/*
Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_decoration.h"
#include "mapgen_v6.h"
+
FlagDesc flagdesc_mapgen_v6[] = {
{"jungles", MGV6_JUNGLES},
{"biomeblend", MGV6_BIOMEBLEND},
{"mudflow", MGV6_MUDFLOW},
+ {"snowbiomes", MGV6_SNOWBIOMES},
+ {"flat", MGV6_FLAT},
+ {"trees", MGV6_TREES},
{NULL, 0}
};
-///////////////////////////////////////////////////////////////////////////////
+
+/////////////////////////////////////////////////////////////////////////////
-MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->heightmap = new s16[csize.X * csize.Z];
- MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
- this->spflags = sp->spflags;
- this->freq_desert = sp->freq_desert;
- this->freq_beach = sp->freq_beach;
+ this->spflags = params->spflags;
+ this->freq_desert = params->freq_desert;
+ this->freq_beach = params->freq_beach;
- np_cave = &sp->np_cave;
- np_humidity = &sp->np_humidity;
- np_trees = &sp->np_trees;
- np_apple_trees = &sp->np_apple_trees;
+ np_cave = ¶ms->np_cave;
+ np_humidity = ¶ms->np_humidity;
+ np_trees = ¶ms->np_trees;
+ np_apple_trees = ¶ms->np_apple_trees;
//// Create noise objects
- noise_terrain_base = new Noise(&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);
+ noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
+ noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(¶ms->np_biome, seed,
+ csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
+ noise_humidity = new Noise(¶ms->np_humidity, seed,
+ csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
c_gravel = ndef->getId("mapgen_gravel");
- c_cobble = ndef->getId("mapgen_cobble");
- c_desert_sand = ndef->getId("mapgen_desert_sand");
c_desert_stone = ndef->getId("mapgen_desert_stone");
- 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;
+ c_desert_sand = ndef->getId("mapgen_desert_sand");
+ c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
+ c_snow = ndef->getId("mapgen_snow");
+ c_snowblock = ndef->getId("mapgen_snowblock");
+ c_ice = ndef->getId("mapgen_ice");
+
+ if (c_gravel == CONTENT_IGNORE)
+ c_gravel = c_stone;
if (c_desert_stone == CONTENT_IGNORE)
c_desert_stone = c_stone;
+ if (c_desert_sand == CONTENT_IGNORE)
+ c_desert_sand = c_sand;
+ if (c_dirt_with_snow == CONTENT_IGNORE)
+ c_dirt_with_snow = c_dirt_with_grass;
+ if (c_snow == CONTENT_IGNORE)
+ c_snow = CONTENT_AIR;
+ if (c_snowblock == CONTENT_IGNORE)
+ c_snowblock = c_dirt_with_grass;
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = c_water_source;
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
+
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
- if (c_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;
+ if (c_stair_desert_stone == CONTENT_IGNORE)
+ c_stair_desert_stone = c_desert_stone;
}
delete noise_mud;
delete noise_beach;
delete noise_biome;
+ delete noise_humidity;
delete[] heightmap;
}
MapgenV6Params::MapgenV6Params()
{
- spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+ spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
+ MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+
freq_desert = 0.45;
freq_beach = 0.15;
- np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
- np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
- np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
- np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
- np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
- np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
- np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
- np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
- np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
- np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
- np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
+ np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
+ np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
+ np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
+ np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
+ np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
+ np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
+ np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
+ np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
+ np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
+ np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
+ np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
}
void MapgenV6Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+ settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
//////////////////////// Some helper functions for the map generator
-
// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d)
{
s16 y;
for (y = y_nodes_max; y >= y_nodes_min; y--) {
- MapNode &n = vm->m_data[i];
- content_t c = n.getContent();
- if (c != CONTENT_IGNORE && (
- c == c_stone || c == c_desert_stone))
+ content_t c = vm->m_data[i].getContent();
+ if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
break;
vm->m_area.add_y(em, i, -1);
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = water_level;
- if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+ if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
return false;
float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
{
- if (flags & MG_FLAT)
+ if (spflags & MGV6_FLAT)
return water_level;
float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
- steepness, height_select);
+ steepness, height_select);
}
float MapgenV6::baseTerrainLevelFromMap(int index)
{
- if (flags & MG_FLAT)
+ if (spflags & MGV6_FLAT)
return water_level;
float terrain_base = noise_terrain_base->result[index];
float height_select = noise_height_select->result[index];
return baseTerrainLevel(terrain_base, terrain_higher,
- steepness, height_select);
+ steepness, height_select);
}
s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
- return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+ return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
}
int MapgenV6::getGroundLevelAtPoint(v2s16 p)
{
- return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+ return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+}
+
+
+int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
+{
+ s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+ if (level_at_point <= water_level ||
+ level_at_point > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ else
+ return level_at_point;
}
BiomeV6Type MapgenV6::getBiome(v2s16 p)
{
- int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+ int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ + (p.X - full_node_min.X);
return getBiome(index, p);
}
seed+72384, 4, 0.66);
noise = (noise + 1.0)/2.0;*/
- float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
+ int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ + (p.X - full_node_min.X);
+ float noise = noise_humidity->result[index];
if (noise < 0.0)
noise = 0.0;
if (noise < zeroval)
return 0;
else
- return 0.04 * (noise-zeroval) / (1.0-zeroval);
+ return 0.04 * (noise - zeroval) / (1.0 - zeroval);
}
float MapgenV6::getMudAmount(int index)
{
- if (flags & MG_FLAT)
- return AVERAGE_MUD_AMOUNT;
+ if (spflags & MGV6_FLAT)
+ return MGV6_AVERAGE_MUD_AMOUNT;
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+9130, 3, 0.50);*/
float d = noise_biome->result[index];
- if (d > freq_desert)
- return BT_DESERT;
-
- if ((spflags & MGV6_BIOMEBLEND) &&
- (d > freq_desert - 0.10) &&
- ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
- return BT_DESERT;
-
- return BT_NORMAL;
+ float h = noise_humidity->result[index];
+
+ if (spflags & MGV6_SNOWBIOMES) {
+ float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
+
+ if (d > MGV6_FREQ_HOT + blend) {
+ if (h > MGV6_FREQ_JUNGLE + blend)
+ return BT_JUNGLE;
+ else
+ return BT_DESERT;
+ } else if (d < MGV6_FREQ_SNOW + blend) {
+ if (h > MGV6_FREQ_TAIGA + blend)
+ return BT_TAIGA;
+ else
+ return BT_TUNDRA;
+ } else {
+ return BT_NORMAL;
+ }
+ } else {
+ if (d > freq_desert)
+ return BT_DESERT;
+
+ if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
+ ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
+ return BT_DESERT;
+
+ if ((spflags & MGV6_JUNGLES) && h > 0.75)
+ return BT_JUNGLE;
+ else
+ return BT_NORMAL;
+ }
}
u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
{
- s32 x=p.X, y=p.Y, z=p.Z;
- return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+ s32 x = p.X, y = p.Y, z = p.Z;
+ return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
}
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
v3s16 blockpos_max = data->blockpos_max;
// Area of central chunk
- node_min = blockpos_min*MAP_BLOCKSIZE;
- node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ node_min = blockpos_min * MAP_BLOCKSIZE;
+ node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Full allocated area
- full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
- full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+ full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
+ full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- central_area_size = node_max - node_min + v3s16(1,1,1);
+ central_area_size = node_max - node_min + v3s16(1, 1, 1);
assert(central_area_size.X == central_area_size.Z);
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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;
+ dp.seed = seed;
+ dp.c_water = c_water_source;
+ dp.c_river_water = c_water_source;
+
+ dp.only_in_ground = true;
+ dp.corridor_len_min = 1;
+ dp.corridor_len_max = 13;
+ dp.rooms_min = 2;
+ dp.rooms_max = 16;
+ dp.y_min = -MAX_MAP_GENERATION_LIMIT;
+ dp.y_max = MAX_MAP_GENERATION_LIMIT;
+
+ dp.np_density
+ = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+ dp.np_alt_wall
+ = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
+ if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+ dp.c_wall = c_desert_stone;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = c_stair_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.room_size_min = v3s16(6, 9, 6);
+ dp.room_size_max = v3s16(10, 11, 10);
+ dp.room_size_large_min = v3s16(10, 13, 10);
+ dp.room_size_large_max = v3s16(18, 21, 18);
+ dp.notifytype = GENNOTIFY_TEMPLE;
} 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;
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.room_size_min = v3s16(4, 4, 4);
+ dp.room_size_max = v3s16(8, 6, 8);
+ dp.room_size_large_min = v3s16(8, 8, 8);
+ dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.notifytype = GENNOTIFY_DUNGEON;
}
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
+ DungeonGen dgen(ndef, &gennotify, &dp);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
- // Grow grass
+ // Add surface nodes
growGrass();
// Generate some trees, and add grass, if a jungle
- if (flags & MG_TREES)
+ if (spflags & MGV6_TREES)
placeTreesAndJungleGrass();
// Generate the registered decorations
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Calculate lighting
if (flags & MG_LIGHT)
- calcLighting(node_min, node_max);
+ calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ full_node_min, full_node_max);
this->generating = false;
}
{
int x = node_min.X;
int z = node_min.Z;
+ int fx = full_node_min.X;
+ int fz = full_node_min.Z;
- if (!(flags & MG_FLAT)) {
+ if (!(spflags & MGV6_FLAT)) {
noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
}
noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
- noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
+
+ noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
+ noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
+ // Humidity map does not need range limiting 0 to 1,
+ // only humidity at point does
}
//TimeTaker timer1("Generating ground level");
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
- u32 index = 0;
+ MapNode n_ice(c_ice);
+ int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// Surface height
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- BiomeV6Type bt = getBiome(index, v2s16(x, z));
+ BiomeV6Type bt = getBiome(v2s16(x, z));
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
- vm->m_data[i] = (y >= DESERT_STONE_BASE
- && bt == BT_DESERT) ?
+ vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
+ && bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
- vm->m_data[i] = n_water_source;
+ vm->m_data[i] = (y >= MGV6_ICE_BASE
+ && bt == BT_TUNDRA) ?
+ n_ice : n_water_source;
} else {
vm->m_data[i] = n_air;
}
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
- BiomeV6Type bt = getBiome(index, v2s16(x, z));
+ BiomeV6Type bt = getBiome(v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
} else if (mud_add_amount <= 0) {
mud_add_amount = 1 - mud_add_amount;
addnode = n_gravel;
- } else if (bt == BT_NORMAL && getHaveBeach(index) &&
+ } else if (bt != BT_DESERT && getHaveBeach(index) &&
surface_y + mud_add_amount <= water_level + 2) {
addnode = n_sand;
}
- if (bt == BT_DESERT && surface_y > 20)
+ if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
- // If topmost node is grass, change it to mud. It might be if it was
+ /* If topmost node is grass, change it to mud. It might be if it was
// flown to there from a neighboring chunk and then converted.
u32 i = vm->m_area.index(x, surface_y, z);
if (vm->m_data[i].getContent() == c_dirt_with_grass)
- vm->m_data[i] = n_dirt;
+ vm->m_data[i] = n_dirt;*/
// Add mud on ground
s16 mudcount = 0;
v3s16 em = vm->m_area.getExtent();
s16 y_start = surface_y + 1;
- i = vm->m_area.index(x, y_start, z);
+ u32 i = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y <= node_max.Y; y++) {
if (mudcount >= mud_add_amount)
break;
void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
{
// 340ms @cs=8
- TimeTaker timer1("flow mud");
+ //TimeTaker timer1("flow mud");
// Iterate a few times
- for(s16 k = 0; k < 3; k++) {
+ for (s16 k = 0; k < 3; k++) {
for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
// Invert coordinates every 2nd iteration
u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
s16 y = node_max.Y;
- while(y >= node_min.Y)
- {
+ while (y >= node_min.Y) {
- for(;; y--)
- {
+ for (;; y--) {
MapNode *n = NULL;
// Find mud
- for(; y >= node_min.Y; y--) {
+ for (; y >= node_min.Y; y--) {
n = &vm->m_data[i];
if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass ||
- n->getContent() == c_gravel)
+ n->getContent() == c_dirt_with_grass ||
+ n->getContent() == c_gravel)
break;
vm->m_area.add_y(em, i, -1);
break;
if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass)
- {
+ n->getContent() == c_dirt_with_grass) {
// Make it exactly mud
n->setContent(c_dirt);
u32 i2 = i;
vm->m_area.add_y(em, i2, -1);
// Cancel if out of area
- if(vm->m_area.contains(i2) == false)
+ if (vm->m_area.contains(i2) == false)
continue;
MapNode *n2 = &vm->m_data[i2];
if (n2->getContent() != c_dirt &&
- n2->getContent() != c_dirt_with_grass)
+ n2->getContent() != c_dirt_with_grass)
continue;
}
}
v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
+ v3s16(0, 0, 1), // back
+ v3s16(1, 0, 0), // right
+ v3s16(0, 0, -1), // front
+ v3s16(-1, 0, 0), // left
};
// Check that upper is air or doesn't exist.
u32 i3 = i;
vm->m_area.add_y(em, i3, 1);
if (vm->m_area.contains(i3) == true &&
- ndef->get(vm->m_data[i3]).walkable)
+ ndef->get(vm->m_data[i3]).walkable)
continue;
// Drop mud on side
- for(u32 di=0; di<4; di++) {
+ for (u32 di = 0; di < 4; di++) {
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
vm->m_area.add_y(em, i2, -1);
n2 = &vm->m_data[i2];
// if out of known area
- if(vm->m_area.contains(i2) == false ||
- n2->getContent() == CONTENT_IGNORE) {
+ if (vm->m_area.contains(i2) == false ||
+ n2->getContent() == CONTENT_IGNORE) {
dropped_to_unknown = true;
break;
}
if (!dropped_to_unknown) {
*n2 = *n;
// Set old place to be air (or water)
- if(old_is_water)
+ if (old_is_water)
*n = MapNode(c_water_source);
else
*n = MapNode(CONTENT_AIR);
node_min.Z + sidelen + sidelen * z0 - 1
);
- // Amount of trees, jungle area
- u32 tree_count = area * getTreeAmount(p2d_center);
+ // Get biome at center position of part of division
+ BiomeV6Type bt = getBiome(p2d_center);
- float humidity;
- bool is_jungle = false;
- if (spflags & MGV6_JUNGLES) {
- humidity = getHumidity(p2d_center);
- if (humidity > 0.75) {
- is_jungle = true;
+ // Amount of trees
+ u32 tree_count;
+ if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
+ tree_count = area * getTreeAmount(p2d_center);
+ if (bt == BT_JUNGLE)
tree_count *= 4;
- }
+ } else {
+ tree_count = 0;
}
// Add jungle grass
- if (is_jungle) {
+ if (bt == BT_JUNGLE) {
+ float humidity = getHumidity(p2d_center);
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 y = heightmap[mapindex];
// Don't make a tree under water level
// Don't make a tree so high that it doesn't fit
- if(y < water_level || y > node_max.Y - 6)
+ if (y < water_level || y > node_max.Y - 6)
continue;
- v3s16 p(x,y,z);
- // Trees grow only on mud and grass
+ v3s16 p(x, y, z);
+ // Trees grow only on mud and grass and snowblock
{
u32 i = vm->m_area.index(p);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() != c_dirt &&
- n->getContent() != c_dirt_with_grass)
+ content_t c = vm->m_data[i].getContent();
+ if (c != c_dirt &&
+ c != c_dirt_with_grass &&
+ c != c_dirt_with_snow &&
+ c != c_snowblock)
continue;
}
p.Y++;
// Make a tree
- if (is_jungle) {
+ if (bt == BT_JUNGLE) {
treegen::make_jungletree(*vm, p, ndef, myrand());
- } else {
+ } else if (bt == BT_TAIGA) {
+ treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
+ } else if (bt == BT_NORMAL) {
bool is_apple_tree = (myrand_range(0, 3) == 0) &&
getHaveAppleTree(v2s16(x, z));
treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
}
-void MapgenV6::growGrass()
+void MapgenV6::growGrass() // Add surface nodes
{
+ MapNode n_dirt_with_grass(c_dirt_with_grass);
+ MapNode n_dirt_with_snow(c_dirt_with_snow);
+ MapNode n_snowblock(c_snowblock);
+ MapNode n_snow(c_snow);
+ v3s16 em = vm->m_area.getExtent();
+
+ u32 index = 0;
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
- for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
+ for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
// Find the lowest surface to which enough light ends up to make
// grass grow. Basically just wait until not air and not leaves.
s16 surface_y = 0;
{
- v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_max.Y, z);
s16 y;
// Go to ground level
for (y = node_max.Y; y >= full_node_min.Y; y--) {
MapNode &n = vm->m_data[i];
if (ndef->get(n).param_type != CPT_LIGHT ||
- ndef->get(n).liquid_type != LIQUID_NONE)
+ ndef->get(n).liquid_type != LIQUID_NONE ||
+ n.getContent() == c_ice)
break;
vm->m_area.add_y(em, i, -1);
}
surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
}
+ BiomeV6Type bt = getBiome(index, v2s16(x, z));
u32 i = vm->m_area.index(x, surface_y, z);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() == c_dirt && surface_y >= water_level - 20)
- n->setContent(c_dirt_with_grass);
+ content_t c = vm->m_data[i].getContent();
+ if (surface_y >= water_level - 20) {
+ if (bt == BT_TAIGA && c == c_dirt) {
+ vm->m_data[i] = n_snowblock;
+ vm->m_area.add_y(em, i, -1);
+ vm->m_data[i] = n_dirt_with_snow;
+ } else if (bt == BT_TUNDRA) {
+ if (c == c_dirt) {
+ vm->m_data[i] = n_dirt_with_snow;
+ } else if (c == c_stone && surface_y < node_max.Y) {
+ vm->m_area.add_y(em, i, 1);
+ vm->m_data[i] = n_snow;
+ }
+ } else if (c == c_dirt) {
+ vm->m_data[i] = n_dirt_with_grass;
+ }
+ }
}
}
}
for (u32 i = 0; i < caves_count + bruises_count; i++) {
- bool large_cave = (i >= caves_count);
- CaveV6 cave(this, &ps, &ps2, large_cave);
+ CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
- cave.makeCave(node_min, node_max, max_stone_y);
+ bool large_cave = (i >= caves_count);
+ cave.makeCave(vm, node_min, node_max, &ps, &ps2,
+ large_cave, max_stone_y, heightmap);
}
}