};
-MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge_;
- this->bmgr = emerge->biomemgr;
-
- this->seed = (int)params->seed;
- this->water_level = params->water_level;
- this->flags = params->flags;
- this->gennotify = emerge->gennotify;
-
- this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
// amount of elements to skip for the next index
// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
- this->zstride = csize.X * csize.Y;
+ this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
- this->spflags = sp->spflags;
+ this->spflags = sp->spflags;
// Terrain noise
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
- noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y, csize.Z);
- noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y, csize.Z);
- noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y, csize.Z);
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
- noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
delete noise_heat;
delete noise_humidity;
-
+
delete[] heightmap;
delete[] biomemap;
}
MapgenV5Params::MapgenV5Params() {
spflags = MGV5_BLOBS;
- np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7);
- np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45);
- np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5);
- np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5);
- np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5);
- np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55);
- np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3);
- np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1);
+ np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
+ np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
+ np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
+ np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
+ np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
+ np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
+ np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
+ np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
}
}
+int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
+ //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
+
+ float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
+ if(f < 0.01)
+ f = 0.01;
+ else if(f >= 1.0)
+ f *= 1.6;
+ float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
+
+ s16 search_top = water_level + 15;
+ s16 search_base = water_level;
+ // Use these 2 lines instead for a slower search returning highest ground level
+ //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
+ //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
+
+ s16 level = -31000;
+ for (s16 y = search_top; y >= search_base; y--) {
+ float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+ if(n_ground * f > y - h) {
+ if(y >= search_top - 7)
+ break;
+ else
+ level = y;
+ break;
+ }
+ }
+
+ //printf("getGroundLevelAtPoint: %dus\n", t.stop());
+ return level;
+}
+
+
void MapgenV5::makeChunk(BlockMakeData *data) {
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);
+
generating = true;
- vm = data->vmanip;
+ vm = data->vmanip;
ndef = data->nodedef;
//TimeTaker t("makeChunk");
-
+
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
- blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
-
+ blockseed = m_emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
+
// Make some noise
calculateNoise();
}
// Calculate biomes
- BiomeNoiseInput binput;
- binput.mapsize = v2s16(csize.X, csize.Z);
- binput.heat_map = noise_heat->result;
- binput.humidity_map = noise_humidity->result;
- binput.height_map = heightmap;
- bmgr->calcBiomes(&binput, biomemap);
-
+ bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
+ noise_humidity->result, heightmap, biomemap);
+
// Actually place the biome-specific nodes
generateBiomes();
}
// Generate the registered decorations
- emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-
+
// Calculate lighting
if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-
+ calcLighting(node_min - v3s16(0, 1, 0) - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(0, 1, 0) + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+
this->generating = false;
}
void MapgenV5::calculateNoise() {
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
- int y = node_min.Y;
+ int y = node_min.Y - 1;
int z = node_min.Z;
-
+
noise_filler_depth->perlinMap2D(x, z);
noise_factor->perlinMap2D(x, z);
noise_height->perlinMap2D(x, z);
- noise_height->transformNoiseMap();
- noise_cave1->perlinMap3D(x, y, z, true);
- noise_cave1->transformNoiseMap();
- noise_cave2->perlinMap3D(x, y, z, true);
- noise_cave2->transformNoiseMap();
- noise_ground->perlinMap3D(x, y, z, true);
- noise_ground->transformNoiseMap();
+ noise_cave1->perlinMap3D(x, y, z);
+ noise_cave2->perlinMap3D(x, y, z);
+ noise_ground->perlinMap3D(x, y, z);
if (spflags & MGV5_BLOBS) {
- noise_crumble->perlinMap3D(x, y, z, true);
- noise_wetness->perlinMap3D(x, y, z, false);
+ noise_crumble->perlinMap3D(x, y, z);
+ noise_wetness->perlinMap3D(x, y, z);
}
noise_heat->perlinMap2D(x, z);
u32 index2d = 0;
for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y; y<=node_max.Y; y++) {
+ for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
if(vm->m_data[i].getContent() != CONTENT_IGNORE)
float h = water_level + noise_height->result[index2d];
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
+
if(noise_ground->result[index] * f < y - h) {
if(y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
u32 index = 0;
for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y; y<=node_max.Y; y++) {
+ for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
content_t c = vm->m_data[i].getContent();
v3s16 em = vm->m_area.getExtent();
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++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index]);
s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
s16 y0_top = biome->depth_top;
- s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
-
+ s16 y0_filler = biome->depth_top + dfiller;
+
s16 nplaced = 0;
- u32 i = vm->m_area.index(x, node_max.Y, z);
+ u32 i = vm->m_area.index(x, node_max.Y, z);
content_t c_above = vm->m_data[i + em.X].getContent();
bool have_air = c_above == CONTENT_AIR;
-
+
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
- if ((c == c_stone || c == c_dirt_with_grass
- || c == c_dirt
- || c == c_sand
- || c == c_lava_source
- || c == c_gravel) && have_air) {
+ bool is_replaceable_content =
+ c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
+ c == c_sand || c == c_lava_source || c == c_gravel;
+
+ if (is_replaceable_content && have_air) {
content_t c_below = vm->m_data[i - em.X].getContent();
-
+
if (c_below != CONTENT_AIR) {
if (nplaced < y0_top) {
// A hack to prevent dirt_with_grass from being
// placed below water. TODO: fix later
content_t c_place = ((y < water_level) &&
- (biome->c_top ==
- c_dirt_with_grass)) ?
- c_dirt : biome->c_top;
-
+ (biome->c_top == c_dirt_with_grass)) ?
+ c_dirt : biome->c_top;
vm->m_data[i] = MapNode(c_place);
nplaced++;
} else if (nplaced < y0_filler && nplaced >= y0_top) {
vm->m_data[i] = MapNode(biome->c_filler);
nplaced++;
+ } else if (c == c_stone) {
+ have_air = false;
+ nplaced = 0;
+ vm->m_data[i] = MapNode(biome->c_stone);
} else {
have_air = false;
nplaced = 0;
}
+ } else if (c == c_stone) {
+ have_air = false;
+ nplaced = 0;
+ vm->m_data[i] = MapNode(biome->c_stone);
}
+ } else if (c == c_stone) {
+ have_air = false;
+ nplaced = 0;
+ vm->m_data[i] = MapNode(biome->c_stone);
} else if (c == c_water_source) {
have_air = true;
nplaced = 0;
have_air = true;
nplaced = 0;
}
-
+
vm->m_area.add_y(em, i, -1);
}
}
void MapgenV5::dustTopNodes() {
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
-
+
if (water_level > node_max.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index]);
-
+
if (biome->c_dust == CONTENT_IGNORE)
continue;
- s16 y = node_max.Y;
+ s16 y = node_max.Y + 1;
u32 vi = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
vm->m_area.add_y(em, vi, -1);
}
-
+
content_t c = vm->m_data[vi].getContent();
if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
- if (y < node_min.Y)
+ if (y < node_min.Y - 1)
continue;
-
+
vm->m_data[vi] = MapNode(biome->c_dust_water);
- } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
- if (y == node_max.Y)
+ } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
+ && c != biome->c_dust) {
+ if (y == node_max.Y + 1)
continue;
-
+
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}