#include "mapblock.h"
#include "mapnode.h"
#include "map.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 "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
-#include "biome.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
#include "mapgen_v7.h"
-/////////////////// Mapgen V7 perlin noise default values
-NoiseParams nparams_v7_def_terrain_base =
- {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_alt =
- {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_mod =
- {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_persist =
- {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
-NoiseParams nparams_v7_def_height_select =
- {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
-NoiseParams nparams_v7_def_ridge =
- {0, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
-/*
-NoiseParams nparams_v6_def_beach =
- {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 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_v7[] = {
+ {"mountains", MGV7_MOUNTAINS},
+ {"ridges", MGV7_RIDGES},
+ {NULL, 0}
+};
+
///////////////////////////////////////////////////////////////////////////////
-MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge;
- this->bmgr = emerge->biomedef;
+MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
- 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->ystride = csize.X; //////fix this
+ //// 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];
- // Terrain noise
- noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
- noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_mod = new Noise(¶ms->np_terrain_mod, seed, csize.X, csize.Z);
- noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
- noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
- noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y, 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);
+ initHeightMap(this->heightmap, csize.X * csize.Z);
+
+ MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
+ this->spflags = sp->spflags;
+
+ //// Terrain noise
+ noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
+ noise_mount_height = new Noise(&sp->np_mount_height, 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);
+ 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);
+
+ //// 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;
}
-MapgenV7::~MapgenV7() {
+MapgenV7::~MapgenV7()
+{
delete noise_terrain_base;
- delete noise_terrain_mod;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
+ delete noise_filler_depth;
+ delete noise_mount_height;
+ delete noise_ridge_uwater;
+ delete noise_mountain;
delete noise_ridge;
+ delete noise_cave1;
+ delete noise_cave2;
+
delete noise_heat;
delete noise_humidity;
-
+
delete[] ridge_heightmap;
delete[] heightmap;
delete[] biomemap;
}
-int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
- s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
- float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
- Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
-
- s16 y = groundlevel;
- int iters = 1024; // don't even bother iterating more than 64 times..
+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(-0.6, 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);
+ np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
+}
+
+
+void MapgenV7Params::readParams(Settings *settings)
+{
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+
+ settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->getNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
+ 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);
+
+ settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->setNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
+ 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)
+{
+ // Base terrain calculation
+ s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
+
+ // Ridge/river terrain calculation
+ 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 (fabs(uwatern) <= width)
+ return water_level - 10;
+
+ // Mountain terrain calculation
+ int iters = 128; // don't even bother iterating more than 128 times..
while (iters--) {
- if (y <= water_level)
- break;
-
- float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
- if (ridgenoise * (float)(y * y) < 15.0)
- break;
-
- y--;
+ //current point would have been air
+ if (!getMountainTerrainAtPoint(p.X, y, p.Y))
+ return y;
+
+ y++;
}
- return y + b->top_depth;
+ return y;
}
-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 &&
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);
-
+
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->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_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
+ blockseed = getBlockSeed2(full_node_min, seed);
// Make some noise
calculateNoise();
- // Calculate height map
- s16 stone_surface_max_y = calcHeightMap();
-
- // 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);
-
- 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");
-
- generateTerrain();
- carveRidges();
+ // Generate base terrain, mountains, and ridges with initial heightmaps
+ s16 stone_surface_max_y = generateTerrain();
+
+ // Create heightmap
+ updateHeightmap(node_min, node_max);
+
+ // Create biomemap at heightmap surface
+ bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
+ noise_humidity->result, heightmap, biomemap);
+
+ // Actually place the biome-specific nodes
+ generateBiomes(noise_heat->result, noise_humidity->result);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
-
- addTopNodes();
-
- updateHeightmap(node_min, node_max);
- if (flags & MG_DUNGEONS) {
- DungeonGen dgen(ndef, data->seed, water_level);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
+ DungeonGen dgen(this, NULL);
+ dgen.generate(blockseed, full_node_min, full_node_max);
}
- for (size_t i = 0; i != emerge->decorations.size(); i++) {
- Decoration *deco = emerge->decorations[i];
- deco->placeDeco(this, blockseed + i, node_min, node_max);
- }
+ // Generate the registered 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);
+
+ // Sprinkle some dust on top after everything else was generated
+ dustTopNodes();
- for (size_t i = 0; i != emerge->ores.size(); i++) {
- Ore *ore = emerge->ores[i];
- ore->placeOre(this, blockseed + i, node_min, node_max);
- }
-
//printf("makeChunk: %dms\n", t.stop());
-
+
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-
- calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+
+ if (flags & MG_LIGHT)
+ calcLighting(node_min, node_max);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
}
-void MapgenV7::calculateNoise() {
+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_terrain_mod->perlinMap2D(x, z);
-
- noise_height_select->perlinMap2D(x, z);
- noise_height_select->transformNoiseMap();
-
+
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
- for (int i = 0; i != csize.X * csize.Z; i++)
- persistmap[i] = abs(persistmap[i]);
-
- noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
- noise_terrain_base->transformNoiseMap();
-
- noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
- noise_terrain_alt->transformNoiseMap();
-
- noise_ridge->perlinMap3D(x, y, z);
-
- noise_heat->perlinMap2D(x, z);
-
- noise_humidity->perlinMap2D(x, z);
-
+
+ noise_terrain_base->perlinMap2D(x, z, persistmap);
+ noise_terrain_alt->perlinMap2D(x, z, persistmap);
+ noise_height_select->perlinMap2D(x, z);
+
+ if (flags & MG_CAVES) {
+ noise_cave1->perlinMap3D(x, y, z);
+ noise_cave2->perlinMap3D(x, y, z);
+ }
+
+ if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
+ noise_ridge->perlinMap3D(x, y, z);
+ noise_ridge_uwater->perlinMap2D(x, z);
+ }
+
+ if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
+ noise_mountain->perlinMap3D(x, y, z);
+ noise_mount_height->perlinMap2D(x, z);
+ }
+
+ if (node_max.Y >= water_level) {
+ noise_filler_depth->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(bmgr->np_heat, p.X, p.Z, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
+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 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);
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
- float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
- float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
- float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
+ noise_terrain_base->np.persist = persist;
+ float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
- noise_terrain_base->np->persist = persist;
- float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
- float height_base = terrain_base * terrain_mod;
+ noise_terrain_alt->np.persist = persist;
+ float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
- noise_terrain_alt->np->persist = persist;
- float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+ if (height_alt > height_base)
+ return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
-float MapgenV7::baseTerrainLevelFromMap(int index) {
- float terrain_mod = noise_terrain_mod->result[index];
- float hselect = noise_height_select->result[index];
- float terrain_base = noise_terrain_base->result[index];
- float height_base = terrain_base * terrain_mod;
- float height_alt = noise_terrain_alt->result[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];
+
+ if (height_alt > height_base)
+ return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
+bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
+{
+ float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+ float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
+ return mnt_n * mnt_h_n >= (float)y;
+}
+
+
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
+{
+ float mounthn = noise_mount_height->result[idx_xz];
+ float mountn = noise_mountain->result[idx_xyz];
+ return mountn * mounthn >= (float)y;
+}
+
+
#if 0
-// Crap code to test log rivers as a proof-of-concept. Didn't work out too well.
void MapgenV7::carveRivers() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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];
+ 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;
+ noise_terrain_river->np.scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
-
+
s16 y = heightmap[index];
if (height < 1.0 && y > river_depth &&
y - river_depth >= node_min.Y && y <= node_max.Y) {
-
+
for (s16 ry = y; ry != y - river_depth; ry--) {
u32 vi = vm->m_area.index(x, ry, z);
vm->m_data[vi] = n_air;
}
-
+
u32 vi = vm->m_area.index(x, y - river_depth, z);
vm->m_data[vi] = n_water_source;
}
#endif
-int MapgenV7::calcHeightMap() {
+int MapgenV7::generateTerrain()
+{
+ int ymax = generateBaseTerrain();
+
+ if (spflags & MGV7_MOUNTAINS)
+ ymax = generateMountainTerrain(ymax);
+
+ 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;
+ 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++) {
float surface_height = baseTerrainLevelFromMap(index);
s16 surface_y = (s16)surface_height;
-
- heightmap[index] = surface_y;
+
+ heightmap[index] = surface_y;
ridge_heightmap[index] = surface_y;
-
+
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;
+ }
+ vm->m_area.add_y(em, i, 1);
+ }
}
-
+
return stone_surface_max_y;
}
-void MapgenV7::generateTerrain() {
- MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+int MapgenV7::generateMountainTerrain(int ymax)
+{
+ if (node_max.Y < 0)
+ return ymax;
+
MapNode n_stone(c_stone);
+ u32 j = 0;
- 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++) {
- s16 surface_y = heightmap[index];
- Biome *biome = bmgr->biomes[biomemap[index]];
-
- 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] = (y > water_level + biome->filler_height) ?
- MapNode(biome->c_filler) : n_stone;
- } else if (y <= water_level) {
- vm->m_data[i] = n_water_source;
- } else {
- vm->m_data[i] = n_air;
- }
+ 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);
+ content_t c = vm->m_data[vi].getContent();
+
+ 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;
}
-void MapgenV7::carveRidges() {
- if (node_max.Y <= water_level)
+void MapgenV7::generateRidgeTerrain()
+{
+ if (node_max.Y < water_level)
return;
-
+
+ MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
-
+ float width = 0.2; // TODO: figure out acceptable perlin noise values
+
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++, index++, vi++) {
- // Removing this check will create huge underwater caverns,
- // which are interesting but not desirable for gameplay
- if (y <= water_level)
+ int j = (z - node_min.Z) * csize.X + (x - node_min.X);
+
+ if (heightmap[j] < water_level - 16)
+ continue;
+
+ float uwatern = noise_ridge_uwater->result[j] * 2;
+ if (fabs(uwatern) > width)
continue;
-
- if (noise_ridge->result[index] * (float)(y * y) < 15.0)
+
+ 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;
- int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
if (y < ridge_heightmap[j])
- ridge_heightmap[j] = y - 1;
+ ridge_heightmap[j] = y - 1;
- vm->m_data[vi] = n_air;
+ vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
-/*
-void MapgenV7::testBiomes() {
+
+void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
+{
+ if (node_max.Y < water_level)
+ return;
+
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ v3s16 em = vm->m_area.getExtent();
u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_min.Z; z++)
- for (s16 x = node_min.X; x <= node_min.X; x++) {;
- Biome *b = bmgr->getBiome(heat, humidity, 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 = NULL;
+ s16 dfiller = 0;
+ s16 y0_top = 0;
+ s16 y0_filler = 0;
+ s16 depth_water_top = 0;
+
+ 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);
+ }
+
+ if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ y0_top = biome->depth_top;
+ y0_filler = biome->depth_top + dfiller;
+ depth_water_top = biome->depth_water_top;
+ }
+
+ 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) {
+ vm->m_data[i] = MapNode(biome->c_top);
+ 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;
+ if(y > water_level - depth_water_top)
+ vm->m_data[i] = MapNode(biome->c_water_top);
+ else
+ vm->m_data[i] = MapNode(biome->c_water);
+ } else if (c == CONTENT_AIR) {
+ have_air = true;
+ nplaced = 0;
+ }
+
+ vm->m_area.add_y(em, i, -1);
+ }
+ }
+}
+
+
+void MapgenV7::dustTopNodes()
+{
+ if (node_max.Y < water_level)
+ return;
+
+ 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]);
+
+ 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);
+ }
+
+ content_t c = vm->m_data[vi].getContent();
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
+ if (y == node_max.Y)
+ continue;
+
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(biome->c_dust);
+ }
}
- // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
- // clear out y space for it first with air
- // use absolute positioning, each chunk will be a +1 height
-}*/
+}
-void MapgenV7::addTopNodes() {
+#if 0
+void MapgenV7::addTopNodes()
+{
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
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 = bmgr->biomes[biomemap[index]];
-
+
//////////////////// First, add top nodes below the ridge
s16 y = ridge_heightmap[index];
-
+
// This cutoff is good enough, but not perfect.
// It will cut off potentially placed top nodes at chunk boundaries
if (y < node_min.Y)
if (ndef->get(c).walkable)
continue;
}
-
+
// N.B. It is necessary to search downward since ridge_heightmap[i]
// might not be the actual height, just the lowest part in the chunk
// where a ridge had been carved
vm->m_data[i] = MapNode(c_dirt_with_grass);
}
}
-
+
//////////////////// Now, add top nodes on top of the ridge
y = heightmap[index];
if (y > node_max.Y) {
}
}
}
+#endif
-#include "mapgen_v6.h"
-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_v6_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);
+void MapgenV7::generateCaves(int max_stone_y)
+{
+ if (max_stone_y >= node_min.Y) {
+ u32 index = 0;
+ 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++) {
+ 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++) {
+ Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
+ content_t c = vm->m_data[i].getContent();
+ if (c == CONTENT_AIR || (y <= water_level &&
+ c != biome->c_stone && c != c_stone))
+ continue;
+
+ float d1 = contour(noise_cave1->result[index]);
+ float d2 = contour(noise_cave2->result[index]);
+ if (d1 * d2 > 0.3)
+ vm->m_data[i] = MapNode(CONTENT_AIR);
+ }
+ index2d -= ystride;
+ }
+ index2d += ystride;
+ }
}
- u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
+ PseudoRandom ps(blockseed + 21343);
+ u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
- CaveV7 cave(this, &ps, true);
+ CaveV7 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
- }
+ }
}
+