/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
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
#include "content_sao.h"
#include "nodedef.h"
#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"
{NULL, 0}
};
+
///////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
- : Mapgen(mapgenid, params, emerge)
+ : MapgenBasic(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->biomemap = new u8[csize.X * csize.Z];
- this->heightmap = new s16[csize.X * csize.Z];
- this->ridge_heightmap = new s16[csize.X * csize.Z];
-
MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
- this->spflags = sp->spflags;
+
+ this->spflags = sp->spflags;
+ this->cave_width = sp->cave_width;
//// Terrain noise
noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
//// 3d terrain noise
- noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
- noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
-
- //// Biome noise
- 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;
-
- c_stone = ndef->getId("mapgen_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
- c_sand = ndef->getId("mapgen_sand");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_ice = ndef->getId("default:ice");
- if (c_ice == CONTENT_IGNORE)
- c_ice = CONTENT_AIR;
+ // 1-up 1-down overgeneration
+ noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
}
-MapgenV7::~MapgenV7() {
+MapgenV7::~MapgenV7()
+{
delete noise_terrain_base;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_ridge_uwater;
delete noise_mountain;
delete noise_ridge;
-
- delete noise_heat;
- delete noise_humidity;
-
- delete[] ridge_heightmap;
- delete[] heightmap;
- delete[] biomemap;
}
-MapgenV7Params::MapgenV7Params() {
- spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
-
- np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
- np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
- np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
- np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
- np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
- np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
- np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
- np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
- np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
+MapgenV7Params::MapgenV7Params()
+{
+ spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
+ cave_width = 0.3;
+
+ np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
+ np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
+ np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
+ np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
+ np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
+ np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
+ np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
}
-void MapgenV7Params::readParams(Settings *settings) {
- settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+void MapgenV7Params::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->getFloatNoEx("mgv7_cave_width", cave_width);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->getNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv7_np_cave2", np_cave2);
}
-void MapgenV7Params::writeParams(Settings *settings) {
- settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
+void MapgenV7Params::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
+ settings->setFloat("mgv7_cave_width", cave_width);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->setNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv7_np_cave2", np_cave2);
}
-///////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
-int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
+{
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// Ridge/river terrain calculation
- float width = 0.3;
+ float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
- // actually computing the depth of the ridge is much more expensive;
- // if inside a river, simply guess
- if (uwatern >= -width && uwatern <= width)
- return water_level - 10;
+ // if inside a river this is an unsuitable spawn point
+ if (fabs(uwatern) <= width)
+ return MAX_MAP_GENERATION_LIMIT;
// Mountain terrain calculation
- int iters = 128; // don't even bother iterating more than 128 times..
+ int iters = 128;
while (iters--) {
- //current point would have been air
- if (!getMountainTerrainAtPoint(p.X, y, p.Y))
- return y;
-
+ if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
+ if (y <= water_level || y > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ else
+ return y;
+ }
y++;
}
- return y;
+ // Unsuitable spawn point, no ground surface found
+ return MAX_MAP_GENERATION_LIMIT;
}
-void MapgenV7::makeChunk(BlockMakeData *data) {
+void MapgenV7::makeChunk(BlockMakeData *data)
+{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- blockseed = m_emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
+ blockseed = getBlockSeed2(full_node_min, seed);
- // Make some noise
- calculateNoise();
-
- // Generate base terrain, mountains, and ridges with initial heightmaps
+ // Generate base and mountain terrain
+ // An initial heightmap is no longer created here for use in generateRidgeTerrain()
s16 stone_surface_max_y = generateTerrain();
- updateHeightmap(node_min, node_max);
+ // Generate rivers
+ if (spflags & MGV7_RIDGES)
+ generateRidgeTerrain();
- // Calculate biomes
- bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
- noise_humidity->result, heightmap, biomemap);
+ // Create heightmap
+ updateHeightmap(node_min, node_max);
- // Actually place the biome-specific nodes and what not
- generateBiomes();
+ // Init biome generator, place biome-specific nodes, and build biomemap
+ biomegen->calcBiomeNoise(node_min);
+ biomegen->getBiomes(heightmap);
+ MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y);
+ generateCaves(stone_surface_max_y, water_level);
- if (flags & MG_DUNGEONS) {
- DungeonGen dgen(this, NULL);
- dgen.generate(blockseed, full_node_min, full_node_max);
- }
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, stone_type);
// 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);
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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), node_max + v3s16(0, 1, 0),
+ full_node_min, full_node_max);
+
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
}
-void MapgenV7::calculateNoise() {
- //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- int x = node_min.X;
- int y = node_min.Y;
- int z = node_min.Z;
-
- noise_height_select->perlinMap2D(x, z);
- noise_terrain_persist->perlinMap2D(x, z);
- float *persistmap = noise_terrain_persist->result;
- for (int i = 0; i != csize.X * csize.Z; i++)
- persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
-
- noise_terrain_base->perlinMap2D(x, z, persistmap);
- noise_terrain_alt->perlinMap2D(x, z, persistmap);
- noise_filler_depth->perlinMap2D(x, z);
-
- if (spflags & MGV7_MOUNTAINS) {
- noise_mountain->perlinMap3D(x, y, z);
- noise_mount_height->perlinMap2D(x, z);
- }
-
- if (spflags & MGV7_RIDGES) {
- noise_ridge->perlinMap3D(x, y, z);
- noise_ridge_uwater->perlinMap2D(x, z);
- }
-
- noise_heat->perlinMap2D(x, z);
- noise_humidity->perlinMap2D(x, z);
-
- //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
- float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
- float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
- s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-
- return bmgr->getBiome(heat, humidity, groundlevel);
-}
-
-//needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
+{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
- persist = rangelim(persist, 0.4, 0.9);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
}
-float MapgenV7::baseTerrainLevelFromMap(int index) {
+float MapgenV7::baseTerrainLevelFromMap(int index)
+{
float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
float height_base = noise_terrain_base->result[index];
float height_alt = noise_terrain_alt->result[index];
}
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
+{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
- float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
+ float density_gradient = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
- return mnt_n + height_modifier >= 0.6;
+ return mnt_n + density_gradient >= 0.0;
}
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
float mounthn = noise_mount_height->result[idx_xz];
- float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
- return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
+ float density_gradient = -((float)y / mounthn);
+ float mountn = noise_mountain->result[idx_xyz];
+
+ return mountn + density_gradient >= 0.0;
}
-#if 0
-void MapgenV7::carveRivers() {
- MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+int MapgenV7::generateTerrain()
+{
+ MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
- u32 index = 0;
-
- int river_depth = 4;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- float terrain_mod = noise_terrain_mod->result[index];
- NoiseParams *np = noise_terrain_river->np;
- np.persist = noise_terrain_persist->result[index];
- float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
- float height = terrain_river * (1 - abs(terrain_mod)) *
- noise_terrain_river->np.scale;
- height = log(height * height); //log(h^3) is pretty interesting for terrain
+ MapNode n_water(c_water_source);
- s16 y = heightmap[index];
- if (height < 1.0 && y > river_depth &&
- y - river_depth >= node_min.Y && y <= node_max.Y) {
+ //// Calculate noise for terrain generation
+ noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
+ float *persistmap = noise_terrain_persist->result;
- for (s16 ry = y; ry != y - river_depth; ry--) {
- u32 vi = vm->m_area.index(x, ry, z);
- vm->m_data[vi] = n_air;
- }
+ noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
+ noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
+ noise_height_select->perlinMap2D(node_min.X, node_min.Z);
- u32 vi = vm->m_area.index(x, y - river_depth, z);
- vm->m_data[vi] = n_water_source;
- }
+ if (spflags & MGV7_MOUNTAINS) {
+ noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
}
-}
-#endif
-
-
-int MapgenV7::generateTerrain() {
- int ymax = generateBaseTerrain();
-
- if (spflags & MGV7_MOUNTAINS)
- generateMountainTerrain();
-
- if (spflags & MGV7_RIDGES)
- generateRidgeTerrain();
-
- return ymax;
-}
-
-
-int MapgenV7::generateBaseTerrain() {
- MapNode n_air(CONTENT_AIR);
- MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+ //// Place nodes
v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- float surface_height = baseTerrainLevelFromMap(index);
- s16 surface_y = (s16)surface_height;
-
- heightmap[index] = surface_y;
- ridge_heightmap[index] = surface_y;
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ s16 surface_y = baseTerrainLevelFromMap(index2d);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- u32 i = vm->m_area.index(x, node_min.Y, z);
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
- if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
- if (y <= surface_y)
- vm->m_data[i] = n_stone;
- else if (y <= water_level)
- vm->m_data[i] = n_water;
- else
- vm->m_data[i] = n_air;
+ u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
+ u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
+
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
+ if (y <= surface_y) {
+ vm->m_data[vi] = n_stone; // Base terrain
+ } else if ((spflags & MGV7_MOUNTAINS) &&
+ getMountainTerrainFromMap(index3d, index2d, y)) {
+ vm->m_data[vi] = n_stone; // Mountain terrain
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if (y <= water_level) {
+ vm->m_data[vi] = n_water;
+ } else {
+ vm->m_data[vi] = n_air;
+ }
}
- vm->m_area.add_y(em, i, 1);
+ vm->m_area.add_y(em, vi, 1);
+ index3d += ystride;
}
}
}
-void MapgenV7::generateMountainTerrain() {
- if (node_max.Y <= water_level)
+void MapgenV7::generateRidgeTerrain()
+{
+ if (node_max.Y < water_level - 16)
return;
- MapNode n_stone(c_stone);
- u32 j = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
- u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++) {
- int index = (z - node_min.Z) * csize.X + (x - node_min.X);
-
- if (getMountainTerrainFromMap(j, index, y))
- vm->m_data[vi] = n_stone;
-
- vi++;
- j++;
- }
- }
-}
-
+ noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
-void MapgenV7::generateRidgeTerrain() {
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
+ float width = 0.2;
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 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
- if (heightmap[j] < water_level - 4)
- continue;
-
- float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
- //widthn = rangelim(widthn, -0.05, 0.5);
-
- float width = 0.3; // TODO: figure out acceptable perlin noise values
float uwatern = noise_ridge_uwater->result[j] * 2;
- if (uwatern < -width || uwatern > width)
+ if (fabs(uwatern) > width)
continue;
- float height_mod = (float)(y + 17) / 2.5;
- float width_mod = (width - fabs(uwatern));
- float nridge = noise_ridge->result[index] * (float)y / 7.0;
-
- if (y < water_level)
- nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
+ float altitude = y - water_level;
+ float height_mod = (altitude + 17) / 2.5;
+ float width_mod = width - fabs(uwatern);
+ float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
if (nridge + width_mod * height_mod < 0.6)
continue;
- if (y < ridge_heightmap[j])
- ridge_heightmap[j] = y - 1;
-
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
-void MapgenV7::generateBiomes() {
- if (node_max.Y < water_level)
- return;
+////////////////////////////////////////////////////////////////////////////////
+//// Code Boneyard
+////
+//// Much of the stuff here has potential to become useful again at some point
+//// in the future, but we don't want it to get lost or forgotten in version
+//// control.
+////
- MapNode n_air(CONTENT_AIR);
+#if 0
+int MapgenV7::generateMountainTerrain(s16 ymax)
+{
MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
-
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
+ u32 j = 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_top + dfiller;
-
- s16 nplaced = 0;
- 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();
-
- // It could be the case that the elevation is equal to the chunk
- // boundary, but the chunk above has not been generated yet
- if (y == node_max.Y && c_above == CONTENT_IGNORE &&
- y == heightmap[index] && c == c_stone) {
- int j = (z - node_min.Z) * zstride +
- (y - node_min.Y) * ystride +
- (x - node_min.X);
- have_air = !getMountainTerrainFromMap(j, index, y);
- }
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ u32 vi = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ int index = (z - node_min.Z) * csize.X + (x - node_min.X);
+ content_t c = vm->m_data[vi].getContent();
- if (c == c_stone && 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;
- 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;
- vm->m_data[i] = MapNode(biome->c_water);
- } else if (c == CONTENT_AIR) {
- have_air = true;
- nplaced = 0;
+ if (getMountainTerrainFromMap(j, index, y)
+ && (c == CONTENT_AIR || c == c_water_source)) {
+ vm->m_data[vi] = n_stone;
+ if (y > ymax)
+ ymax = y;
}
- vm->m_area.add_y(em, i, -1);
+ vi++;
+ j++;
}
}
+
+ return ymax;
}
+#endif
-void MapgenV7::dustTopNodes() {
- v3s16 em = vm->m_area.getExtent();
+#if 0
+void MapgenV7::carveRivers() {
+ MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+ MapNode n_stone(c_stone);
u32 index = 0;
- if (water_level > node_max.Y)
- return;
+ int river_depth = 4;
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;
- u32 vi = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
- if (vm->m_data[vi].getContent() != CONTENT_AIR)
- break;
-
- vm->m_area.add_y(em, vi, -1);
- }
+ float terrain_mod = noise_terrain_mod->result[index];
+ NoiseParams *np = noise_terrain_river->np;
+ np.persist = noise_terrain_persist->result[index];
+ float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
+ float height = terrain_river * (1 - abs(terrain_mod)) *
+ noise_terrain_river->np.scale;
+ height = log(height * height); //log(h^3) is pretty interesting for terrain
- content_t c = vm->m_data[vi].getContent();
- if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
- if (y < node_min.Y)
- continue;
+ s16 y = heightmap[index];
+ if (height < 1.0 && y > river_depth &&
+ y - river_depth >= node_min.Y && y <= node_max.Y) {
- vm->m_data[vi] = MapNode(biome->c_dust_water);
- } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
- if (y == node_max.Y)
- continue;
+ for (s16 ry = y; ry != y - river_depth; ry--) {
+ u32 vi = vm->m_area.index(x, ry, z);
+ vm->m_data[vi] = n_air;
+ }
- vm->m_area.add_y(em, vi, 1);
- vm->m_data[vi] = MapNode(biome->c_dust);
+ u32 vi = vm->m_area.index(x, y - river_depth, z);
+ vm->m_data[vi] = n_water_source;
}
}
}
+#endif
#if 0
-void MapgenV7::addTopNodes() {
+void MapgenV7::addTopNodes()
+{
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
u32 index = 0;
}
}
#endif
-
-
-NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
-
-void MapgenV7::generateCaves(int max_stone_y) {
- PseudoRandom ps(blockseed + 21343);
-
- int volume_nodes = (node_max.X - node_min.X + 1) *
- (node_max.Y - node_min.Y + 1) *
- (node_max.Z - node_min.Z + 1);
- float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
- node_min.X, node_min.Y, seed);
-
- u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
- for (u32 i = 0; i < caves_count; i++) {
- CaveV7 cave(this, &ps, false);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
-
- u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
- for (u32 i = 0; i < bruises_count; i++) {
- CaveV7 cave(this, &ps, true);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
-}