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.
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
35 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
43 FlagDesc flagdesc_mapgen_v6[] = {
44 {"jungles", MGV6_JUNGLES},
45 {"biomeblend", MGV6_BIOMEBLEND},
46 {"mudflow", MGV6_MUDFLOW},
47 {"snowbiomes", MGV6_SNOWBIOMES},
49 {"trees", MGV6_TREES},
54 /////////////////////////////////////////////////////////////////////////////
57 MapgenV6::MapgenV6(MapgenV6Params *params, EmergeParams *emerge)
58 : Mapgen(MAPGEN_V6, params, emerge)
63 heightmap = new s16[csize.X * csize.Z];
65 spflags = params->spflags;
66 freq_desert = params->freq_desert;
67 freq_beach = params->freq_beach;
68 dungeon_ymin = params->dungeon_ymin;
69 dungeon_ymax = params->dungeon_ymax;
71 np_cave = ¶ms->np_cave;
72 np_humidity = ¶ms->np_humidity;
73 np_trees = ¶ms->np_trees;
74 np_apple_trees = ¶ms->np_apple_trees;
76 np_dungeons = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
78 //// Create noise objects
79 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
80 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
81 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
82 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
83 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
84 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
85 noise_biome = new Noise(¶ms->np_biome, seed,
86 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
87 noise_humidity = new Noise(¶ms->np_humidity, seed,
88 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
90 //// Resolve nodes to be used
91 const NodeDefManager *ndef = emerge->ndef;
93 c_stone = ndef->getId("mapgen_stone");
94 c_dirt = ndef->getId("mapgen_dirt");
95 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
96 c_sand = ndef->getId("mapgen_sand");
97 c_water_source = ndef->getId("mapgen_water_source");
98 c_lava_source = ndef->getId("mapgen_lava_source");
99 c_gravel = ndef->getId("mapgen_gravel");
100 c_desert_stone = ndef->getId("mapgen_desert_stone");
101 c_desert_sand = ndef->getId("mapgen_desert_sand");
102 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
103 c_snow = ndef->getId("mapgen_snow");
104 c_snowblock = ndef->getId("mapgen_snowblock");
105 c_ice = ndef->getId("mapgen_ice");
107 if (c_gravel == CONTENT_IGNORE)
109 if (c_desert_stone == CONTENT_IGNORE)
110 c_desert_stone = c_stone;
111 if (c_desert_sand == CONTENT_IGNORE)
112 c_desert_sand = c_sand;
113 if (c_dirt_with_snow == CONTENT_IGNORE)
114 c_dirt_with_snow = c_dirt_with_grass;
115 if (c_snow == CONTENT_IGNORE)
116 c_snow = CONTENT_AIR;
117 if (c_snowblock == CONTENT_IGNORE)
118 c_snowblock = c_dirt_with_grass;
119 if (c_ice == CONTENT_IGNORE)
120 c_ice = c_water_source;
122 c_cobble = ndef->getId("mapgen_cobble");
123 c_mossycobble = ndef->getId("mapgen_mossycobble");
124 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
125 c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
127 if (c_mossycobble == CONTENT_IGNORE)
128 c_mossycobble = c_cobble;
129 if (c_stair_cobble == CONTENT_IGNORE)
130 c_stair_cobble = c_cobble;
131 if (c_stair_desert_stone == CONTENT_IGNORE)
132 c_stair_desert_stone = c_desert_stone;
134 if (c_stone == CONTENT_IGNORE)
135 errorstream << "Mapgen v6: Mapgen alias 'mapgen_stone' is invalid!" << std::endl;
136 if (c_dirt == CONTENT_IGNORE)
137 errorstream << "Mapgen v6: Mapgen alias 'mapgen_dirt' is invalid!" << std::endl;
138 if (c_dirt_with_grass == CONTENT_IGNORE)
139 errorstream << "Mapgen v6: Mapgen alias 'mapgen_dirt_with_grass' is invalid!" << std::endl;
140 if (c_sand == CONTENT_IGNORE)
141 errorstream << "Mapgen v6: Mapgen alias 'mapgen_sand' is invalid!" << std::endl;
142 if (c_water_source == CONTENT_IGNORE)
143 errorstream << "Mapgen v6: Mapgen alias 'mapgen_water_source' is invalid!" << std::endl;
144 if (c_lava_source == CONTENT_IGNORE)
145 errorstream << "Mapgen v6: Mapgen alias 'mapgen_lava_source' is invalid!" << std::endl;
146 if (c_cobble == CONTENT_IGNORE)
147 errorstream << "Mapgen v6: Mapgen alias 'mapgen_cobble' is invalid!" << std::endl;
151 MapgenV6::~MapgenV6()
153 delete noise_terrain_base;
154 delete noise_terrain_higher;
155 delete noise_steepness;
156 delete noise_height_select;
160 delete noise_humidity;
164 delete m_emerge; // our responsibility
168 MapgenV6Params::MapgenV6Params():
169 np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0),
170 np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0),
171 np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0),
172 np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0),
173 np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0),
174 np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0),
175 np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0),
176 np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0),
177 np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0),
178 np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0),
179 np_apple_trees (0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0)
184 void MapgenV6Params::readParams(const Settings *settings)
186 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
187 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
188 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
189 settings->getS16NoEx("mgv6_dungeon_ymin", dungeon_ymin);
190 settings->getS16NoEx("mgv6_dungeon_ymax", dungeon_ymax);
192 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
193 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
194 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
195 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
196 settings->getNoiseParams("mgv6_np_mud", np_mud);
197 settings->getNoiseParams("mgv6_np_beach", np_beach);
198 settings->getNoiseParams("mgv6_np_biome", np_biome);
199 settings->getNoiseParams("mgv6_np_cave", np_cave);
200 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
201 settings->getNoiseParams("mgv6_np_trees", np_trees);
202 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
206 void MapgenV6Params::writeParams(Settings *settings) const
208 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6);
209 settings->setFloat("mgv6_freq_desert", freq_desert);
210 settings->setFloat("mgv6_freq_beach", freq_beach);
211 settings->setS16("mgv6_dungeon_ymin", dungeon_ymin);
212 settings->setS16("mgv6_dungeon_ymax", dungeon_ymax);
214 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
215 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
216 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
217 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
218 settings->setNoiseParams("mgv6_np_mud", np_mud);
219 settings->setNoiseParams("mgv6_np_beach", np_beach);
220 settings->setNoiseParams("mgv6_np_biome", np_biome);
221 settings->setNoiseParams("mgv6_np_cave", np_cave);
222 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
223 settings->setNoiseParams("mgv6_np_trees", np_trees);
224 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
228 void MapgenV6Params::setDefaultSettings(Settings *settings)
230 settings->setDefault("mgv6_spflags", flagdesc_mapgen_v6, MGV6_JUNGLES |
231 MGV6_SNOWBIOMES | MGV6_TREES | MGV6_BIOMEBLEND | MGV6_MUDFLOW);
235 //////////////////////// Some helper functions for the map generator
238 // Returns Y one under area minimum if not found
239 s16 MapgenV6::find_stone_level(v2s16 p2d)
241 const v3s16 &em = vm->m_area.getExtent();
242 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
243 s16 y_nodes_min = vm->m_area.MinEdge.Y;
244 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
247 for (y = y_nodes_max; y >= y_nodes_min; y--) {
248 content_t c = vm->m_data[i].getContent();
249 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
252 VoxelArea::add_y(em, i, -1);
254 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
258 // Required by mapgen.h
259 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
261 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
262 seed, v2s16(blockpos.X, blockpos.Z));*/
263 // Nah, this is just a heuristic, just return something
264 s16 minimum_groundlevel = water_level;
266 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
273 //////////////////////// Base terrain height functions
275 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
276 float steepness, float height_select)
278 float base = 1 + terrain_base;
279 float higher = 1 + terrain_higher;
281 // Limit higher ground level to at least base
285 // Steepness factor of cliffs
287 b = rangelim(b, 0.0, 1000.0);
288 b = 5 * b * b * b * b * b * b * b;
289 b = rangelim(b, 0.5, 1000.0);
291 // Values 1.5...100 give quite horrible looking slopes
292 if (b > 1.5 && b < 100.0)
293 b = (b < 10.0) ? 1.5 : 100.0;
295 float a_off = -0.20; // Offset to more low
296 float a = 0.5 + b * (a_off + height_select);
297 a = rangelim(a, 0.0, 1.0); // Limit
299 return base * (1.0 - a) + higher * a;
303 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
305 if (spflags & MGV6_FLAT)
308 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
309 p.X, 0.5, p.Y, 0.5, seed);
310 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
311 p.X, 0.5, p.Y, 0.5, seed);
312 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
313 p.X, 0.5, p.Y, 0.5, seed);
314 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
315 p.X, 0.5, p.Y, 0.5, seed);
317 return baseTerrainLevel(terrain_base, terrain_higher,
318 steepness, height_select);
322 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
324 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
325 return baseTerrainLevelFromMap(index);
329 float MapgenV6::baseTerrainLevelFromMap(int index)
331 if (spflags & MGV6_FLAT)
334 float terrain_base = noise_terrain_base->result[index];
335 float terrain_higher = noise_terrain_higher->result[index];
336 float steepness = noise_steepness->result[index];
337 float height_select = noise_height_select->result[index];
339 return baseTerrainLevel(terrain_base, terrain_higher,
340 steepness, height_select);
344 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
346 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
350 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
352 s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
353 if (level_at_point <= water_level ||
354 level_at_point > water_level + 16)
355 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
357 return level_at_point;
361 //////////////////////// Noise functions
363 float MapgenV6::getMudAmount(v2s16 p)
365 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
366 return getMudAmount(index);
370 bool MapgenV6::getHaveBeach(v2s16 p)
372 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
373 return getHaveBeach(index);
377 BiomeV6Type MapgenV6::getBiome(v2s16 p)
379 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
380 + (p.X - full_node_min.X);
381 return getBiome(index, p);
385 float MapgenV6::getHumidity(v2s16 p)
387 /*double noise = noise2d_perlin(
388 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
389 seed+72384, 4, 0.66);
390 noise = (noise + 1.0)/2.0;*/
392 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
393 + (p.X - full_node_min.X);
394 float noise = noise_humidity->result[index];
404 float MapgenV6::getTreeAmount(v2s16 p)
406 /*double noise = noise2d_perlin(
407 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
410 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
411 float zeroval = -0.39;
415 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
419 bool MapgenV6::getHaveAppleTree(v2s16 p)
421 /*is_apple_tree = noise2d_perlin(
422 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
423 data->seed+342902, 3, 0.45) > 0.2;*/
425 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
431 float MapgenV6::getMudAmount(int index)
433 if (spflags & MGV6_FLAT)
434 return MGV6_AVERAGE_MUD_AMOUNT;
436 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
437 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
438 seed+91013, 3, 0.55));*/
440 return noise_mud->result[index];
444 bool MapgenV6::getHaveBeach(int index)
446 // Determine whether to have sand here
447 /*double sandnoise = noise2d_perlin(
448 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
449 seed+59420, 3, 0.50);*/
451 float sandnoise = noise_beach->result[index];
452 return (sandnoise > freq_beach);
456 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
458 // Just do something very simple as for now
459 /*double d = noise2d_perlin(
460 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
461 seed+9130, 3, 0.50);*/
463 float d = noise_biome->result[index];
464 float h = noise_humidity->result[index];
466 if (spflags & MGV6_SNOWBIOMES) {
467 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
469 if (d > MGV6_FREQ_HOT + blend) {
470 if (h > MGV6_FREQ_JUNGLE + blend)
476 if (d < MGV6_FREQ_SNOW + blend) {
477 if (h > MGV6_FREQ_TAIGA + blend)
489 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
490 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
493 if ((spflags & MGV6_JUNGLES) && h > 0.75)
501 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
503 s32 x = p.X, y = p.Y, z = p.Z;
504 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
508 //////////////////////// Map generator
510 void MapgenV6::makeChunk(BlockMakeData *data)
513 assert(data->vmanip);
514 assert(data->nodedef);
516 this->generating = true;
517 this->vm = data->vmanip;
518 this->ndef = data->nodedef;
520 // Hack: use minimum block coords for old code that assumes a single block
521 v3s16 blockpos_min = data->blockpos_min;
522 v3s16 blockpos_max = data->blockpos_max;
524 // Area of central chunk
525 node_min = blockpos_min * MAP_BLOCKSIZE;
526 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
528 // Full allocated area
529 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
530 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
532 central_area_size = node_max - node_min + v3s16(1, 1, 1);
533 assert(central_area_size.X == central_area_size.Z);
535 // Create a block-specific seed
536 blockseed = get_blockseed(data->seed, full_node_min);
541 // Maximum height of the stone surface and obstacles.
542 // This is used to guide the cave generation
543 s16 stone_surface_max_y;
545 // Generate general ground level to full area
546 stone_surface_max_y = generateGround();
548 // Create initial heightmap to limit caves
549 updateHeightmap(node_min, node_max);
551 const s16 max_spread_amount = MAP_BLOCKSIZE;
552 // Limit dirt flow area by 1 because mud is flowed into neighbors
553 s16 mudflow_minpos = -max_spread_amount + 1;
554 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
556 // Loop this part, it will make stuff look older and newer nicely
557 const u32 age_loops = 2;
558 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
559 // Make caves (this code is relatively horrible)
560 if (flags & MG_CAVES)
561 generateCaves(stone_surface_max_y);
563 // Add mud to the central chunk
566 // Flow mud away from steep edges
567 if (spflags & MGV6_MUDFLOW)
568 flowMud(mudflow_minpos, mudflow_maxpos);
572 // Update heightmap after mudflow
573 updateHeightmap(node_min, node_max);
576 if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
577 full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
578 u16 num_dungeons = std::fmax(std::floor(
579 NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
581 if (num_dungeons >= 1) {
582 PseudoRandom ps(blockseed + 4713);
587 dp.num_dungeons = num_dungeons;
588 dp.only_in_ground = true;
589 dp.corridor_len_min = 1;
590 dp.corridor_len_max = 13;
591 dp.num_rooms = ps.range(2, 16);
592 dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
595 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
597 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
598 dp.c_wall = c_desert_stone;
599 dp.c_alt_wall = CONTENT_IGNORE;
600 dp.c_stair = c_stair_desert_stone;
602 dp.diagonal_dirs = true;
603 dp.holesize = v3s16(2, 3, 2);
604 dp.room_size_min = v3s16(6, 9, 6);
605 dp.room_size_max = v3s16(10, 11, 10);
606 dp.room_size_large_min = v3s16(10, 13, 10);
607 dp.room_size_large_max = v3s16(18, 21, 18);
608 dp.notifytype = GENNOTIFY_TEMPLE;
610 dp.c_wall = c_cobble;
611 dp.c_alt_wall = c_mossycobble;
612 dp.c_stair = c_stair_cobble;
614 dp.diagonal_dirs = false;
615 dp.holesize = v3s16(1, 2, 1);
616 dp.room_size_min = v3s16(4, 4, 4);
617 dp.room_size_max = v3s16(8, 6, 8);
618 dp.room_size_large_min = v3s16(8, 8, 8);
619 dp.room_size_large_max = v3s16(16, 16, 16);
620 dp.notifytype = GENNOTIFY_DUNGEON;
623 DungeonGen dgen(ndef, &gennotify, &dp);
624 dgen.generate(vm, blockseed, full_node_min, full_node_max);
628 // Add top and bottom side of water to transforming_liquid queue
629 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
634 // Generate some trees, and add grass, if a jungle
635 if (spflags & MGV6_TREES)
636 placeTreesAndJungleGrass();
638 // Generate the registered decorations
639 if (flags & MG_DECORATIONS)
640 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
642 // Generate the registered ores
644 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
646 // Calculate lighting
647 if (flags & MG_LIGHT)
648 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
649 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
650 full_node_min, full_node_max);
652 this->generating = false;
656 void MapgenV6::calculateNoise()
660 int fx = full_node_min.X;
661 int fz = full_node_min.Z;
663 if (!(spflags & MGV6_FLAT)) {
664 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
665 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
666 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
667 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
668 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
671 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
673 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
674 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
675 // Humidity map does not need range limiting 0 to 1,
676 // only humidity at point does
680 int MapgenV6::generateGround()
682 //TimeTaker timer1("Generating ground level");
683 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
684 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
685 MapNode n_ice(c_ice);
686 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
689 for (s16 z = node_min.Z; z <= node_max.Z; z++)
690 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
692 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
695 if (surface_y > stone_surface_max_y)
696 stone_surface_max_y = surface_y;
698 BiomeV6Type bt = getBiome(v2s16(x, z));
700 // Fill ground with stone
701 const v3s16 &em = vm->m_area.getExtent();
702 u32 i = vm->m_area.index(x, node_min.Y, z);
703 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
704 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
705 if (y <= surface_y) {
706 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
707 && bt == BT_DESERT) ?
708 n_desert_stone : n_stone;
709 } else if (y <= water_level) {
710 vm->m_data[i] = (y >= MGV6_ICE_BASE
711 && bt == BT_TUNDRA) ?
712 n_ice : n_water_source;
714 vm->m_data[i] = n_air;
717 VoxelArea::add_y(em, i, 1);
721 return stone_surface_max_y;
725 void MapgenV6::addMud()
728 //TimeTaker timer1("add mud");
729 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
730 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
734 for (s16 z = node_min.Z; z <= node_max.Z; z++)
735 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
736 // Randomize mud amount
737 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
740 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
742 // Handle area not found
743 if (surface_y == vm->m_area.MinEdge.Y - 1)
746 BiomeV6Type bt = getBiome(v2s16(x, z));
747 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
749 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
751 } else if (mud_add_amount <= 0) {
752 mud_add_amount = 1 - mud_add_amount;
754 } else if (bt != BT_DESERT && getHaveBeach(index) &&
755 surface_y + mud_add_amount <= water_level + 2) {
759 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
760 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
762 /* If topmost node is grass, change it to mud. It might be if it was
763 // flown to there from a neighboring chunk and then converted.
764 u32 i = vm->m_area.index(x, surface_y, z);
765 if (vm->m_data[i].getContent() == c_dirt_with_grass)
766 vm->m_data[i] = n_dirt;*/
770 const v3s16 &em = vm->m_area.getExtent();
771 s16 y_start = surface_y + 1;
772 u32 i = vm->m_area.index(x, y_start, z);
773 for (s16 y = y_start; y <= node_max.Y; y++) {
774 if (mudcount >= mud_add_amount)
777 vm->m_data[i] = addnode;
780 VoxelArea::add_y(em, i, 1);
786 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
788 const v3s16 &em = vm->m_area.getExtent();
789 static const v3s16 dirs4[4] = {
790 v3s16(0, 0, 1), // Back
791 v3s16(1, 0, 0), // Right
792 v3s16(0, 0, -1), // Front
793 v3s16(-1, 0, 0), // Left
797 for (s16 k = 0; k < 2; k++) {
798 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
799 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
800 // Node column position
802 // Invert coordinates on second iteration to process columns in
803 // opposite order, to avoid a directional bias.
805 p2d = v2s16(node_max.X, node_max.Z) - v2s16(x, z);
807 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
811 while (y >= node_min.Y) {
813 u32 i = vm->m_area.index(p2d.X, y, p2d.Y);
814 MapNode *n = nullptr;
816 // Find next mud node in mapchunk column
817 for (; y >= node_min.Y; y--) {
819 if (n->getContent() == c_dirt ||
820 n->getContent() == c_dirt_with_grass ||
821 n->getContent() == c_gravel)
824 VoxelArea::add_y(em, i, -1);
827 // No mud found in mapchunk column, process the next column
830 if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) {
831 // Convert dirt_with_grass to dirt
832 n->setContent(c_dirt);
833 // Don't flow mud if the stuff under it is not mud,
834 // to leave at least 1 node of mud.
836 VoxelArea::add_y(em, i2, -1);
837 MapNode *n2 = &vm->m_data[i2];
838 if (n2->getContent() != c_dirt &&
839 n2->getContent() != c_dirt_with_grass)
840 // Find next mud node in column
844 // Check if node above is walkable. If so, cancel
845 // flowing as if node above keeps it in place.
847 VoxelArea::add_y(em, i3, 1);
848 MapNode *n3 = &vm->m_data[i3];
849 if (ndef->get(*n3).walkable)
850 // Find next mud node in column
853 // Drop mud on one side
854 for (const v3s16 &dirp : dirs4) {
857 VoxelArea::add_p(em, i2, dirp);
858 // Check that side is air
859 MapNode *n2 = &vm->m_data[i2];
860 if (ndef->get(*n2).walkable)
863 // Check that under side is air
864 VoxelArea::add_y(em, i2, -1);
865 n2 = &vm->m_data[i2];
866 if (ndef->get(*n2).walkable)
869 // Loop further down until not air
870 s16 y2 = y - 1; // y of i2
871 bool dropped_to_unknown = false;
874 VoxelArea::add_y(em, i2, -1);
875 n2 = &vm->m_data[i2];
876 // If out of area or in ungenerated world
877 if (y2 < full_node_min.Y || n2->getContent() == CONTENT_IGNORE) {
878 dropped_to_unknown = true;
881 } while (!ndef->get(*n2).walkable);
883 if (!dropped_to_unknown) {
884 // Move up one so that we're in air
885 VoxelArea::add_y(em, i2, 1);
886 // Move mud to new place, and if outside mapchunk remove
887 // any decorations above removed or placed mud.
888 moveMud(i, i2, i3, p2d, em);
890 // Done, find next mud node in column
900 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
901 u32 above_remove_index, v2s16 pos, v3s16 em)
903 MapNode n_air(CONTENT_AIR);
904 // Copy mud from old place to new place
905 vm->m_data[place_index] = vm->m_data[remove_index];
906 // Set old place to be air
907 vm->m_data[remove_index] = n_air;
908 // Outside the mapchunk decorations may need to be removed if above removed
909 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
910 // use 'pos.X >= node_max.X' etc.
911 if (pos.X >= node_max.X || pos.X <= node_min.X ||
912 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
913 // 'above remove' node is above removed mud. If it is not air, water or
914 // 'ignore' it is a decoration that needs removing. Also search upwards
915 // to remove a possible stacked decoration.
916 // Check for 'ignore' because stacked decorations can penetrate into
917 // 'ignore' nodes above the mapchunk.
918 while (vm->m_area.contains(above_remove_index) &&
919 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
920 vm->m_data[above_remove_index].getContent() != c_water_source &&
921 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
922 vm->m_data[above_remove_index] = n_air;
923 VoxelArea::add_y(em, above_remove_index, 1);
925 // Mud placed may have partially-buried a stacked decoration, search
927 VoxelArea::add_y(em, place_index, 1);
928 while (vm->m_area.contains(place_index) &&
929 vm->m_data[place_index].getContent() != CONTENT_AIR &&
930 vm->m_data[place_index].getContent() != c_water_source &&
931 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
932 vm->m_data[place_index] = n_air;
933 VoxelArea::add_y(em, place_index, 1);
939 void MapgenV6::placeTreesAndJungleGrass()
941 //TimeTaker t("placeTrees");
942 if (node_max.Y < water_level)
945 PseudoRandom grassrandom(blockseed + 53);
946 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
947 // if we don't have junglegrass, don't place cignore... that's bad
948 if (c_junglegrass == CONTENT_IGNORE)
949 c_junglegrass = CONTENT_AIR;
950 MapNode n_junglegrass(c_junglegrass);
951 const v3s16 &em = vm->m_area.getExtent();
953 // Divide area into parts
955 s16 sidelen = central_area_size.X / div;
956 double area = sidelen * sidelen;
958 // N.B. We must add jungle grass first, since tree leaves will
959 // obstruct the ground, giving us a false ground level
960 for (s16 z0 = 0; z0 < div; z0++)
961 for (s16 x0 = 0; x0 < div; x0++) {
962 // Center position of part of division
964 node_min.X + sidelen / 2 + sidelen * x0,
965 node_min.Z + sidelen / 2 + sidelen * z0
967 // Minimum edge of part of division
969 node_min.X + sidelen * x0,
970 node_min.Z + sidelen * z0
972 // Maximum edge of part of division
974 node_min.X + sidelen + sidelen * x0 - 1,
975 node_min.Z + sidelen + sidelen * z0 - 1
978 // Get biome at center position of part of division
979 BiomeV6Type bt = getBiome(p2d_center);
983 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
984 tree_count = area * getTreeAmount(p2d_center);
992 if (bt == BT_JUNGLE) {
993 float humidity = getHumidity(p2d_center);
994 u32 grass_count = 5 * humidity * tree_count;
995 for (u32 i = 0; i < grass_count; i++) {
996 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
997 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
998 int mapindex = central_area_size.X * (z - node_min.Z)
1000 s16 y = heightmap[mapindex];
1001 if (y < water_level)
1004 u32 vi = vm->m_area.index(x, y, z);
1005 // place on dirt_with_grass, since we know it is exposed to sunlight
1006 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1007 VoxelArea::add_y(em, vi, 1);
1008 vm->m_data[vi] = n_junglegrass;
1013 // Put trees in random places on part of division
1014 for (u32 i = 0; i < tree_count; i++) {
1015 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1016 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1017 int mapindex = central_area_size.X * (z - node_min.Z)
1019 s16 y = heightmap[mapindex];
1020 // Don't make a tree under water level
1021 // Don't make a tree so high that it doesn't fit
1022 if (y < water_level || y > node_max.Y - 6)
1026 // Trees grow only on mud and grass
1028 u32 i = vm->m_area.index(p);
1029 content_t c = vm->m_data[i].getContent();
1031 c != c_dirt_with_grass &&
1032 c != c_dirt_with_snow)
1038 if (bt == BT_JUNGLE) {
1039 treegen::make_jungletree(*vm, p, ndef, myrand());
1040 } else if (bt == BT_TAIGA) {
1041 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1042 } else if (bt == BT_NORMAL) {
1043 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1044 getHaveAppleTree(v2s16(x, z));
1045 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1049 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1053 void MapgenV6::growGrass() // Add surface nodes
1055 MapNode n_dirt_with_grass(c_dirt_with_grass);
1056 MapNode n_dirt_with_snow(c_dirt_with_snow);
1057 MapNode n_snowblock(c_snowblock);
1058 const v3s16 &em = vm->m_area.getExtent();
1061 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1062 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1063 // Find the lowest surface to which enough light ends up to make
1064 // grass grow. Basically just wait until not air and not leaves.
1067 u32 i = vm->m_area.index(x, node_max.Y, z);
1069 // Go to ground level
1070 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1071 MapNode &n = vm->m_data[i];
1072 if (ndef->get(n).param_type != CPT_LIGHT ||
1073 ndef->get(n).liquid_type != LIQUID_NONE ||
1074 n.getContent() == c_ice)
1076 VoxelArea::add_y(em, i, -1);
1078 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1081 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1082 u32 i = vm->m_area.index(x, surface_y, z);
1083 content_t c = vm->m_data[i].getContent();
1084 if (surface_y >= water_level - 20) {
1085 if (bt == BT_TAIGA && c == c_dirt) {
1086 vm->m_data[i] = n_dirt_with_snow;
1087 } else if (bt == BT_TUNDRA) {
1089 vm->m_data[i] = n_snowblock;
1090 VoxelArea::add_y(em, i, -1);
1091 vm->m_data[i] = n_dirt_with_snow;
1092 } else if (c == c_stone && surface_y < node_max.Y) {
1093 VoxelArea::add_y(em, i, 1);
1094 vm->m_data[i] = n_snowblock;
1096 } else if (c == c_dirt) {
1097 vm->m_data[i] = n_dirt_with_grass;
1104 void MapgenV6::generateCaves(int max_stone_y)
1106 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1107 int volume_nodes = (node_max.X - node_min.X + 1) *
1108 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1109 cave_amount = MYMAX(0.0, cave_amount);
1110 u32 caves_count = cave_amount * volume_nodes / 50000;
1111 u32 bruises_count = 1;
1112 PseudoRandom ps(blockseed + 21343);
1113 PseudoRandom ps2(blockseed + 1032);
1115 if (ps.range(1, 6) == 1)
1116 bruises_count = ps.range(0, ps.range(0, 2));
1118 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1123 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1124 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1126 bool large_cave = (i >= caves_count);
1127 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1128 large_cave, max_stone_y, heightmap);