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- /*
- Minetest
- Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
- Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
- Copyright (C) 2014-2017 paramat
- 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 "voxelalgorithms.h"
- //#include "profiler.h" // For TimeTaker
- #include "settings.h" // For g_settings
- #include "emerge.h"
- #include "dungeongen.h"
- #include "cavegen.h"
- #include "treegen.h"
- #include "mg_ore.h"
- #include "mg_decoration.h"
- #include "mapgen_v6.h"
- FlagDesc flagdesc_mapgen_v6[] = {
- {"jungles", MGV6_JUNGLES},
- {"biomeblend", MGV6_BIOMEBLEND},
- {"mudflow", MGV6_MUDFLOW},
- {"snowbiomes", MGV6_SNOWBIOMES},
- {"flat", MGV6_FLAT},
- {"trees", MGV6_TREES},
- {NULL, 0}
- };
- /////////////////////////////////////////////////////////////////////////////
- MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
- : Mapgen(mapgenid, params, emerge)
- {
- m_emerge = emerge;
- ystride = csize.X; //////fix this
- heightmap = new s16[csize.X * csize.Z];
- spflags = params->spflags;
- freq_desert = params->freq_desert;
- freq_beach = params->freq_beach;
- np_cave = ¶ms->np_cave;
- np_humidity = ¶ms->np_humidity;
- np_trees = ¶ms->np_trees;
- np_apple_trees = ¶ms->np_apple_trees;
- //// Create noise objects
- noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
- noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
- noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
- noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
- noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
- noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
- noise_biome = new Noise(¶ms->np_biome, seed,
- csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
- noise_humidity = new Noise(¶ms->np_humidity, seed,
- csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
- //// Resolve nodes to be used
- INodeDefManager *ndef = emerge->ndef;
- c_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_desert_stone = ndef->getId("mapgen_desert_stone");
- c_desert_sand = ndef->getId("mapgen_desert_sand");
- c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
- c_snow = ndef->getId("mapgen_snow");
- c_snowblock = ndef->getId("mapgen_snowblock");
- c_ice = ndef->getId("mapgen_ice");
- if (c_gravel == CONTENT_IGNORE)
- c_gravel = c_stone;
- if (c_desert_stone == CONTENT_IGNORE)
- c_desert_stone = c_stone;
- if (c_desert_sand == CONTENT_IGNORE)
- c_desert_sand = c_sand;
- if (c_dirt_with_snow == CONTENT_IGNORE)
- c_dirt_with_snow = c_dirt_with_grass;
- if (c_snow == CONTENT_IGNORE)
- c_snow = CONTENT_AIR;
- if (c_snowblock == CONTENT_IGNORE)
- c_snowblock = c_dirt_with_grass;
- if (c_ice == CONTENT_IGNORE)
- c_ice = c_water_source;
- c_cobble = ndef->getId("mapgen_cobble");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
- if (c_stair_desert_stone == CONTENT_IGNORE)
- c_stair_desert_stone = c_desert_stone;
- }
- 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;
- delete noise_humidity;
- delete[] heightmap;
- }
- MapgenV6Params::MapgenV6Params():
- np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0),
- np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0),
- np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0),
- np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0),
- np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0),
- np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0),
- np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0),
- np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0),
- np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0),
- np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0),
- np_apple_trees (0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0)
- {
- }
- void MapgenV6Params::readParams(const 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) const
- {
- settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
- 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)
- {
- const 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--) {
- content_t c = vm->m_data[i].getContent();
- if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
- break;
- vm->m_area.add_y(em, i, -1);
- }
- 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;
- 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 (spflags & MGV6_FLAT)
- return water_level;
- float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
- p.X, 0.5, p.Y, 0.5, seed);
- float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
- p.X, 0.5, p.Y, 0.5, seed);
- float steepness = NoisePerlin2D_PO(&noise_steepness->np,
- p.X, 0.5, p.Y, 0.5, seed);
- float height_select = NoisePerlin2D_PO(&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 (spflags & MGV6_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) + MGV6_AVERAGE_MUD_AMOUNT;
- }
- int MapgenV6::getGroundLevelAtPoint(v2s16 p)
- {
- return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
- }
- int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
- {
- s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
- if (level_at_point <= water_level ||
- level_at_point > water_level + 16)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
- return level_at_point;
- }
- //////////////////////// 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);
- }
- BiomeV6Type MapgenV6::getBiome(v2s16 p)
- {
- int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
- + (p.X - full_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;*/
- int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
- + (p.X - full_node_min.X);
- float noise = noise_humidity->result[index];
- if (noise < 0.0)
- noise = 0.0;
- if (noise > 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;
- 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 (spflags & MGV6_FLAT)
- return MGV6_AVERAGE_MUD_AMOUNT;
- /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
- 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
- seed+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);
- }
- BiomeV6Type 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];
- float h = noise_humidity->result[index];
- if (spflags & MGV6_SNOWBIOMES) {
- float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
- if (d > MGV6_FREQ_HOT + blend) {
- if (h > MGV6_FREQ_JUNGLE + blend)
- return BT_JUNGLE;
- return BT_DESERT;
- }
- if (d < MGV6_FREQ_SNOW + blend) {
- if (h > MGV6_FREQ_TAIGA + blend)
- return BT_TAIGA;
- return BT_TUNDRA;
- }
- return BT_NORMAL;
- }
- if (d > freq_desert)
- return BT_DESERT;
- if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
- ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
- return BT_DESERT;
- if ((spflags & MGV6_JUNGLES) && h > 0.75)
- return BT_JUNGLE;
- 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)
- {
- // 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);
- 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_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);
- // Create a block-specific seed
- blockseed = get_blockseed(data->seed, full_node_min);
- // Make some noise
- calculateNoise();
- // 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();
- // Create initial heightmap to limit caves
- updateHeightmap(node_min, node_max);
- 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();
- // Flow mud away from steep edges
- if (spflags & MGV6_MUDFLOW)
- flowMud(mudflow_minpos, mudflow_maxpos);
- }
- // Update heightmap after mudflow
- updateHeightmap(node_min, node_max);
- // Add dungeons
- if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
- DungeonParams dp;
- dp.seed = seed;
- dp.c_water = c_water_source;
- dp.c_river_water = c_water_source;
- dp.only_in_ground = true;
- dp.corridor_len_min = 1;
- dp.corridor_len_max = 13;
- dp.rooms_min = 2;
- dp.rooms_max = 16;
- dp.y_min = -MAX_MAP_GENERATION_LIMIT;
- dp.y_max = MAX_MAP_GENERATION_LIMIT;
- dp.np_density
- = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
- dp.np_alt_wall
- = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
- if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
- dp.c_wall = c_desert_stone;
- dp.c_alt_wall = CONTENT_IGNORE;
- dp.c_stair = c_stair_desert_stone;
- dp.diagonal_dirs = true;
- dp.holesize = v3s16(2, 3, 2);
- dp.room_size_min = v3s16(6, 9, 6);
- dp.room_size_max = v3s16(10, 11, 10);
- dp.room_size_large_min = v3s16(10, 13, 10);
- dp.room_size_large_max = v3s16(18, 21, 18);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else {
- dp.c_wall = c_cobble;
- dp.c_alt_wall = c_mossycobble;
- dp.c_stair = c_stair_cobble;
- dp.diagonal_dirs = false;
- dp.holesize = v3s16(1, 2, 1);
- dp.room_size_min = v3s16(4, 4, 4);
- dp.room_size_max = v3s16(8, 6, 8);
- dp.room_size_large_min = v3s16(8, 8, 8);
- dp.room_size_large_max = v3s16(16, 16, 16);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
- DungeonGen dgen(ndef, &gennotify, &dp);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
- }
- // Add top and bottom side of water to transforming_liquid queue
- updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
- // Add surface nodes
- growGrass();
- // Generate some trees, and add grass, if a jungle
- if (spflags & MGV6_TREES)
- placeTreesAndJungleGrass();
- // Generate the registered decorations
- if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
- // Calculate lighting
- if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- full_node_min, full_node_max);
- this->generating = false;
- }
- void MapgenV6::calculateNoise()
- {
- int x = node_min.X;
- int z = node_min.Z;
- int fx = full_node_min.X;
- int fz = full_node_min.Z;
- if (!(spflags & MGV6_FLAT)) {
- noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
- noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
- noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
- noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
- noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
- }
- noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
- noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
- noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
- // Humidity map does not need range limiting 0 to 1,
- // only humidity at point does
- }
- 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);
- MapNode n_ice(c_ice);
- int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
- u32 index = 0;
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- // Surface height
- s16 surface_y = (s16)baseTerrainLevelFromMap(index);
- // Log it
- if (surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
- BiomeV6Type bt = getBiome(v2s16(x, z));
- // Fill ground with stone
- const 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 >= MGV6_DESERT_STONE_BASE
- && bt == BT_DESERT) ?
- n_desert_stone : n_stone;
- } else if (y <= water_level) {
- vm->m_data[i] = (y >= MGV6_ICE_BASE
- && bt == BT_TUNDRA) ?
- n_ice : 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;
- BiomeV6Type bt = getBiome(v2s16(x, z));
- addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
- if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
- addnode = n_sand;
- } else if (mud_add_amount <= 0) {
- mud_add_amount = 1 - mud_add_amount;
- addnode = n_gravel;
- } else if (bt != BT_DESERT && getHaveBeach(index) &&
- surface_y + mud_add_amount <= water_level + 2) {
- addnode = n_sand;
- }
- if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
- mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
- /* If topmost node is grass, change it to mud. It might be if it was
- // 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;
- const v3s16 &em = vm->m_area.getExtent();
- s16 y_start = surface_y + 1;
- u32 i = vm->m_area.index(x, y_start, z);
- for (s16 y = y_start; y <= node_max.Y; y++) {
- if (mudcount >= mud_add_amount)
- break;
- 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);
- const 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))
- 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 walkable. Cancel
- // dropping if upper keeps it in place.
- u32 i3 = i;
- vm->m_area.add_y(em, i3, 1);
- MapNode *n3 = NULL;
- if (vm->m_area.contains(i3)) {
- n3 = &vm->m_data[i3];
- if (ndef->get(*n3).walkable)
- continue;
- }
- // Drop mud on side
- for (const v3s16 &dirp : dirs4) {
- 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))
- 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))
- 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) ||
- n2->getContent() == CONTENT_IGNORE) {
- dropped_to_unknown = true;
- break;
- }
- } while (!ndef->get(*n2).walkable);
- // Loop one up so that we're in air
- vm->m_area.add_y(em, i2, 1);
- // Move mud to new place. Outside mapchunk remove
- // any decorations above removed or placed mud.
- if (!dropped_to_unknown)
- moveMud(i, i2, i3, p2d, em);
- // Done
- break;
- }
- }
- }
- }
- }
- }
- void MapgenV6::moveMud(u32 remove_index, u32 place_index,
- u32 above_remove_index, v2s16 pos, v3s16 em)
- {
- MapNode n_air(CONTENT_AIR);
- // Copy mud from old place to new place
- vm->m_data[place_index] = vm->m_data[remove_index];
- // Set old place to be air
- vm->m_data[remove_index] = n_air;
- // Outside the mapchunk decorations may need to be removed if above removed
- // mud or if half-buried in placed mud. Placed mud is to the side of pos so
- // use 'pos.X >= node_max.X' etc.
- if (pos.X >= node_max.X || pos.X <= node_min.X ||
- pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
- // 'above remove' node is above removed mud. If it is not air, water or
- // 'ignore' it is a decoration that needs removing. Also search upwards
- // to remove a possible stacked decoration.
- // Check for 'ignore' because stacked decorations can penetrate into
- // 'ignore' nodes above the mapchunk.
- while (vm->m_area.contains(above_remove_index) &&
- vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
- vm->m_data[above_remove_index].getContent() != c_water_source &&
- vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
- vm->m_data[above_remove_index] = n_air;
- vm->m_area.add_y(em, above_remove_index, 1);
- }
- // Mud placed may have partially-buried a stacked decoration, search
- // above and remove.
- vm->m_area.add_y(em, place_index, 1);
- while (vm->m_area.contains(place_index) &&
- vm->m_data[place_index].getContent() != CONTENT_AIR &&
- vm->m_data[place_index].getContent() != c_water_source &&
- vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
- vm->m_data[place_index] = n_air;
- vm->m_area.add_y(em, place_index, 1);
- }
- }
- }
- 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);
- const 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
- );
- // Get biome at center position of part of division
- BiomeV6Type bt = getBiome(p2d_center);
- // Amount of trees
- u32 tree_count;
- if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
- tree_count = area * getTreeAmount(p2d_center);
- if (bt == BT_JUNGLE)
- tree_count *= 4;
- } else {
- tree_count = 0;
- }
- // Add jungle grass
- if (bt == BT_JUNGLE) {
- float humidity = getHumidity(p2d_center);
- u32 grass_count = 5 * humidity * tree_count;
- for (u32 i = 0; i < grass_count; i++) {
- s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
- s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
- int mapindex = central_area_size.X * (z - node_min.Z)
- + (x - node_min.X);
- s16 y = heightmap[mapindex];
- if (y < water_level)
- 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);
- int mapindex = central_area_size.X * (z - node_min.Z)
- + (x - node_min.X);
- s16 y = heightmap[mapindex];
- // Don't make a tree under water level
- // Don't make a tree so high that it doesn't fit
- if (y < water_level || y > node_max.Y - 6)
- continue;
- v3s16 p(x, y, z);
- // Trees grow only on mud and grass
- {
- u32 i = vm->m_area.index(p);
- content_t c = vm->m_data[i].getContent();
- if (c != c_dirt &&
- c != c_dirt_with_grass &&
- c != c_dirt_with_snow)
- continue;
- }
- p.Y++;
- // Make a tree
- if (bt == BT_JUNGLE) {
- treegen::make_jungletree(*vm, p, ndef, myrand());
- } else if (bt == BT_TAIGA) {
- treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
- } else if (bt == BT_NORMAL) {
- bool is_apple_tree = (myrand_range(0, 3) == 0) &&
- getHaveAppleTree(v2s16(x, z));
- treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
- }
- }
- }
- //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
- }
- void MapgenV6::growGrass() // Add surface nodes
- {
- MapNode n_dirt_with_grass(c_dirt_with_grass);
- MapNode n_dirt_with_snow(c_dirt_with_snow);
- MapNode n_snowblock(c_snowblock);
- MapNode n_snow(c_snow);
- const v3s16 &em = vm->m_area.getExtent();
- u32 index = 0;
- for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
- for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
- // Find the lowest surface to which enough light ends up to make
- // grass grow. Basically just wait until not air and not leaves.
- s16 surface_y = 0;
- {
- 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 ||
- n.getContent() == c_ice)
- break;
- vm->m_area.add_y(em, i, -1);
- }
- surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
- }
- BiomeV6Type bt = getBiome(index, v2s16(x, z));
- u32 i = vm->m_area.index(x, surface_y, z);
- content_t c = vm->m_data[i].getContent();
- if (surface_y >= water_level - 20) {
- if (bt == BT_TAIGA && c == c_dirt) {
- vm->m_data[i] = n_dirt_with_snow;
- } else if (bt == BT_TUNDRA) {
- if (c == c_dirt) {
- vm->m_data[i] = n_snowblock;
- vm->m_area.add_y(em, i, -1);
- vm->m_data[i] = n_dirt_with_snow;
- } else if (c == c_stone && surface_y < node_max.Y) {
- vm->m_area.add_y(em, i, 1);
- vm->m_data[i] = n_snowblock;
- }
- } else if (c == c_dirt) {
- vm->m_data[i] = n_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++) {
- CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
- bool large_cave = (i >= caves_count);
- cave.makeCave(vm, node_min, node_max, &ps, &ps2,
- large_cave, max_stone_y, heightmap);
- }
- }
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