30));
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = ps.range(7, ps.range(8,24));
+ } else {
+ part_max_length_rs = ps.range(2,9);
+ tunnel_routepoints = ps.range(10, ps.range(15,30));
+ }
+ bool large_cave_is_flat = (ps.range(0,1) == 0);
+
+ 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 = 5; // Didn't work with max_d = 20
+ s16 insure = 10;
+ s16 more = max_spread_amount - 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 + stone_surface_max_y + max_tunnel_diameter/2 + 7;
+
+ /*// If caves, don't go through surface too often
+ if(large_cave == false)
+ route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y-1);
+
+ if(large_cave)
{
- if(mineralrandom.next()%50 == 0)
+ /*// Minimum is at y=0
+ route_y_min = -of.Y - 0;*/
+ // Minimum is at y=max_tunnel_diameter/4
+ //route_y_min = -of.Y + max_tunnel_diameter/4;
+ //s16 min = -of.Y + max_tunnel_diameter/4;
+ //s16 min = -of.Y + 0;
+ s16 min = 0;
+ if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
{
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == c_stone)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_MESE"));
- }
-
+ min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
+ route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
}
+ route_y_min = ps.range(min, min + max_tunnel_diameter);
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
}
+
+ /*dstream<<"route_y_min = "<<route_y_min
+ <<", route_y_max = "<<route_y_max<<std::endl;*/
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ // Start every 4th cave from surface when applicable
+ /*bool coming_from_surface = false;
+ if(node_min.Y <= 0 && node_max.Y >= 0){
+ coming_from_surface = (jj % 4 == 0 && large_cave == false);
+ if(coming_from_surface)
+ route_start_y_min = -of.Y + stone_surface_max_y + 10;
+ }*/
+
+ 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);
+
/*
- Add others
+ Generate some tunnel starting from orp
*/
+
+ for(u16 j=0; j<tunnel_routepoints; j++)
{
- u16 a = mineralrandom.range(0,15);
- a = a*a*a;
- u16 amount = 20 * a/1000;
- for(s16 i=0; i<amount; i++)
+ if(j%dswitchint==0 && large_cave == false)
{
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ 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;
+ }
- u8 base_content = LEGN(ndef, "CONTENT_STONE");
- MapNode new_content(CONTENT_IGNORE);
- u32 sparseness = 6;
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = ps.range(min_d, max_d);
- if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
- {
- new_content = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_COAL);
- }
- else
- {
- if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
- new_content = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_IRON);
- /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_MUD"));
- else
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_SAND"));*/
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
+ v3s16 maxlen;
+ if(large_cave)
+ {
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ rs*part_max_length_rs/2,
+ rs*part_max_length_rs
+ );
+ }
+ else
+ {
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ ps.range(1, rs*part_max_length_rs),
+ rs*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;
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ 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);
}
- /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+ for(s16 z0=d0; z0<=d1; z0++)
{
- }*/
-
- if(new_content.getContent() != CONTENT_IGNORE)
- {
- for(u16 i=0; i<27; i++)
+ 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++)
{
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == base_content)
+ s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+ s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+ for(s16 y0=-si2; y0<=si2; y0++)
{
- if(mineralrandom.next()%sparseness == 0)
- vmanip.m_data[vi] = new_content;
+ /*// Make better floors in small caves
+ if(y0 <= -rs/2 && rs<=7)
+ continue;*/
+ if(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(vmanip.m_area.contains(p) == false)
+ continue;
+
+ u32 i = vmanip.m_area.index(p);
+
+ if(large_cave)
+ {
+ if(full_node_min.Y < WATER_LEVEL &&
+ full_node_max.Y > WATER_LEVEL){
+ if(p.Y <= WATER_LEVEL)
+ vmanip.m_data[i] = waternode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else if(full_node_max.Y < WATER_LEVEL){
+ if(p.Y < startp.Y - 2)
+ vmanip.m_data[i] = lavanode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else {
+ vmanip.m_data[i] = airnode;
+ }
+ } else {
+ // Don't replace air or water or lava or ignore
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
+ vmanip.m_data[i].getContent() == CONTENT_AIR ||
+ vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source)
+ continue;
+
+ vmanip.m_data[i] = airnode;
+
+ // Set tunnel flag
+ vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
+ }
}
}
}
}
+
+ orp = rp;
+ }
+
+ }
+
+ }//timer1
+#endif
+
+#if 1
+ {
+ // 15ms @cs=8
+ TimeTaker timer1("add mud");
+
+ /*
+ Add mud to the central chunk
+ */
+
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = v2s16(x,z);
+
+ // Randomize mud amount
+ s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
+
+ // Find ground level
+ s16 surface_y = find_stone_level(vmanip, p2d, ndef);
+ // Handle area not found
+ if(surface_y == vmanip.m_area.MinEdge.Y - 1)
+ continue;
+
+ MapNode addnode(c_dirt);
+ BiomeType bt = get_biome(data->seed, p2d);
+
+ if(bt == BT_DESERT)
+ addnode = MapNode(c_desert_sand);
+
+ if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
+ addnode = MapNode(c_sand);
+ } else if(mud_add_amount <= 0){
+ mud_add_amount = 1 - mud_add_amount;
+ addnode = MapNode(c_gravel);
+ } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
+ surface_y + mud_add_amount <= WATER_LEVEL+2){
+ addnode = MapNode(c_sand);
+ }
+
+ if(bt == BT_DESERT){
+ if(surface_y > 20){
+ mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
+ }
}
+
/*
- Add coal
+ 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.
*/
- //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
- //for(s16 i=0; i<50; i++)
- u16 coal_amount = 30;
- u16 coal_rareness = 60 / coal_amount;
- if(coal_rareness == 0)
- coal_rareness = 1;
- if(mineralrandom.next()%coal_rareness == 0)
{
- u16 a = mineralrandom.next() % 16;
- u16 amount = coal_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() == c_dirt_with_grass)
+ *n = MapNode(c_dirt);
+ }
+
+ /*
+ Add mud on ground
+ */
+ {
+ s16 mudcount = 0;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y<=node_max.Y; y++)
{
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
+ if(mudcount >= mud_add_amount)
+ break;
+
+ MapNode &n = vmanip.m_data[i];
+ n = addnode;
+ mudcount++;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
+ }
+
+ }//timer1
+#endif
+
+ /*
+ Add blobs of dirt and gravel underground
+ */
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
+ {
+ 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;
+ if(p0.Y > -32 && pr.range(0,1) == 0)
+ n1 = MapNode(c_dirt);
+ else
+ n1 = MapNode(c_gravel);
+ for(int x1=0; x1<size.X; x1++)
+ for(int y1=0; y1<size.Y; y1++)
+ for(int z1=0; z1<size.Z; z1++)
+ {
+ v3s16 p = p0 + v3s16(x1,y1,z1);
+ u32 i = vmanip.m_area.index(p);
+ if(!vmanip.m_area.contains(i))
+ continue;
+ // Cancel if not stone and not cave air
+ if(vmanip.m_data[i].getContent() != c_stone &&
+ !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ vmanip.m_data[i] = n1;
+ }
+ }
+ }
+
+#if 1
+ {
+ // 340ms @cs=8
+ TimeTaker timer1("flow mud");
+
+ /*
+ Flow mud away from steep edges
+ */
+
+ // Iterate a few times
+ for(s16 k=0; k<3; k++)
+ {
+
+ for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
+ for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
+ {
+ // Invert coordinates every 2nd iteration
+ if(k%2 == 0)
+ {
+ x = mudflow_maxpos - (x-mudflow_minpos);
+ z = mudflow_maxpos - (z-mudflow_minpos);
+ }
+
+ // Node position in 2d
+ v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
+
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y=node_max.Y;
+
+ while(y >= node_min.Y)
+ {
+
+ for(;; y--)
+ {
+ MapNode *n = NULL;
+ // Find mud
+ for(; y>=node_min.Y; y--)
+ {
+ n = &vmanip.m_data[i];
+ //if(content_walkable(n->d))
+ // break;
+ if(n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass ||
+ n->getContent() == c_gravel)
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+
+ // Stop if out of area
+ //if(vmanip.m_area.contains(i) == false)
+ if(y < node_min.Y)
+ break;
+
+ /*// If not mud, do nothing to it
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;*/
+
+ if(n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass)
+ {
+ // Make it exactly mud
+ n->setContent(c_dirt);
+
+ /*
+ Don't flow it if the stuff under it is not mud
+ */
{
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == c_stone)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_COAL);
+ u32 i2 = i;
+ vmanip.m_area.add_y(em, i2, -1);
+ // Cancel if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(n2->getContent() != c_dirt &&
+ n2->getContent() != c_dirt_with_grass)
+ continue;
+ }
+ }
+
+ /*s16 recurse_count = 0;
+ mudflow_recurse:*/
+
+ v3s16 dirs4[4] = {
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+
+ // Theck that upper is air or doesn't exist.
+ // Cancel dropping if upper keeps it in place
+ u32 i3 = i;
+ vmanip.m_area.add_y(em, i3, 1);
+ if(vmanip.m_area.contains(i3) == true
+ && ndef->get(vmanip.m_data[i3]).walkable)
+ {
+ continue;
+ }
+
+ // Drop mud on side
+
+ for(u32 di=0; di<4; di++)
+ {
+ v3s16 dirp = dirs4[di];
+ u32 i2 = i;
+ // Move to side
+ vmanip.m_area.add_p(em, i2, dirp);
+ // Fail if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ // Check that side is air
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(ndef->get(*n2).walkable)
+ continue;
+ // Check that under side is air
+ vmanip.m_area.add_y(em, i2, -1);
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ if(ndef->get(*n2).walkable)
+ continue;
+ /*// Check that under that is air (need a drop of 2)
+ vmanip.m_area.add_y(em, i2, -1);
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;*/
+ // Loop further down until not air
+ bool dropped_to_unknown = false;
+ do{
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ // if out of known area
+ if(vmanip.m_area.contains(i2) == false
+ || n2->getContent() == CONTENT_IGNORE){
+ dropped_to_unknown = true;
+ break;
+ }
+ }while(ndef->get(*n2).walkable == false);
+ // Loop one up so that we're in air
+ vmanip.m_area.add_y(em, i2, 1);
+ n2 = &vmanip.m_data[i2];
+
+ bool old_is_water = (n->getContent() == c_water_source);
+ // Move mud to new place
+ if(!dropped_to_unknown) {
+ *n2 = *n;
+ // Set old place to be air (or water)
+ if(old_is_water)
+ *n = MapNode(c_water_source);
+ else
+ *n = MapNode(CONTENT_AIR);
}
+
+ // Done
+ break;
}
}
+ }
+ }
+
+ }
+
+ }//timer1
+#endif
+
+ } // Aging loop
+ /***********************
+ END OF AGING LOOP
+ ************************/
+
+ /*
+ Add top and bottom side of water to transforming_liquid queue
+ */
+
+ for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+ for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
+ {
+ bool water_found = false;
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+ for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+ {
+ if(y == full_node_max.Y){
+ water_found =
+ (vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source);
+ }
+ else if(water_found == false)
+ {
+ if(vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source)
+ {
+ v3s16 p = v3s16(p2d.X, y, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = true;
+ }
+ }
+ else
+ {
+ // This can be done because water_found can only
+ // turn to true and end up here after going through
+ // a single block.
+ if(vmanip.m_data[i+1].getContent() != c_water_source ||
+ vmanip.m_data[i+1].getContent() != c_lava_source)
+ {
+ v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = false;
+ }
+ }
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ /*
+ Grow grass
+ */
+
+ for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+ for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = v2s16(x,z);
+
/*
- Add iron
+ Find the lowest surface to which enough light ends up
+ to make grass grow.
+
+ Basically just wait until not air and not leaves.
*/
- u16 iron_amount = 8;
- u16 iron_rareness = 60 / iron_amount;
- if(iron_rareness == 0)
- iron_rareness = 1;
- if(mineralrandom.next()%iron_rareness == 0)
+ s16 surface_y = 0;
{
- u16 a = mineralrandom.next() % 16;
- u16 amount = iron_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=node_max.Y; y>=full_node_min.Y; y--)
{
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
+ MapNode &n = vmanip.m_data[i];
+ if(ndef->get(n).param_type != CPT_LIGHT
+ || ndef->get(n).liquid_type != LIQUID_NONE)
+ break;
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= full_node_min.Y)
+ surface_y = y;
+ else
+ surface_y = full_node_min.Y;
+ }
+
+ u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() == c_dirt){
+ // Well yeah, this can't be overground...
+ if(surface_y < WATER_LEVEL - 20)
+ continue;
+ n->setContent(c_dirt_with_grass);
+ }
+ }
+
+ /*
+ Generate some trees
+ */
+ assert(central_area_size.X == central_area_size.Z);
+ {
+ PseudoRandom ps (blockseed);
+ // Divide area into parts
+ s16 div = 8;
+ s16 sidelen = central_area_size.X / div;
+ double area = sidelen * sidelen;
+ for(s16 x0=0; x0<div; x0++)
+ for(s16 z0=0; z0<div; z0++)
+ {
+ // Center position of part of division
+ v2s16 p2d_center(
+ node_min.X + sidelen/2 + sidelen*x0,
+ node_min.Z + sidelen/2 + sidelen*z0
+ );
+ // Minimum edge of part of division
+ v2s16 p2d_min(
+ node_min.X + sidelen*x0,
+ node_min.Z + sidelen*z0
+ );
+ // Maximum edge of part of division
+ v2s16 p2d_max(
+ node_min.X + sidelen + sidelen*x0 - 1,
+ node_min.Z + sidelen + sidelen*z0 - 1
+ );
+ // Amount of trees
+ u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
+ // Put trees in random places on part of division
+ for(u32 i=0; i<tree_count; i++)
+ {
+ s16 x = ps.range(p2d_min.X, p2d_max.X);
+ s16 z = ps.range(p2d_min.Y, p2d_max.Y);
+ s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
+ // Don't make a tree under water level
+ if(y < WATER_LEVEL)
+ continue;
+ // Don't make a tree so high that it doesn't fit
+ if(y > node_max.Y - 6)
+ continue;
+ v3s16 p(x,y,z);
+ /*
+ Trees grow only on mud and grass
+ */
{
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == c_stone)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_IRON);
+ u32 i = vmanip.m_area.index(v3s16(p));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() != c_dirt
+ && n->getContent() != c_dirt_with_grass)
+ continue;
}
+ p.Y++;
+ // Make a tree
+ treegen::make_tree(vmanip, p, false, ndef, ps.next());
+ }
+ }
+ }
+
+#if 0
+ /*
+ Make base ground level
+ */
+
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+ for(s16 y=node_min.Y; y<=node_max.Y; y++)
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
+ {
+ // First priority: make air and water.
+ // This avoids caves inside water.
+ if(all_is_ground_except_caves == false
+ && val_is_ground(noisebuf_ground.get(x,y,z),
+ v3s16(x,y,z), data->seed) == false)
+ {
+ if(y <= WATER_LEVEL)
+ vmanip.m_data[i] = n_water_source;
+ else
+ vmanip.m_data[i] = n_air;
+ }
+ else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
+ vmanip.m_data[i] = n_air;
+ else
+ vmanip.m_data[i] = n_stone;
+ }
+
+ vmanip->m_area.add_y(em, i, 1);
}
}
}
}
}
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
/*
Add dungeons
*/
-
+
//if(node_min.Y < approx_groundlevel)
//if(myrand() % 3 == 0)
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
&& node_min.Y < approx_groundlevel)
{
// Dungeon generator doesn't modify places which have this set
- data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+ vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
| VMANIP_FLAG_DUNGEON_PRESERVE);
-
+
// Set all air and water to be untouchable to make dungeons open
// to caves and open air
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
else if(vmanip.m_data[i].getContent() == c_water_source)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
-
+
PseudoRandom random(blockseed+2);
// Add it
make_dungeon1(vmanip, random, ndef);
-
+
// Convert some cobble to mossy cobble
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
{
if(wetness > 1.2)
- vmanip.m_data[i].setContent(LEGN(ndef, "CONTENT_MUD"));
+ vmanip.m_data[i].setContent(c_dirt);
}*/
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
make_nc(vmanip, ncrandom, ndef);
}
}
-
+
/*
Add top and bottom side of water to transforming_liquid queue
*/
}
}
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
// Node position
v2s16 p2d(x,z);
{
- bool possibly_have_sand = get_have_sand(data->seed, p2d);
+ bool possibly_have_sand = get_have_beach(data->seed, p2d);
bool have_sand = false;
u32 current_depth = 0;
bool air_detected = false;
if(current_depth == 0 && y <= WATER_LEVEL+2
&& possibly_have_sand)
have_sand = true;
-
+
if(current_depth < 4)
{
if(have_sand)
{
- // Determine whether to have clay in the sand here
- double claynoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- data->seed+4321, 6, 0.95) + 0.5;
-
- have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
- ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
- ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
- );
- if (have_clay)
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_CLAY"));
- else
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_SAND"));
+ vmanip.m_data[i] = MapNode(c_sand);
}
#if 1
else if(current_depth==0 && !water_detected
&& y >= WATER_LEVEL && air_detected)
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_GRASS"));
+ vmanip.m_data[i] = MapNode(c_dirt_with_grass);
#endif
else
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_MUD"));
+ vmanip.m_data[i] = MapNode(c_dirt);
}
else
{
- if(vmanip.m_data[i].getContent() == LEGN(ndef, "CONTENT_MUD")
- || vmanip.m_data[i].getContent() == LEGN(ndef, "CONTENT_GRASS"))
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_STONE"));
+ if(vmanip.m_data[i].getContent() == c_dirt
+ || vmanip.m_data[i].getContent() == c_dirt_with_grass)
+ vmanip.m_data[i] = MapNode(c_stone);
}
current_depth++;
else if(current_depth != 0)
break;
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
/*
Calculate some stuff
*/
-
+
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
bool is_jungle = surface_humidity > 0.75;
// Amount of trees
- u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+ u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
if(is_jungle)
tree_count *= 5;
{
s16 x = treerandom.range(node_min.X, node_max.X);
s16 z = treerandom.range(node_min.Z, node_max.Z);
- //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+ //s16 y = find_ground_level(vmanip, v2s16(x,z));
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
// Don't make a tree under water level
if(y < WATER_LEVEL)
bool found = false;
for(; p.Y >= y-6; p.Y--)
{
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
+ u32 i = vmanip->m_area.index(p);
+ MapNode *n = &vmanip->m_data[i];
if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
{
found = true;
continue;
{
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
+ u32 i = vmanip->m_area.index(p);
+ MapNode *n = &vmanip->m_data[i];
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
continue;
make_papyrus(vmanip, p, ndef);
}
// Trees grow only on mud and grass, on land
- else if((n->getContent() == c_dirt || n->getContent() == LEGN(ndef, "CONTENT_GRASS")) && y > WATER_LEVEL + 2)
+ else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
{
p.Y++;
//if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
bool found = false;
for(; p.Y >= y-6; p.Y--)
{
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
- if(data->nodedef->get(*n).is_ground_content
- || n->getContent() == LEGN(ndef, "CONTENT_JUNGLETREE"))
+ u32 i = vmanip->m_area.index(p);
+ MapNode *n = &vmanip->m_data[i];
+ if(data->nodedef->get(*n).is_ground_content)
{
found = true;
break;
continue;
/*p.Y--;
if(vmanip.m_area.contains(p))
- vmanip.m_data[vmanip.m_area.index(p)] = LEGN(ndef, "CONTENT_MUD");
+ vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
p.Y++;*/
if(vmanip.m_area.contains(p))
- vmanip.m_data[vmanip.m_area.index(p)] = LEGN(ndef, "CONTENT_JUNGLEGRASS");
+ vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
}
}
/*
Add some kind of random stones
*/
-
- u32 random_stone_count = block_area_nodes *
+
+ u32 random_stone_count = gen_area_nodes *
randomstone_amount_2d(data->seed, p2d_center);
// Put in random places on part of division
for(u32 i=0; i<random_stone_count; i++)
v3s16 p(x,y,z);
// Filter placement
/*{
- u32 i = data->vmanip->m_area.index(v3s16(p));
- MapNode *n = &data->vmanip->m_data[i];
- if(n->getContent() != LEGN(ndef, "CONTENT_MUD") && n->getContent() != LEGN(ndef, "CONTENT_GRASS"))
+ u32 i = vmanip->m_area.index(v3s16(p));
+ MapNode *n = &vmanip->m_data[i];
+ if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one higher
p.Y++;
// Add it
- make_randomstone(data->vmanip, p);
+ make_randomstone(vmanip, p);
}
#endif
/*
Add larger stones
*/
-
- u32 large_stone_count = block_area_nodes *
+
+ u32 large_stone_count = gen_area_nodes *
largestone_amount_2d(data->seed, p2d_center);
//u32 large_stone_count = 1;
// Put in random places on part of division
v3s16 p(x,y,z);
// Filter placement
/*{
- u32 i = data->vmanip->m_area.index(v3s16(p));
- MapNode *n = &data->vmanip->m_data[i];
- if(n->getContent() != LEGN(ndef, "CONTENT_MUD") && n->getContent() != LEGN(ndef, "CONTENT_GRASS"))
+ u32 i = vmanip->m_area.index(v3s16(p));
+ MapNode *n = &vmanip->m_data[i];
+ if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one lower
p.Y--;
// Add it
- make_largestone(data->vmanip, p);
+ make_largestone(vmanip, p);
}
#endif
}
+ /*
+ Add minerals
+ */
+
+ {
+ PseudoRandom mineralrandom(blockseed);
+
+ /*
+ Add meseblocks
+ */
+ for(s16 i=0; i<approx_ground_depth/4; i++)
+ {
+ if(mineralrandom.next()%50 == 0)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == c_stone)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(c_mese);
+ }
+
+ }
+ }
+ /*
+ Add others
+ */
+ {
+ u16 a = mineralrandom.range(0,15);
+ a = a*a*a;
+ u16 amount = 20 * a/1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+
+ u8 base_content = c_stone;
+ MapNode new_content(CONTENT_IGNORE);
+ u32 sparseness = 6;
+
+ if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+ {
+ new_content = MapNode(c_stone_with_coal);
+ }
+ else
+ {
+ if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
+ new_content = MapNode(c_stone_with_iron);
+ /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+ vmanip.m_data[i] = MapNode(c_dirt);
+ else
+ vmanip.m_data[i] = MapNode(c_sand);*/
+ }
+ /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+ {
+ }*/
+
+ if(new_content.getContent() != CONTENT_IGNORE)
+ {
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == base_content)
+ {
+ if(mineralrandom.next()%sparseness == 0)
+ vmanip.m_data[vi] = new_content;
+ }
+ }
+ }
+ }
+ }
+ /*
+ Add coal
+ */
+ //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
+ //for(s16 i=0; i<50; i++)
+ u16 coal_amount = 30;
+ u16 coal_rareness = 60 / coal_amount;
+ if(coal_rareness == 0)
+ coal_rareness = 1;
+ if(mineralrandom.next()%coal_rareness == 0)
+ {
+ u16 a = mineralrandom.next() % 16;
+ u16 amount = coal_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == c_stone)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(c_stone_with_coal);
+ }
+ }
+ }
+ /*
+ Add iron
+ */
+ u16 iron_amount = 8;
+ u16 iron_rareness = 60 / iron_amount;
+ if(iron_rareness == 0)
+ iron_rareness = 1;
+ if(mineralrandom.next()%iron_rareness == 0)
+ {
+ u16 a = mineralrandom.next() % 16;
+ u16 amount = iron_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == c_stone)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(c_stone_with_iron);
+ }
+ }
+ }
+ }
+#endif
+
+ /*
+ Calculate lighting
+ */
+ {
+ ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
+ SPT_AVG);
+ //VoxelArea a(node_min, node_max);
+ VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
+ node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
+ /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
+ node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
+ enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+ for(int i=0; i<2; i++)
+ {
+ enum LightBank bank = banks[i];
+
+ core::map<v3s16, bool> light_sources;
+ core::map<v3s16, u8> unlight_from;
+
+ voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
+ light_sources, unlight_from);
+
+ bool inexistent_top_provides_sunlight = !block_is_underground;
+ voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
+ vmanip, a, inexistent_top_provides_sunlight,
+ light_sources, ndef);
+ // TODO: Do stuff according to bottom_sunlight_valid
+
+ vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
+
+ vmanip.spreadLight(bank, light_sources, ndef);
+ }
+ }
}
+#endif ///BIG COMMENT
+
BlockMakeData::BlockMakeData():
no_op(false),
vmanip(NULL),
delete vmanip;
}
-}; // namespace mapgen
+//}; // namespace mapgen