3 Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 Copyright (C) 2014-2018 paramat
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU Lesser General Public License as published by
9 the Free Software Foundation; either version 2.1 of the License, or
10 (at your option) any later version.
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU Lesser General Public License for more details.
17 You should have received a copy of the GNU Lesser General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
30 //#include "serverobject.h"
31 #include "content_sao.h"
33 #include "voxelalgorithms.h"
34 //#include "profiler.h" // For TimeTaker
35 #include "settings.h" // For g_settings
37 #include "dungeongen.h"
41 #include "mg_decoration.h"
42 #include "mapgen_v6.h"
45 FlagDesc flagdesc_mapgen_v6[] = {
46 {"jungles", MGV6_JUNGLES},
47 {"biomeblend", MGV6_BIOMEBLEND},
48 {"mudflow", MGV6_MUDFLOW},
49 {"snowbiomes", MGV6_SNOWBIOMES},
51 {"trees", MGV6_TREES},
56 /////////////////////////////////////////////////////////////////////////////
59 MapgenV6::MapgenV6(MapgenV6Params *params, EmergeManager *emerge)
60 : Mapgen(MAPGEN_V6, params, emerge)
65 heightmap = new s16[csize.X * csize.Z];
67 spflags = params->spflags;
68 freq_desert = params->freq_desert;
69 freq_beach = params->freq_beach;
70 dungeon_ymin = params->dungeon_ymin;
71 dungeon_ymax = params->dungeon_ymax;
73 np_cave = ¶ms->np_cave;
74 np_humidity = ¶ms->np_humidity;
75 np_trees = ¶ms->np_trees;
76 np_apple_trees = ¶ms->np_apple_trees;
78 np_dungeons = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
80 //// Create noise objects
81 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
82 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
83 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
84 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
85 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
86 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
87 noise_biome = new Noise(¶ms->np_biome, seed,
88 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
89 noise_humidity = new Noise(¶ms->np_humidity, seed,
90 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
92 //// Resolve nodes to be used
93 const NodeDefManager *ndef = emerge->ndef;
95 c_stone = ndef->getId("mapgen_stone");
96 c_dirt = ndef->getId("mapgen_dirt");
97 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
98 c_sand = ndef->getId("mapgen_sand");
99 c_water_source = ndef->getId("mapgen_water_source");
100 c_lava_source = ndef->getId("mapgen_lava_source");
101 c_gravel = ndef->getId("mapgen_gravel");
102 c_desert_stone = ndef->getId("mapgen_desert_stone");
103 c_desert_sand = ndef->getId("mapgen_desert_sand");
104 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
105 c_snow = ndef->getId("mapgen_snow");
106 c_snowblock = ndef->getId("mapgen_snowblock");
107 c_ice = ndef->getId("mapgen_ice");
109 if (c_gravel == CONTENT_IGNORE)
111 if (c_desert_stone == CONTENT_IGNORE)
112 c_desert_stone = c_stone;
113 if (c_desert_sand == CONTENT_IGNORE)
114 c_desert_sand = c_sand;
115 if (c_dirt_with_snow == CONTENT_IGNORE)
116 c_dirt_with_snow = c_dirt_with_grass;
117 if (c_snow == CONTENT_IGNORE)
118 c_snow = CONTENT_AIR;
119 if (c_snowblock == CONTENT_IGNORE)
120 c_snowblock = c_dirt_with_grass;
121 if (c_ice == CONTENT_IGNORE)
122 c_ice = c_water_source;
124 c_cobble = ndef->getId("mapgen_cobble");
125 c_mossycobble = ndef->getId("mapgen_mossycobble");
126 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
127 c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
129 if (c_mossycobble == CONTENT_IGNORE)
130 c_mossycobble = c_cobble;
131 if (c_stair_cobble == CONTENT_IGNORE)
132 c_stair_cobble = c_cobble;
133 if (c_stair_desert_stone == CONTENT_IGNORE)
134 c_stair_desert_stone = c_desert_stone;
138 MapgenV6::~MapgenV6()
140 delete noise_terrain_base;
141 delete noise_terrain_higher;
142 delete noise_steepness;
143 delete noise_height_select;
147 delete noise_humidity;
153 MapgenV6Params::MapgenV6Params():
154 np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0),
155 np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0),
156 np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0),
157 np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0),
158 np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0),
159 np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0),
160 np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0),
161 np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0),
162 np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0),
163 np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0),
164 np_apple_trees (0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0)
169 void MapgenV6Params::readParams(const Settings *settings)
171 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
172 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
173 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
174 settings->getS16NoEx("mgv6_dungeon_ymin", dungeon_ymin);
175 settings->getS16NoEx("mgv6_dungeon_ymax", dungeon_ymax);
177 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
178 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
179 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
180 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
181 settings->getNoiseParams("mgv6_np_mud", np_mud);
182 settings->getNoiseParams("mgv6_np_beach", np_beach);
183 settings->getNoiseParams("mgv6_np_biome", np_biome);
184 settings->getNoiseParams("mgv6_np_cave", np_cave);
185 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
186 settings->getNoiseParams("mgv6_np_trees", np_trees);
187 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
191 void MapgenV6Params::writeParams(Settings *settings) const
193 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
194 settings->setFloat("mgv6_freq_desert", freq_desert);
195 settings->setFloat("mgv6_freq_beach", freq_beach);
196 settings->setS16("mgv6_dungeon_ymin", dungeon_ymin);
197 settings->setS16("mgv6_dungeon_ymax", dungeon_ymax);
199 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
200 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
201 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
202 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
203 settings->setNoiseParams("mgv6_np_mud", np_mud);
204 settings->setNoiseParams("mgv6_np_beach", np_beach);
205 settings->setNoiseParams("mgv6_np_biome", np_biome);
206 settings->setNoiseParams("mgv6_np_cave", np_cave);
207 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
208 settings->setNoiseParams("mgv6_np_trees", np_trees);
209 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
213 //////////////////////// Some helper functions for the map generator
215 // Returns Y one under area minimum if not found
216 s16 MapgenV6::find_stone_level(v2s16 p2d)
218 const v3s16 &em = vm->m_area.getExtent();
219 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
220 s16 y_nodes_min = vm->m_area.MinEdge.Y;
221 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
224 for (y = y_nodes_max; y >= y_nodes_min; y--) {
225 content_t c = vm->m_data[i].getContent();
226 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
229 VoxelArea::add_y(em, i, -1);
231 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
235 // Required by mapgen.h
236 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
238 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
239 seed, v2s16(blockpos.X, blockpos.Z));*/
240 // Nah, this is just a heuristic, just return something
241 s16 minimum_groundlevel = water_level;
243 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
250 //////////////////////// Base terrain height functions
252 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
253 float steepness, float height_select)
255 float base = 1 + terrain_base;
256 float higher = 1 + terrain_higher;
258 // Limit higher ground level to at least base
262 // Steepness factor of cliffs
264 b = rangelim(b, 0.0, 1000.0);
265 b = 5 * b * b * b * b * b * b * b;
266 b = rangelim(b, 0.5, 1000.0);
268 // Values 1.5...100 give quite horrible looking slopes
269 if (b > 1.5 && b < 100.0)
270 b = (b < 10.0) ? 1.5 : 100.0;
272 float a_off = -0.20; // Offset to more low
273 float a = 0.5 + b * (a_off + height_select);
274 a = rangelim(a, 0.0, 1.0); // Limit
276 return base * (1.0 - a) + higher * a;
280 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
282 if (spflags & MGV6_FLAT)
285 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
286 p.X, 0.5, p.Y, 0.5, seed);
287 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
288 p.X, 0.5, p.Y, 0.5, seed);
289 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
290 p.X, 0.5, p.Y, 0.5, seed);
291 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
292 p.X, 0.5, p.Y, 0.5, seed);
294 return baseTerrainLevel(terrain_base, terrain_higher,
295 steepness, height_select);
299 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
301 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
302 return baseTerrainLevelFromMap(index);
306 float MapgenV6::baseTerrainLevelFromMap(int index)
308 if (spflags & MGV6_FLAT)
311 float terrain_base = noise_terrain_base->result[index];
312 float terrain_higher = noise_terrain_higher->result[index];
313 float steepness = noise_steepness->result[index];
314 float height_select = noise_height_select->result[index];
316 return baseTerrainLevel(terrain_base, terrain_higher,
317 steepness, height_select);
321 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
323 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
327 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
329 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
333 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
335 s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
336 if (level_at_point <= water_level ||
337 level_at_point > water_level + 16)
338 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
340 return level_at_point;
344 //////////////////////// Noise functions
346 float MapgenV6::getMudAmount(v2s16 p)
348 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
349 return getMudAmount(index);
353 bool MapgenV6::getHaveBeach(v2s16 p)
355 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
356 return getHaveBeach(index);
360 BiomeV6Type MapgenV6::getBiome(v2s16 p)
362 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
363 + (p.X - full_node_min.X);
364 return getBiome(index, p);
368 float MapgenV6::getHumidity(v2s16 p)
370 /*double noise = noise2d_perlin(
371 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
372 seed+72384, 4, 0.66);
373 noise = (noise + 1.0)/2.0;*/
375 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
376 + (p.X - full_node_min.X);
377 float noise = noise_humidity->result[index];
387 float MapgenV6::getTreeAmount(v2s16 p)
389 /*double noise = noise2d_perlin(
390 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
393 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
394 float zeroval = -0.39;
398 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
402 bool MapgenV6::getHaveAppleTree(v2s16 p)
404 /*is_apple_tree = noise2d_perlin(
405 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
406 data->seed+342902, 3, 0.45) > 0.2;*/
408 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
414 float MapgenV6::getMudAmount(int index)
416 if (spflags & MGV6_FLAT)
417 return MGV6_AVERAGE_MUD_AMOUNT;
419 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
420 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
421 seed+91013, 3, 0.55));*/
423 return noise_mud->result[index];
427 bool MapgenV6::getHaveBeach(int index)
429 // Determine whether to have sand here
430 /*double sandnoise = noise2d_perlin(
431 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
432 seed+59420, 3, 0.50);*/
434 float sandnoise = noise_beach->result[index];
435 return (sandnoise > freq_beach);
439 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
441 // Just do something very simple as for now
442 /*double d = noise2d_perlin(
443 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
444 seed+9130, 3, 0.50);*/
446 float d = noise_biome->result[index];
447 float h = noise_humidity->result[index];
449 if (spflags & MGV6_SNOWBIOMES) {
450 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
452 if (d > MGV6_FREQ_HOT + blend) {
453 if (h > MGV6_FREQ_JUNGLE + blend)
459 if (d < MGV6_FREQ_SNOW + blend) {
460 if (h > MGV6_FREQ_TAIGA + blend)
472 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
473 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
476 if ((spflags & MGV6_JUNGLES) && h > 0.75)
484 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
486 s32 x = p.X, y = p.Y, z = p.Z;
487 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
491 //////////////////////// Map generator
493 void MapgenV6::makeChunk(BlockMakeData *data)
496 assert(data->vmanip);
497 assert(data->nodedef);
498 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
499 data->blockpos_requested.Y >= data->blockpos_min.Y &&
500 data->blockpos_requested.Z >= data->blockpos_min.Z);
501 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
502 data->blockpos_requested.Y <= data->blockpos_max.Y &&
503 data->blockpos_requested.Z <= data->blockpos_max.Z);
505 this->generating = true;
506 this->vm = data->vmanip;
507 this->ndef = data->nodedef;
509 // Hack: use minimum block coords for old code that assumes a single block
510 v3s16 blockpos_min = data->blockpos_min;
511 v3s16 blockpos_max = data->blockpos_max;
513 // Area of central chunk
514 node_min = blockpos_min * MAP_BLOCKSIZE;
515 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
517 // Full allocated area
518 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
519 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
521 central_area_size = node_max - node_min + v3s16(1, 1, 1);
522 assert(central_area_size.X == central_area_size.Z);
524 // Create a block-specific seed
525 blockseed = get_blockseed(data->seed, full_node_min);
530 // Maximum height of the stone surface and obstacles.
531 // This is used to guide the cave generation
532 s16 stone_surface_max_y;
534 // Generate general ground level to full area
535 stone_surface_max_y = generateGround();
537 // Create initial heightmap to limit caves
538 updateHeightmap(node_min, node_max);
540 const s16 max_spread_amount = MAP_BLOCKSIZE;
541 // Limit dirt flow area by 1 because mud is flowed into neighbors
542 s16 mudflow_minpos = -max_spread_amount + 1;
543 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
545 // Loop this part, it will make stuff look older and newer nicely
546 const u32 age_loops = 2;
547 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
548 // Make caves (this code is relatively horrible)
549 if (flags & MG_CAVES)
550 generateCaves(stone_surface_max_y);
552 // Add mud to the central chunk
555 // Flow mud away from steep edges
556 if (spflags & MGV6_MUDFLOW)
557 flowMud(mudflow_minpos, mudflow_maxpos);
561 // Update heightmap after mudflow
562 updateHeightmap(node_min, node_max);
565 if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
566 full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
567 u16 num_dungeons = std::fmax(std::floor(
568 NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
570 if (num_dungeons >= 1) {
571 PseudoRandom ps(blockseed + 4713);
576 dp.num_dungeons = num_dungeons;
577 dp.only_in_ground = true;
578 dp.corridor_len_min = 1;
579 dp.corridor_len_max = 13;
580 dp.num_rooms = ps.range(2, 16);
581 dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
584 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
586 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
587 dp.c_wall = c_desert_stone;
588 dp.c_alt_wall = CONTENT_IGNORE;
589 dp.c_stair = c_stair_desert_stone;
591 dp.diagonal_dirs = true;
592 dp.holesize = v3s16(2, 3, 2);
593 dp.room_size_min = v3s16(6, 9, 6);
594 dp.room_size_max = v3s16(10, 11, 10);
595 dp.room_size_large_min = v3s16(10, 13, 10);
596 dp.room_size_large_max = v3s16(18, 21, 18);
597 dp.notifytype = GENNOTIFY_TEMPLE;
599 dp.c_wall = c_cobble;
600 dp.c_alt_wall = c_mossycobble;
601 dp.c_stair = c_stair_cobble;
603 dp.diagonal_dirs = false;
604 dp.holesize = v3s16(1, 2, 1);
605 dp.room_size_min = v3s16(4, 4, 4);
606 dp.room_size_max = v3s16(8, 6, 8);
607 dp.room_size_large_min = v3s16(8, 8, 8);
608 dp.room_size_large_max = v3s16(16, 16, 16);
609 dp.notifytype = GENNOTIFY_DUNGEON;
612 DungeonGen dgen(ndef, &gennotify, &dp);
613 dgen.generate(vm, blockseed, full_node_min, full_node_max);
617 // Add top and bottom side of water to transforming_liquid queue
618 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
623 // Generate some trees, and add grass, if a jungle
624 if (spflags & MGV6_TREES)
625 placeTreesAndJungleGrass();
627 // Generate the registered decorations
628 if (flags & MG_DECORATIONS)
629 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
631 // Generate the registered ores
632 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
634 // Calculate lighting
635 if (flags & MG_LIGHT)
636 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
637 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
638 full_node_min, full_node_max);
640 this->generating = false;
644 void MapgenV6::calculateNoise()
648 int fx = full_node_min.X;
649 int fz = full_node_min.Z;
651 if (!(spflags & MGV6_FLAT)) {
652 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
653 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
654 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
655 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
656 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
659 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
661 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
662 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
663 // Humidity map does not need range limiting 0 to 1,
664 // only humidity at point does
668 int MapgenV6::generateGround()
670 //TimeTaker timer1("Generating ground level");
671 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
672 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
673 MapNode n_ice(c_ice);
674 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
677 for (s16 z = node_min.Z; z <= node_max.Z; z++)
678 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
680 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
683 if (surface_y > stone_surface_max_y)
684 stone_surface_max_y = surface_y;
686 BiomeV6Type bt = getBiome(v2s16(x, z));
688 // Fill ground with stone
689 const v3s16 &em = vm->m_area.getExtent();
690 u32 i = vm->m_area.index(x, node_min.Y, z);
691 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
692 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
693 if (y <= surface_y) {
694 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
695 && bt == BT_DESERT) ?
696 n_desert_stone : n_stone;
697 } else if (y <= water_level) {
698 vm->m_data[i] = (y >= MGV6_ICE_BASE
699 && bt == BT_TUNDRA) ?
700 n_ice : n_water_source;
702 vm->m_data[i] = n_air;
705 VoxelArea::add_y(em, i, 1);
709 return stone_surface_max_y;
713 void MapgenV6::addMud()
716 //TimeTaker timer1("add mud");
717 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
718 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
722 for (s16 z = node_min.Z; z <= node_max.Z; z++)
723 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
724 // Randomize mud amount
725 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
728 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
730 // Handle area not found
731 if (surface_y == vm->m_area.MinEdge.Y - 1)
734 BiomeV6Type bt = getBiome(v2s16(x, z));
735 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
737 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
739 } else if (mud_add_amount <= 0) {
740 mud_add_amount = 1 - mud_add_amount;
742 } else if (bt != BT_DESERT && getHaveBeach(index) &&
743 surface_y + mud_add_amount <= water_level + 2) {
747 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
748 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
750 /* If topmost node is grass, change it to mud. It might be if it was
751 // flown to there from a neighboring chunk and then converted.
752 u32 i = vm->m_area.index(x, surface_y, z);
753 if (vm->m_data[i].getContent() == c_dirt_with_grass)
754 vm->m_data[i] = n_dirt;*/
758 const v3s16 &em = vm->m_area.getExtent();
759 s16 y_start = surface_y + 1;
760 u32 i = vm->m_area.index(x, y_start, z);
761 for (s16 y = y_start; y <= node_max.Y; y++) {
762 if (mudcount >= mud_add_amount)
765 vm->m_data[i] = addnode;
768 VoxelArea::add_y(em, i, 1);
774 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
776 const v3s16 &em = vm->m_area.getExtent();
777 static const v3s16 dirs4[4] = {
778 v3s16(0, 0, 1), // Back
779 v3s16(1, 0, 0), // Right
780 v3s16(0, 0, -1), // Front
781 v3s16(-1, 0, 0), // Left
785 for (s16 k = 0; k < 2; k++) {
786 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
787 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
788 // Node column position
790 // Invert coordinates on second iteration to process columns in
791 // opposite order, to avoid a directional bias.
793 p2d = v2s16(node_max.X, node_max.Z) - v2s16(x, z);
795 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
799 while (y >= node_min.Y) {
801 u32 i = vm->m_area.index(p2d.X, y, p2d.Y);
802 MapNode *n = nullptr;
804 // Find next mud node in mapchunk column
805 for (; y >= node_min.Y; y--) {
807 if (n->getContent() == c_dirt ||
808 n->getContent() == c_dirt_with_grass ||
809 n->getContent() == c_gravel)
812 VoxelArea::add_y(em, i, -1);
815 // No mud found in mapchunk column, process the next column
818 if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) {
819 // Convert dirt_with_grass to dirt
820 n->setContent(c_dirt);
821 // Don't flow mud if the stuff under it is not mud,
822 // to leave at least 1 node of mud.
824 VoxelArea::add_y(em, i2, -1);
825 MapNode *n2 = &vm->m_data[i2];
826 if (n2->getContent() != c_dirt &&
827 n2->getContent() != c_dirt_with_grass)
828 // Find next mud node in column
832 // Check if node above is walkable. If so, cancel
833 // flowing as if node above keeps it in place.
835 VoxelArea::add_y(em, i3, 1);
836 MapNode *n3 = &vm->m_data[i3];
837 if (ndef->get(*n3).walkable)
838 // Find next mud node in column
841 // Drop mud on one side
842 for (const v3s16 &dirp : dirs4) {
845 VoxelArea::add_p(em, i2, dirp);
846 // Check that side is air
847 MapNode *n2 = &vm->m_data[i2];
848 if (ndef->get(*n2).walkable)
851 // Check that under side is air
852 VoxelArea::add_y(em, i2, -1);
853 n2 = &vm->m_data[i2];
854 if (ndef->get(*n2).walkable)
857 // Loop further down until not air
858 s16 y2 = y - 1; // y of i2
859 bool dropped_to_unknown = false;
862 VoxelArea::add_y(em, i2, -1);
863 n2 = &vm->m_data[i2];
864 // If out of area or in ungenerated world
865 if (y2 < full_node_min.Y || n2->getContent() == CONTENT_IGNORE) {
866 dropped_to_unknown = true;
869 } while (!ndef->get(*n2).walkable);
871 if (!dropped_to_unknown) {
872 // Move up one so that we're in air
873 VoxelArea::add_y(em, i2, 1);
874 // Move mud to new place, and if outside mapchunk remove
875 // any decorations above removed or placed mud.
876 moveMud(i, i2, i3, p2d, em);
878 // Done, find next mud node in column
888 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
889 u32 above_remove_index, v2s16 pos, v3s16 em)
891 MapNode n_air(CONTENT_AIR);
892 // Copy mud from old place to new place
893 vm->m_data[place_index] = vm->m_data[remove_index];
894 // Set old place to be air
895 vm->m_data[remove_index] = n_air;
896 // Outside the mapchunk decorations may need to be removed if above removed
897 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
898 // use 'pos.X >= node_max.X' etc.
899 if (pos.X >= node_max.X || pos.X <= node_min.X ||
900 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
901 // 'above remove' node is above removed mud. If it is not air, water or
902 // 'ignore' it is a decoration that needs removing. Also search upwards
903 // to remove a possible stacked decoration.
904 // Check for 'ignore' because stacked decorations can penetrate into
905 // 'ignore' nodes above the mapchunk.
906 while (vm->m_area.contains(above_remove_index) &&
907 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
908 vm->m_data[above_remove_index].getContent() != c_water_source &&
909 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
910 vm->m_data[above_remove_index] = n_air;
911 VoxelArea::add_y(em, above_remove_index, 1);
913 // Mud placed may have partially-buried a stacked decoration, search
915 VoxelArea::add_y(em, place_index, 1);
916 while (vm->m_area.contains(place_index) &&
917 vm->m_data[place_index].getContent() != CONTENT_AIR &&
918 vm->m_data[place_index].getContent() != c_water_source &&
919 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
920 vm->m_data[place_index] = n_air;
921 VoxelArea::add_y(em, place_index, 1);
927 void MapgenV6::placeTreesAndJungleGrass()
929 //TimeTaker t("placeTrees");
930 if (node_max.Y < water_level)
933 PseudoRandom grassrandom(blockseed + 53);
934 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
935 // if we don't have junglegrass, don't place cignore... that's bad
936 if (c_junglegrass == CONTENT_IGNORE)
937 c_junglegrass = CONTENT_AIR;
938 MapNode n_junglegrass(c_junglegrass);
939 const v3s16 &em = vm->m_area.getExtent();
941 // Divide area into parts
943 s16 sidelen = central_area_size.X / div;
944 double area = sidelen * sidelen;
946 // N.B. We must add jungle grass first, since tree leaves will
947 // obstruct the ground, giving us a false ground level
948 for (s16 z0 = 0; z0 < div; z0++)
949 for (s16 x0 = 0; x0 < div; x0++) {
950 // Center position of part of division
952 node_min.X + sidelen / 2 + sidelen * x0,
953 node_min.Z + sidelen / 2 + sidelen * z0
955 // Minimum edge of part of division
957 node_min.X + sidelen * x0,
958 node_min.Z + sidelen * z0
960 // Maximum edge of part of division
962 node_min.X + sidelen + sidelen * x0 - 1,
963 node_min.Z + sidelen + sidelen * z0 - 1
966 // Get biome at center position of part of division
967 BiomeV6Type bt = getBiome(p2d_center);
971 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
972 tree_count = area * getTreeAmount(p2d_center);
980 if (bt == BT_JUNGLE) {
981 float humidity = getHumidity(p2d_center);
982 u32 grass_count = 5 * humidity * tree_count;
983 for (u32 i = 0; i < grass_count; i++) {
984 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
985 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
986 int mapindex = central_area_size.X * (z - node_min.Z)
988 s16 y = heightmap[mapindex];
992 u32 vi = vm->m_area.index(x, y, z);
993 // place on dirt_with_grass, since we know it is exposed to sunlight
994 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
995 VoxelArea::add_y(em, vi, 1);
996 vm->m_data[vi] = n_junglegrass;
1001 // Put trees in random places on part of division
1002 for (u32 i = 0; i < tree_count; i++) {
1003 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1004 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1005 int mapindex = central_area_size.X * (z - node_min.Z)
1007 s16 y = heightmap[mapindex];
1008 // Don't make a tree under water level
1009 // Don't make a tree so high that it doesn't fit
1010 if (y < water_level || y > node_max.Y - 6)
1014 // Trees grow only on mud and grass
1016 u32 i = vm->m_area.index(p);
1017 content_t c = vm->m_data[i].getContent();
1019 c != c_dirt_with_grass &&
1020 c != c_dirt_with_snow)
1026 if (bt == BT_JUNGLE) {
1027 treegen::make_jungletree(*vm, p, ndef, myrand());
1028 } else if (bt == BT_TAIGA) {
1029 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1030 } else if (bt == BT_NORMAL) {
1031 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1032 getHaveAppleTree(v2s16(x, z));
1033 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1037 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1041 void MapgenV6::growGrass() // Add surface nodes
1043 MapNode n_dirt_with_grass(c_dirt_with_grass);
1044 MapNode n_dirt_with_snow(c_dirt_with_snow);
1045 MapNode n_snowblock(c_snowblock);
1046 MapNode n_snow(c_snow);
1047 const v3s16 &em = vm->m_area.getExtent();
1050 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1051 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1052 // Find the lowest surface to which enough light ends up to make
1053 // grass grow. Basically just wait until not air and not leaves.
1056 u32 i = vm->m_area.index(x, node_max.Y, z);
1058 // Go to ground level
1059 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1060 MapNode &n = vm->m_data[i];
1061 if (ndef->get(n).param_type != CPT_LIGHT ||
1062 ndef->get(n).liquid_type != LIQUID_NONE ||
1063 n.getContent() == c_ice)
1065 VoxelArea::add_y(em, i, -1);
1067 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1070 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1071 u32 i = vm->m_area.index(x, surface_y, z);
1072 content_t c = vm->m_data[i].getContent();
1073 if (surface_y >= water_level - 20) {
1074 if (bt == BT_TAIGA && c == c_dirt) {
1075 vm->m_data[i] = n_dirt_with_snow;
1076 } else if (bt == BT_TUNDRA) {
1078 vm->m_data[i] = n_snowblock;
1079 VoxelArea::add_y(em, i, -1);
1080 vm->m_data[i] = n_dirt_with_snow;
1081 } else if (c == c_stone && surface_y < node_max.Y) {
1082 VoxelArea::add_y(em, i, 1);
1083 vm->m_data[i] = n_snowblock;
1085 } else if (c == c_dirt) {
1086 vm->m_data[i] = n_dirt_with_grass;
1093 void MapgenV6::generateCaves(int max_stone_y)
1095 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1096 int volume_nodes = (node_max.X - node_min.X + 1) *
1097 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1098 cave_amount = MYMAX(0.0, cave_amount);
1099 u32 caves_count = cave_amount * volume_nodes / 50000;
1100 u32 bruises_count = 1;
1101 PseudoRandom ps(blockseed + 21343);
1102 PseudoRandom ps2(blockseed + 1032);
1104 if (ps.range(1, 6) == 1)
1105 bruises_count = ps.range(0, ps.range(0, 2));
1107 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1112 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1113 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1115 bool large_cave = (i >= caves_count);
1116 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1117 large_cave, max_stone_y, heightmap);