#include "treegen.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};
-
+FlagDesc flagdesc_mapgen_v6[] = {
+ {"jungles", MGV6_JUNGLES},
+ {"biomeblend", MGV6_BIOMEBLEND},
+ {"mudflow", MGV6_MUDFLOW},
+ {NULL, 0}
+};
///////////////////////////////////////////////////////////////////////////////
-MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
+MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
this->generating = false;
this->id = mapgenid;
this->emerge = emerge;
- this->seed = (int)params->seed;
+ 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;
-
- this->freq_desert = params->freq_desert;
- this->freq_beach = params->freq_beach;
+ this->flags = params->flags;
+ this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+ this->gennotify = emerge->gennotify;
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;
-
- 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, csize.Y);
+
+ MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
+
+ this->spflags = sp->spflags;
+ this->freq_desert = sp->freq_desert;
+ this->freq_beach = sp->freq_beach;
+
+ np_cave = &sp->np_cave;
+ np_humidity = &sp->np_humidity;
+ np_trees = &sp->np_trees;
+ np_apple_trees = &sp->np_apple_trees;
+
+ noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
+ noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
}
}
-//////////////////////// Some helper functions for the map generator
+MapgenV6Params::MapgenV6Params() {
+ spflags = 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);
+ np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6);
+ np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7);
+ np_height_select = NoiseParams(0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69);
+ np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55);
+ np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50);
+ np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50);
+ np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
+ np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66);
+ np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66);
+ np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
+}
-// 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(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) {
+ settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+ 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) {
v3s16 em = vm->m_area.getExtent();
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 base = 1 + terrain_base;
+ float higher = 1 + terrain_higher;
// Limit higher ground level to at least base
if(higher < base)
if (d > freq_desert)
return BT_DESERT;
- if ((flags & MGV6_BIOME_BLEND) &&
+ 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;
c_cobble = ndef->getId("mapgen_cobble");
c_desert_sand = ndef->getId("mapgen_desert_sand");
c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandbrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
if (c_desert_sand == CONTENT_IGNORE)
c_desert_sand = c_sand;
if (c_desert_stone == CONTENT_IGNORE)
c_desert_stone = c_stone;
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_sandbrick == CONTENT_IGNORE)
+ c_sandbrick = c_desert_stone;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_sandstone == CONTENT_IGNORE)
+ c_stair_sandstone = c_sandbrick;
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
addDirtGravelBlobs();
// Flow mud away from steep edges
- flowMud(mudflow_minpos, mudflow_maxpos);
+ if (spflags & MGV6_MUDFLOW)
+ flowMud(mudflow_minpos, mudflow_maxpos);
}
// Add dungeons
if (flags & MG_DUNGEONS) {
- DungeonGen dgen(ndef, data->seed, water_level);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ } else {
+ dp.c_cobble = c_sandbrick;
+ dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
+ dp.c_stair = c_stair_sandstone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ }
+
+ DungeonGen dgen(this, &dp);
+ dgen.generate(blockseed, full_node_min, full_node_max);
}
// Add top and bottom side of water to transforming_liquid queue
// Generate some trees, and add grass, if a jungle
if (flags & MG_TREES)
placeTreesAndJungleGrass();
+
+ // Generate the registered decorations
+ for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
+ Decoration *deco = emerge->decorations[i];
+ deco->placeDeco(this, blockseed + i, node_min, node_max);
+ }
// Generate the registered ores
for (unsigned int i = 0; i != emerge->ores.size(); i++) {
}
// Calculate lighting
- calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+ if (flags & MG_LIGHT)
+ calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
this->generating = false;
}
float humidity;
bool is_jungle = false;
- if (flags & MGV6_JUNGLES) {
+ if (spflags & MGV6_JUNGLES) {
humidity = getHumidity(p2d_center);
if (humidity > 0.75) {
is_jungle = true;
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!
+ s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
if (y < water_level || y < node_min.Y || y > node_max.Y)
continue;
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!
+ s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
// 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)