mapgen_v7.cpp 21 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2014-2020 paramat
  4. Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
  5. This program is free software; you can redistribute it and/or modify
  6. it under the terms of the GNU Lesser General Public License as published by
  7. the Free Software Foundation; either version 2.1 of the License, or
  8. (at your option) any later version.
  9. This program is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU Lesser General Public License for more details.
  13. You should have received a copy of the GNU Lesser General Public License along
  14. with this program; if not, write to the Free Software Foundation, Inc.,
  15. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  16. */
  17. #include "mapgen.h"
  18. #include <cmath>
  19. #include "voxel.h"
  20. #include "noise.h"
  21. #include "mapblock.h"
  22. #include "mapnode.h"
  23. #include "map.h"
  24. #include "nodedef.h"
  25. #include "voxelalgorithms.h"
  26. //#include "profiler.h" // For TimeTaker
  27. #include "settings.h" // For g_settings
  28. #include "emerge.h"
  29. #include "dungeongen.h"
  30. #include "cavegen.h"
  31. #include "mg_biome.h"
  32. #include "mg_ore.h"
  33. #include "mg_decoration.h"
  34. #include "mapgen_v7.h"
  35. FlagDesc flagdesc_mapgen_v7[] = {
  36. {"mountains", MGV7_MOUNTAINS},
  37. {"ridges", MGV7_RIDGES},
  38. {"floatlands", MGV7_FLOATLANDS},
  39. {"caverns", MGV7_CAVERNS},
  40. {NULL, 0}
  41. };
  42. ////////////////////////////////////////////////////////////////////////////////
  43. MapgenV7::MapgenV7(MapgenV7Params *params, EmergeParams *emerge)
  44. : MapgenBasic(MAPGEN_V7, params, emerge)
  45. {
  46. spflags = params->spflags;
  47. mount_zero_level = params->mount_zero_level;
  48. floatland_ymin = params->floatland_ymin;
  49. floatland_ymax = params->floatland_ymax;
  50. floatland_taper = params->floatland_taper;
  51. float_taper_exp = params->float_taper_exp;
  52. floatland_density = params->floatland_density;
  53. floatland_ywater = params->floatland_ywater;
  54. cave_width = params->cave_width;
  55. large_cave_depth = params->large_cave_depth;
  56. small_cave_num_min = params->small_cave_num_min;
  57. small_cave_num_max = params->small_cave_num_max;
  58. large_cave_num_min = params->large_cave_num_min;
  59. large_cave_num_max = params->large_cave_num_max;
  60. large_cave_flooded = params->large_cave_flooded;
  61. cavern_limit = params->cavern_limit;
  62. cavern_taper = params->cavern_taper;
  63. cavern_threshold = params->cavern_threshold;
  64. dungeon_ymin = params->dungeon_ymin;
  65. dungeon_ymax = params->dungeon_ymax;
  66. // Allocate floatland noise offset cache
  67. this->float_offset_cache = new float[csize.Y + 2];
  68. // 2D noise
  69. noise_terrain_base =
  70. new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
  71. noise_terrain_alt =
  72. new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
  73. noise_terrain_persist =
  74. new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
  75. noise_height_select =
  76. new Noise(&params->np_height_select, seed, csize.X, csize.Z);
  77. noise_filler_depth =
  78. new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
  79. if (spflags & MGV7_MOUNTAINS) {
  80. // 2D noise
  81. noise_mount_height =
  82. new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
  83. // 3D noise, 1 up, 1 down overgeneration
  84. noise_mountain =
  85. new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
  86. }
  87. if (spflags & MGV7_RIDGES) {
  88. // 2D noise
  89. noise_ridge_uwater =
  90. new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
  91. // 3D noise, 1 up, 1 down overgeneration
  92. noise_ridge =
  93. new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
  94. }
  95. if (spflags & MGV7_FLOATLANDS) {
  96. // 3D noise, 1 up, 1 down overgeneration
  97. noise_floatland =
  98. new Noise(&params->np_floatland, seed, csize.X, csize.Y + 2, csize.Z);
  99. }
  100. // 3D noise, 1 down overgeneration
  101. MapgenBasic::np_cave1 = params->np_cave1;
  102. MapgenBasic::np_cave2 = params->np_cave2;
  103. MapgenBasic::np_cavern = params->np_cavern;
  104. // 3D noise
  105. MapgenBasic::np_dungeons = params->np_dungeons;
  106. }
  107. MapgenV7::~MapgenV7()
  108. {
  109. delete noise_terrain_base;
  110. delete noise_terrain_alt;
  111. delete noise_terrain_persist;
  112. delete noise_height_select;
  113. delete noise_filler_depth;
  114. if (spflags & MGV7_MOUNTAINS) {
  115. delete noise_mount_height;
  116. delete noise_mountain;
  117. }
  118. if (spflags & MGV7_RIDGES) {
  119. delete noise_ridge_uwater;
  120. delete noise_ridge;
  121. }
  122. if (spflags & MGV7_FLOATLANDS) {
  123. delete noise_floatland;
  124. }
  125. delete []float_offset_cache;
  126. }
  127. MapgenV7Params::MapgenV7Params():
  128. np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
  129. np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
  130. np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
  131. np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
  132. np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
  133. np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
  134. np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
  135. np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
  136. np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
  137. np_floatland (0.0, 0.7, v3f(384, 96, 384), 1009, 4, 0.75, 1.618),
  138. np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
  139. np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
  140. np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
  141. np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
  142. {
  143. }
  144. void MapgenV7Params::readParams(const Settings *settings)
  145. {
  146. settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
  147. settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
  148. settings->getS16NoEx("mgv7_floatland_ymin", floatland_ymin);
  149. settings->getS16NoEx("mgv7_floatland_ymax", floatland_ymax);
  150. settings->getS16NoEx("mgv7_floatland_taper", floatland_taper);
  151. settings->getFloatNoEx("mgv7_float_taper_exp", float_taper_exp);
  152. settings->getFloatNoEx("mgv7_floatland_density", floatland_density);
  153. settings->getS16NoEx("mgv7_floatland_ywater", floatland_ywater);
  154. settings->getFloatNoEx("mgv7_cave_width", cave_width);
  155. settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
  156. settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
  157. settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
  158. settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
  159. settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
  160. settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
  161. settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
  162. settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
  163. settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
  164. settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
  165. settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
  166. settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
  167. settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
  168. settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
  169. settings->getNoiseParams("mgv7_np_height_select", np_height_select);
  170. settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
  171. settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
  172. settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
  173. settings->getNoiseParams("mgv7_np_mountain", np_mountain);
  174. settings->getNoiseParams("mgv7_np_ridge", np_ridge);
  175. settings->getNoiseParams("mgv7_np_floatland", np_floatland);
  176. settings->getNoiseParams("mgv7_np_cavern", np_cavern);
  177. settings->getNoiseParams("mgv7_np_cave1", np_cave1);
  178. settings->getNoiseParams("mgv7_np_cave2", np_cave2);
  179. settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
  180. }
  181. void MapgenV7Params::writeParams(Settings *settings) const
  182. {
  183. settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
  184. settings->setS16("mgv7_mount_zero_level", mount_zero_level);
  185. settings->setS16("mgv7_floatland_ymin", floatland_ymin);
  186. settings->setS16("mgv7_floatland_ymax", floatland_ymax);
  187. settings->setS16("mgv7_floatland_taper", floatland_taper);
  188. settings->setFloat("mgv7_float_taper_exp", float_taper_exp);
  189. settings->setFloat("mgv7_floatland_density", floatland_density);
  190. settings->setS16("mgv7_floatland_ywater", floatland_ywater);
  191. settings->setFloat("mgv7_cave_width", cave_width);
  192. settings->setS16("mgv7_large_cave_depth", large_cave_depth);
  193. settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
  194. settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
  195. settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
  196. settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
  197. settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
  198. settings->setS16("mgv7_cavern_limit", cavern_limit);
  199. settings->setS16("mgv7_cavern_taper", cavern_taper);
  200. settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
  201. settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
  202. settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
  203. settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
  204. settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
  205. settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
  206. settings->setNoiseParams("mgv7_np_height_select", np_height_select);
  207. settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
  208. settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
  209. settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
  210. settings->setNoiseParams("mgv7_np_mountain", np_mountain);
  211. settings->setNoiseParams("mgv7_np_ridge", np_ridge);
  212. settings->setNoiseParams("mgv7_np_floatland", np_floatland);
  213. settings->setNoiseParams("mgv7_np_cavern", np_cavern);
  214. settings->setNoiseParams("mgv7_np_cave1", np_cave1);
  215. settings->setNoiseParams("mgv7_np_cave2", np_cave2);
  216. settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
  217. }
  218. void MapgenV7Params::setDefaultSettings(Settings *settings)
  219. {
  220. settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
  221. MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
  222. }
  223. ////////////////////////////////////////////////////////////////////////////////
  224. int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
  225. {
  226. // If rivers are enabled, first check if in a river
  227. if (spflags & MGV7_RIDGES) {
  228. float width = 0.2f;
  229. float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
  230. 2.0f;
  231. if (std::fabs(uwatern) <= width)
  232. return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
  233. }
  234. // Terrain noise 'offset' is the average level of that terrain.
  235. // At least 50% of terrain will be below the higher of base and alt terrain
  236. // 'offset's.
  237. // Raising the maximum spawn level above 'water_level + 16' is necessary
  238. // for when terrain 'offset's are set much higher than water_level.
  239. s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
  240. noise_terrain_base->np.offset),
  241. water_level + 16);
  242. // Base terrain calculation
  243. s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
  244. // If mountains are disabled, terrain level is base terrain level.
  245. // Avoids mid-air spawn where mountain terrain would have been.
  246. if (!(spflags & MGV7_MOUNTAINS)) {
  247. if (y < water_level || y > max_spawn_y)
  248. return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
  249. // y + 2 because y is surface level and due to biome 'dust'
  250. return y + 2;
  251. }
  252. // Search upwards for first node without mountain terrain
  253. int iters = 256;
  254. while (iters > 0 && y <= max_spawn_y) {
  255. if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
  256. if (y <= water_level)
  257. return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
  258. // y + 1 due to biome 'dust'
  259. return y + 1;
  260. }
  261. y++;
  262. iters--;
  263. }
  264. // Unsuitable spawn point
  265. return MAX_MAP_GENERATION_LIMIT;
  266. }
  267. void MapgenV7::makeChunk(BlockMakeData *data)
  268. {
  269. // Pre-conditions
  270. assert(data->vmanip);
  271. assert(data->nodedef);
  272. //TimeTaker t("makeChunk");
  273. this->generating = true;
  274. this->vm = data->vmanip;
  275. this->ndef = data->nodedef;
  276. v3s16 blockpos_min = data->blockpos_min;
  277. v3s16 blockpos_max = data->blockpos_max;
  278. node_min = blockpos_min * MAP_BLOCKSIZE;
  279. node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
  280. full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
  281. full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
  282. blockseed = getBlockSeed2(full_node_min, seed);
  283. // Generate base and mountain terrain
  284. s16 stone_surface_max_y = generateTerrain();
  285. // Create heightmap
  286. updateHeightmap(node_min, node_max);
  287. // Init biome generator, place biome-specific nodes, and build biomemap
  288. if (flags & MG_BIOMES) {
  289. biomegen->calcBiomeNoise(node_min);
  290. generateBiomes();
  291. }
  292. // Generate tunnels, caverns and large randomwalk caves
  293. if (flags & MG_CAVES) {
  294. // Generate tunnels first as caverns confuse them
  295. generateCavesNoiseIntersection(stone_surface_max_y);
  296. // Generate caverns
  297. bool near_cavern = false;
  298. if (spflags & MGV7_CAVERNS)
  299. near_cavern = generateCavernsNoise(stone_surface_max_y);
  300. // Generate large randomwalk caves
  301. if (near_cavern)
  302. // Disable large randomwalk caves in this mapchunk by setting
  303. // 'large cave depth' to world base. Avoids excessive liquid in
  304. // large caverns and floating blobs of overgenerated liquid.
  305. generateCavesRandomWalk(stone_surface_max_y,
  306. -MAX_MAP_GENERATION_LIMIT);
  307. else
  308. generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
  309. }
  310. // Generate the registered ores
  311. if (flags & MG_ORES)
  312. m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
  313. // Generate dungeons
  314. if (flags & MG_DUNGEONS)
  315. generateDungeons(stone_surface_max_y);
  316. // Generate the registered decorations
  317. if (flags & MG_DECORATIONS)
  318. m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
  319. // Sprinkle some dust on top after everything else was generated
  320. if (flags & MG_BIOMES)
  321. dustTopNodes();
  322. // Update liquids
  323. updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
  324. // Calculate lighting
  325. // Limit floatland shadows
  326. bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
  327. node_max.Y >= floatland_ymin - csize.Y * 2 && node_min.Y <= floatland_ymax);
  328. if (flags & MG_LIGHT)
  329. calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
  330. full_node_min, full_node_max, propagate_shadow);
  331. this->generating = false;
  332. //printf("makeChunk: %lums\n", t.stop());
  333. }
  334. ////////////////////////////////////////////////////////////////////////////////
  335. float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
  336. {
  337. float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
  338. hselect = rangelim(hselect, 0.0f, 1.0f);
  339. float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
  340. noise_terrain_base->np.persist = persist;
  341. float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
  342. noise_terrain_alt->np.persist = persist;
  343. float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
  344. if (height_alt > height_base)
  345. return height_alt;
  346. return (height_base * hselect) + (height_alt * (1.0f - hselect));
  347. }
  348. float MapgenV7::baseTerrainLevelFromMap(int index)
  349. {
  350. float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
  351. float height_base = noise_terrain_base->result[index];
  352. float height_alt = noise_terrain_alt->result[index];
  353. if (height_alt > height_base)
  354. return height_alt;
  355. return (height_base * hselect) + (height_alt * (1.0f - hselect));
  356. }
  357. bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
  358. {
  359. float mnt_h_n =
  360. std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
  361. float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
  362. float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
  363. return mnt_n + density_gradient >= 0.0f;
  364. }
  365. bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
  366. {
  367. float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
  368. float density_gradient = -((float)(y - mount_zero_level) / mounthn);
  369. float mountn = noise_mountain->result[idx_xyz];
  370. return mountn + density_gradient >= 0.0f;
  371. }
  372. bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y)
  373. {
  374. // Maximum width of river channel. Creates the vertical canyon walls
  375. float width = 0.2f;
  376. float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f;
  377. if (absuwatern > width)
  378. return false;
  379. float altitude = y - water_level;
  380. float height_mod = (altitude + 17.0f) / 2.5f;
  381. float width_mod = width - absuwatern;
  382. float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f;
  383. return nridge + width_mod * height_mod >= 0.6f;
  384. }
  385. bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset)
  386. {
  387. return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f;
  388. }
  389. int MapgenV7::generateTerrain()
  390. {
  391. MapNode n_air(CONTENT_AIR);
  392. MapNode n_stone(c_stone);
  393. MapNode n_water(c_water_source);
  394. //// Calculate noise for terrain generation
  395. noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
  396. float *persistmap = noise_terrain_persist->result;
  397. noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
  398. noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
  399. noise_height_select->perlinMap2D(node_min.X, node_min.Z);
  400. if (spflags & MGV7_MOUNTAINS) {
  401. noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
  402. noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
  403. }
  404. //// Floatlands
  405. // 'Generate floatlands in this mapchunk' bool for
  406. // simplification of condition checks in y-loop.
  407. bool gen_floatlands = false;
  408. u8 cache_index = 0;
  409. // Y values where floatland tapering starts
  410. s16 float_taper_ymax = floatland_ymax - floatland_taper;
  411. s16 float_taper_ymin = floatland_ymin + floatland_taper;
  412. if ((spflags & MGV7_FLOATLANDS) &&
  413. node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax) {
  414. gen_floatlands = true;
  415. // Calculate noise for floatland generation
  416. noise_floatland->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
  417. // Cache floatland noise offset values, for floatland tapering
  418. for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, cache_index++) {
  419. float float_offset = 0.0f;
  420. if (y > float_taper_ymax) {
  421. float_offset = std::pow((y - float_taper_ymax) / (float)floatland_taper,
  422. float_taper_exp) * 4.0f;
  423. } else if (y < float_taper_ymin) {
  424. float_offset = std::pow((float_taper_ymin - y) / (float)floatland_taper,
  425. float_taper_exp) * 4.0f;
  426. }
  427. float_offset_cache[cache_index] = float_offset;
  428. }
  429. }
  430. // 'Generate rivers in this mapchunk' bool for
  431. // simplification of condition checks in y-loop.
  432. bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 &&
  433. !gen_floatlands;
  434. if (gen_rivers) {
  435. noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
  436. noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
  437. }
  438. //// Place nodes
  439. const v3s16 &em = vm->m_area.getExtent();
  440. s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
  441. u32 index2d = 0;
  442. for (s16 z = node_min.Z; z <= node_max.Z; z++)
  443. for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
  444. s16 surface_y = baseTerrainLevelFromMap(index2d);
  445. if (surface_y > stone_surface_max_y)
  446. stone_surface_max_y = surface_y;
  447. cache_index = 0;
  448. u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
  449. u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
  450. for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
  451. y++,
  452. index3d += ystride,
  453. VoxelArea::add_y(em, vi, 1),
  454. cache_index++) {
  455. if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
  456. continue;
  457. bool is_river_channel = gen_rivers &&
  458. getRiverChannelFromMap(index3d, index2d, y);
  459. if (y <= surface_y && !is_river_channel) {
  460. vm->m_data[vi] = n_stone; // Base terrain
  461. } else if ((spflags & MGV7_MOUNTAINS) &&
  462. getMountainTerrainFromMap(index3d, index2d, y) &&
  463. !is_river_channel) {
  464. vm->m_data[vi] = n_stone; // Mountain terrain
  465. if (y > stone_surface_max_y)
  466. stone_surface_max_y = y;
  467. } else if (gen_floatlands &&
  468. getFloatlandTerrainFromMap(index3d,
  469. float_offset_cache[cache_index])) {
  470. vm->m_data[vi] = n_stone; // Floatland terrain
  471. if (y > stone_surface_max_y)
  472. stone_surface_max_y = y;
  473. } else if (y <= water_level) { // Surface water
  474. vm->m_data[vi] = n_water;
  475. } else if (gen_floatlands && y >= float_taper_ymax && y <= floatland_ywater) {
  476. vm->m_data[vi] = n_water; // Water for solid floatland layer only
  477. } else {
  478. vm->m_data[vi] = n_air; // Air
  479. }
  480. }
  481. }
  482. return stone_surface_max_y;
  483. }