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- /*
- Minetest
- Copyright (C) 2010-2013 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
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "mapgen.h"
- #include "voxel.h"
- #include "noise.h"
- #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 "main.h" // For g_profiler
- #include "emerge.h"
- #include "dungeongen.h"
- #include "cavegen.h"
- #include "treegen.h"
- #include "mapgen_v6.h"
- FlagDesc flagdesc_mapgen_v6[] = {
- {"jungles", MGV6_JUNGLES},
- {"biomeblend", MGV6_BIOMEBLEND},
- {"mudflow", MGV6_MUDFLOW},
- {NULL, 0}
- };
- ///////////////////////////////////////////////////////////////////////////////
- MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge;
- 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->gennotify = emerge->gennotify;
- this->ystride = csize.X; //////fix this
-
- 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);
- }
- MapgenV6::~MapgenV6() {
- delete noise_terrain_base;
- delete noise_terrain_higher;
- delete noise_steepness;
- delete noise_height_select;
- delete noise_mud;
- delete noise_beach;
- delete noise_biome;
- }
- 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);
- }
- 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();
- 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];
- content_t c = n.getContent();
- if (c != CONTENT_IGNORE && (
- c == c_stone || c == c_desert_stone))
- break;
- vm->m_area.add_y(em, i, -1);
- }
- return (y >= y_nodes_min) ? y : y_nodes_min - 1;
- }
- // Required by mapgen.h
- bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
- {
- /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- seed, v2s16(blockpos.X, blockpos.Z));*/
- // Nah, this is just a heuristic, just return something
- s16 minimum_groundlevel = water_level;
- if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
- return true;
- else
- return false;
- }
- //////////////////////// Base terrain height functions
- float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
- float steepness, float height_select) {
- float base = 1 + terrain_base;
- float higher = 1 + terrain_higher;
- // Limit higher ground level to at least base
- if(higher < base)
- higher = base;
- // Steepness factor of cliffs
- float b = steepness;
- b = rangelim(b, 0.0, 1000.0);
- b = 5 * b * b * b * b * b * b * b;
- b = rangelim(b, 0.5, 1000.0);
- // Values 1.5...100 give quite horrible looking slopes
- if (b > 1.5 && b < 100.0)
- b = (b < 10.0) ? 1.5 : 100.0;
- float a_off = -0.20; // Offset to more low
- float a = 0.5 + b * (a_off + height_select);
- a = rangelim(a, 0.0, 1.0); // Limit
-
- return base * (1.0 - a) + higher * a;
- }
- float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
- if (flags & MG_FLAT)
- return water_level;
-
- float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
- p.X, 0.5, p.Y, 0.5, seed);
- float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
- p.X, 0.5, p.Y, 0.5, seed);
- float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
- p.X, 0.5, p.Y, 0.5, seed);
- float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
- p.X, 0.5, p.Y, 0.5, seed);
- return baseTerrainLevel(terrain_base, terrain_higher,
- steepness, height_select);
- }
- float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
- int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
- return baseTerrainLevelFromMap(index);
- }
- float MapgenV6::baseTerrainLevelFromMap(int index) {
- if (flags & MG_FLAT)
- return water_level;
-
- float terrain_base = noise_terrain_base->result[index];
- float terrain_higher = noise_terrain_higher->result[index];
- float steepness = noise_steepness->result[index];
- float height_select = noise_height_select->result[index];
-
- return baseTerrainLevel(terrain_base, terrain_higher,
- steepness, height_select);
- }
- s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
- return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
- }
- int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
- return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
- }
- //////////////////////// Noise functions
- float MapgenV6::getMudAmount(v2s16 p) {
- int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
- return getMudAmount(index);
- }
- bool MapgenV6::getHaveBeach(v2s16 p) {
- int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
- return getHaveBeach(index);
- }
- BiomeType MapgenV6::getBiome(v2s16 p) {
- int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
- return getBiome(index, p);
- }
- float MapgenV6::getHumidity(v2s16 p)
- {
- /*double noise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
- seed+72384, 4, 0.66);
- noise = (noise + 1.0)/2.0;*/
- float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
- if (noise < 0.0)
- noise = 0.0;
- if (noise > 1.0)
- noise = 1.0;
- return noise;
- }
- float MapgenV6::getTreeAmount(v2s16 p)
- {
- /*double noise = noise2d_perlin(
- 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
- seed+2, 4, 0.66);*/
-
- float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
- float zeroval = -0.39;
- if (noise < zeroval)
- return 0;
- else
- return 0.04 * (noise-zeroval) / (1.0-zeroval);
- }
- bool MapgenV6::getHaveAppleTree(v2s16 p)
- {
- /*is_apple_tree = noise2d_perlin(
- 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
- data->seed+342902, 3, 0.45) > 0.2;*/
-
- float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
-
- return noise > 0.2;
- }
- float MapgenV6::getMudAmount(int index)
- {
- if (flags & MG_FLAT)
- return 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+91013, 3, 0.55));*/
-
- return noise_mud->result[index];
- }
- bool MapgenV6::getHaveBeach(int index)
- {
- // Determine whether to have sand here
- /*double sandnoise = noise2d_perlin(
- 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
- seed+59420, 3, 0.50);*/
-
- float sandnoise = noise_beach->result[index];
- return (sandnoise > freq_beach);
- }
- BiomeType MapgenV6::getBiome(int index, v2s16 p)
- {
- // Just do something very simple as for now
- /*double d = noise2d_perlin(
- 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
- 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;
- }
- 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;
- }
- //////////////////////// Map generator
- void MapgenV6::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);
- 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->ndef = data->nodedef;
-
- // Hack: use minimum block coords for old code that assumes a single block
- v3s16 blockpos = data->blockpos_requested;
- v3s16 blockpos_min = data->blockpos_min;
- 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);
- // Full allocated area
- 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);
- assert(central_area_size.X == central_area_size.Z);
- int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
- * (blockpos_max.Y - blockpos_min.Y + 1)
- * (blockpos_max.Z - blockpos_max.Z + 1);
- volume_nodes = volume_blocks *
- MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
- // Create a block-specific seed
- blockseed = get_blockseed(data->seed, full_node_min);
- // Make some noise
- calculateNoise();
- 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_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;
- 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
- s16 stone_surface_max_y;
- // Generate general ground level to full area
- stone_surface_max_y = generateGround();
- generateExperimental();
- const s16 max_spread_amount = MAP_BLOCKSIZE;
- // Limit dirt flow area by 1 because mud is flown into neighbors.
- s16 mudflow_minpos = -max_spread_amount + 1;
- s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
- // Loop this part, it will make stuff look older and newer nicely
- const u32 age_loops = 2;
- for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
- // Make caves (this code is relatively horrible)
- if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y);
- // Add mud to the central chunk
- addMud();
- // Add blobs of dirt and gravel underground
- addDirtGravelBlobs();
- // Flow mud away from steep edges
- if (spflags & MGV6_MUDFLOW)
- flowMud(mudflow_minpos, mudflow_maxpos);
- }
-
- // Add dungeons
- if (flags & MG_DUNGEONS) {
- 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
- updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
- // Grow grass
- growGrass();
- // 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++) {
- Ore *ore = emerge->ores[i];
- ore->placeOre(this, blockseed + i, node_min, node_max);
- }
- // Calculate lighting
- if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-
- this->generating = false;
- }
- void MapgenV6::calculateNoise() {
- int x = node_min.X;
- int z = node_min.Z;
- // Need to adjust for the original implementation's +.5 offset...
- if (!(flags & MG_FLAT)) {
- noise_terrain_base->perlinMap2D(
- x + 0.5 * noise_terrain_base->np->spread.X,
- z + 0.5 * noise_terrain_base->np->spread.Z);
- noise_terrain_base->transformNoiseMap();
- noise_terrain_higher->perlinMap2D(
- x + 0.5 * noise_terrain_higher->np->spread.X,
- z + 0.5 * noise_terrain_higher->np->spread.Z);
- noise_terrain_higher->transformNoiseMap();
- noise_steepness->perlinMap2D(
- x + 0.5 * noise_steepness->np->spread.X,
- z + 0.5 * noise_steepness->np->spread.Z);
- noise_steepness->transformNoiseMap();
- noise_height_select->perlinMap2D(
- x + 0.5 * noise_height_select->np->spread.X,
- z + 0.5 * noise_height_select->np->spread.Z);
- noise_mud->perlinMap2D(
- x + 0.5 * noise_mud->np->spread.X,
- z + 0.5 * noise_mud->np->spread.Z);
- noise_mud->transformNoiseMap();
- }
- noise_beach->perlinMap2D(
- x + 0.2 * noise_beach->np->spread.X,
- z + 0.7 * noise_beach->np->spread.Z);
- noise_biome->perlinMap2D(
- x + 0.6 * noise_biome->np->spread.X,
- z + 0.2 * noise_biome->np->spread.Z);
- }
- int MapgenV6::generateGround() {
- //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;
-
- 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
- s16 surface_y = (s16)baseTerrainLevelFromMap(index);
-
- // Log it
- if (surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
- BiomeType bt = getBiome(index, v2s16(x, z));
-
- // Fill ground with stone
- v3s16 em = vm->m_area.getExtent();
- 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 && bt == BT_DESERT) ?
- n_desert_stone : n_stone;
- } else if (y <= water_level) {
- vm->m_data[i] = n_water_source;
- } else {
- vm->m_data[i] = n_air;
- }
- }
- vm->m_area.add_y(em, i, 1);
- }
- }
-
- return stone_surface_max_y;
- }
- void MapgenV6::addMud() {
- // 15ms @cs=8
- //TimeTaker timer1("add mud");
- MapNode n_dirt(c_dirt), n_gravel(c_gravel);
- MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
- MapNode addnode;
- 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++) {
- // Randomize mud amount
- s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
- // Find ground level
- s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
-
- // Handle area not found
- if (surface_y == vm->m_area.MinEdge.Y - 1)
- continue;
-
- BiomeType bt = getBiome(index, v2s16(x, z));
- addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
- if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
- addnode = n_sand;
- } else if (mud_add_amount <= 0) {
- mud_add_amount = 1 - mud_add_amount;
- addnode = n_gravel;
- } else if (bt == BT_NORMAL && getHaveBeach(index) &&
- surface_y + mud_add_amount <= water_level + 2) {
- addnode = n_sand;
- }
- if (bt == BT_DESERT && 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
- // 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;
- // 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);
- for (s16 y = y_start; y <= node_max.Y; y++) {
- if (mudcount >= mud_add_amount)
- break;
- vm->m_data[i] = addnode;
- mudcount++;
- vm->m_area.add_y(em, i, 1);
- }
- }
- }
- void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
- // 340ms @cs=8
- TimeTaker timer1("flow mud");
- // Iterate a few times
- 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
- if (k % 2 == 0) {
- x = mudflow_maxpos - (x - mudflow_minpos);
- z = mudflow_maxpos - (z - mudflow_minpos);
- }
- // Node position in 2d
- v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
- v3s16 em = vm->m_area.getExtent();
- u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
- s16 y = node_max.Y;
- while(y >= node_min.Y)
- {
- for(;; y--)
- {
- MapNode *n = NULL;
- // Find mud
- 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)
- break;
- vm->m_area.add_y(em, i, -1);
- }
- // Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
- if (y < node_min.Y)
- break;
- if (n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass)
- {
- // Make it exactly mud
- n->setContent(c_dirt);
- // Don't flow it if the stuff under it is not mud
- {
- u32 i2 = i;
- vm->m_area.add_y(em, i2, -1);
- // Cancel if out of area
- 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)
- continue;
- }
- }
- v3s16 dirs4[4] = {
- 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.
- // Cancel dropping if upper keeps it in place
- 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)
- continue;
- // Drop mud on side
- for(u32 di=0; di<4; di++) {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- // Move to side
- vm->m_area.add_p(em, i2, dirp);
- // Fail if out of area
- if (vm->m_area.contains(i2) == false)
- continue;
- // Check that side is air
- MapNode *n2 = &vm->m_data[i2];
- if (ndef->get(*n2).walkable)
- continue;
- // Check that under side is air
- vm->m_area.add_y(em, i2, -1);
- if (vm->m_area.contains(i2) == false)
- continue;
- n2 = &vm->m_data[i2];
- if (ndef->get(*n2).walkable)
- continue;
- // Loop further down until not air
- bool dropped_to_unknown = false;
- do {
- 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) {
- dropped_to_unknown = true;
- break;
- }
- } while (ndef->get(*n2).walkable == false);
- // Loop one up so that we're in air
- vm->m_area.add_y(em, i2, 1);
- n2 = &vm->m_data[i2];
- bool old_is_water = (n->getContent() == c_water_source);
- // Move mud to new place
- if (!dropped_to_unknown) {
- *n2 = *n;
- // Set old place to be air (or water)
- if(old_is_water)
- *n = MapNode(c_water_source);
- else
- *n = MapNode(CONTENT_AIR);
- }
- // Done
- break;
- }
- }
- }
- }
- }
- }
- void MapgenV6::addDirtGravelBlobs() {
- if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
- return;
-
- PseudoRandom pr(blockseed + 983);
- for (int i = 0; i < volume_nodes/10/10/10; i++) {
- bool only_fill_cave = (myrand_range(0,1) != 0);
- v3s16 size(
- pr.range(1, 8),
- pr.range(1, 8),
- pr.range(1, 8)
- );
- v3s16 p0(
- pr.range(node_min.X, node_max.X) - size.X / 2,
- pr.range(node_min.Y, node_max.Y) - size.Y / 2,
- pr.range(node_min.Z, node_max.Z) - size.Z / 2
- );
-
- MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
- for (int z1 = 0; z1 < size.Z; z1++)
- for (int y1 = 0; y1 < size.Y; y1++)
- for (int x1 = 0; x1 < size.X; x1++) {
- v3s16 p = p0 + v3s16(x1, y1, z1);
- u32 i = vm->m_area.index(p);
- if (!vm->m_area.contains(i))
- continue;
- // Cancel if not stone and not cave air
- if (vm->m_data[i].getContent() != c_stone &&
- !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
- continue;
- if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
- continue;
- vm->m_data[i] = n1;
- }
- }
- }
- void MapgenV6::placeTreesAndJungleGrass() {
- //TimeTaker t("placeTrees");
- if (node_max.Y < water_level)
- return;
-
- PseudoRandom grassrandom(blockseed + 53);
- content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
- // if we don't have junglegrass, don't place cignore... that's bad
- if (c_junglegrass == CONTENT_IGNORE)
- c_junglegrass = CONTENT_AIR;
- MapNode n_junglegrass(c_junglegrass);
- v3s16 em = vm->m_area.getExtent();
-
- // Divide area into parts
- s16 div = 8;
- s16 sidelen = central_area_size.X / div;
- double area = sidelen * sidelen;
-
- // N.B. We must add jungle grass first, since tree leaves will
- // obstruct the ground, giving us a false ground level
- for (s16 z0 = 0; z0 < div; z0++)
- for (s16 x0 = 0; x0 < div; x0++) {
- // Center position of part of division
- v2s16 p2d_center(
- node_min.X + sidelen / 2 + sidelen * x0,
- node_min.Z + sidelen / 2 + sidelen * z0
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- node_min.X + sidelen * x0,
- node_min.Z + sidelen * z0
- );
- // Maximum edge of part of division
- v2s16 p2d_max(
- node_min.X + sidelen + sidelen * x0 - 1,
- node_min.Z + sidelen + sidelen * z0 - 1
- );
-
- // Amount of trees, jungle area
- u32 tree_count = area * getTreeAmount(p2d_center);
-
- float humidity;
- bool is_jungle = false;
- if (spflags & MGV6_JUNGLES) {
- humidity = getHumidity(p2d_center);
- if (humidity > 0.75) {
- is_jungle = true;
- tree_count *= 4;
- }
- }
- // Add jungle grass
- if (is_jungle) {
- 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 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
-
- s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
- if (y < water_level || y < node_min.Y || y > node_max.Y)
- continue;
-
- u32 vi = vm->m_area.index(x, y, z);
- // place on dirt_with_grass, since we know it is exposed to sunlight
- if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
- vm->m_area.add_y(em, vi, 1);
- vm->m_data[vi] = n_junglegrass;
- }
- }
- }
-
- // Put trees in random places on part of division
- 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 = 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)
- continue;
-
- v3s16 p(x,y,z);
- // Trees grow only on mud and grass
- {
- u32 i = vm->m_area.index(p);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() != c_dirt &&
- n->getContent() != c_dirt_with_grass)
- continue;
- }
- p.Y++;
-
- // Make a tree
- if (is_jungle) {
- treegen::make_jungletree(*vm, p, ndef, myrand());
- } else {
- bool is_apple_tree = (myrand_range(0, 3) == 0) &&
- getHaveAppleTree(v2s16(x, z));
- treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
- }
- }
- }
- //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
- }
- void MapgenV6::growGrass() {
- 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++) {
- // 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)
- break;
- vm->m_area.add_y(em, i, -1);
- }
- surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
- }
- 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);
- }
- }
- void MapgenV6::generateCaves(int max_stone_y) {
- float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
- int volume_nodes = (node_max.X - node_min.X + 1) *
- (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
- cave_amount = MYMAX(0.0, cave_amount);
- u32 caves_count = cave_amount * volume_nodes / 50000;
- u32 bruises_count = 1;
- PseudoRandom ps(blockseed + 21343);
- PseudoRandom ps2(blockseed + 1032);
-
- if (ps.range(1, 6) == 1)
- bruises_count = ps.range(0, ps.range(0, 2));
-
- if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
- caves_count /= 3;
- bruises_count /= 3;
- }
-
- for (u32 i = 0; i < caves_count + bruises_count; i++) {
- bool large_cave = (i >= caves_count);
- CaveV6 cave(this, &ps, &ps2, large_cave);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
- }
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