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1 /*
2 Minetest
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
6
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.
11
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.
16
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.
20 */
21
22
23 #include "mapgen.h"
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 //#include "serverobject.h"
30 #include "content_sao.h"
31 #include "nodedef.h"
32 #include "voxelalgorithms.h"
33 //#include "profiler.h" // For TimeTaker
34 #include "settings.h" // For g_settings
35 #include "emerge.h"
36 #include "dungeongen.h"
37 #include "cavegen.h"
38 #include "treegen.h"
39 #include "mg_ore.h"
40 #include "mg_decoration.h"
41 #include "mapgen_v6.h"
42
43
44 FlagDesc flagdesc_mapgen_v6[] = {
45         {"jungles",    MGV6_JUNGLES},
46         {"biomeblend", MGV6_BIOMEBLEND},
47         {"mudflow",    MGV6_MUDFLOW},
48         {"snowbiomes", MGV6_SNOWBIOMES},
49         {"flat",       MGV6_FLAT},
50         {"trees",      MGV6_TREES},
51         {NULL,         0}
52 };
53
54
55 /////////////////////////////////////////////////////////////////////////////
56
57
58 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
59         : Mapgen(mapgenid, params, emerge)
60 {
61         m_emerge = emerge;
62         ystride = csize.X; //////fix this
63
64         heightmap = new s16[csize.X * csize.Z];
65
66         spflags      = params->spflags;
67         freq_desert  = params->freq_desert;
68         freq_beach   = params->freq_beach;
69         dungeon_ymin = params->dungeon_ymin;
70         dungeon_ymax = params->dungeon_ymax;
71
72         np_cave        = &params->np_cave;
73         np_humidity    = &params->np_humidity;
74         np_trees       = &params->np_trees;
75         np_apple_trees = &params->np_apple_trees;
76
77         //// Create noise objects
78         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
79         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
80         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
81         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
82         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
83         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
84         noise_biome          = new Noise(&params->np_biome,          seed,
85                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
86         noise_humidity       = new Noise(&params->np_humidity,       seed,
87                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
88
89         //// Resolve nodes to be used
90         const NodeDefManager *ndef = emerge->ndef;
91
92         c_stone           = ndef->getId("mapgen_stone");
93         c_dirt            = ndef->getId("mapgen_dirt");
94         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
95         c_sand            = ndef->getId("mapgen_sand");
96         c_water_source    = ndef->getId("mapgen_water_source");
97         c_lava_source     = ndef->getId("mapgen_lava_source");
98         c_gravel          = ndef->getId("mapgen_gravel");
99         c_desert_stone    = ndef->getId("mapgen_desert_stone");
100         c_desert_sand     = ndef->getId("mapgen_desert_sand");
101         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
102         c_snow            = ndef->getId("mapgen_snow");
103         c_snowblock       = ndef->getId("mapgen_snowblock");
104         c_ice             = ndef->getId("mapgen_ice");
105
106         if (c_gravel == CONTENT_IGNORE)
107                 c_gravel = c_stone;
108         if (c_desert_stone == CONTENT_IGNORE)
109                 c_desert_stone = c_stone;
110         if (c_desert_sand == CONTENT_IGNORE)
111                 c_desert_sand = c_sand;
112         if (c_dirt_with_snow == CONTENT_IGNORE)
113                 c_dirt_with_snow = c_dirt_with_grass;
114         if (c_snow == CONTENT_IGNORE)
115                 c_snow = CONTENT_AIR;
116         if (c_snowblock == CONTENT_IGNORE)
117                 c_snowblock = c_dirt_with_grass;
118         if (c_ice == CONTENT_IGNORE)
119                 c_ice = c_water_source;
120
121         c_cobble             = ndef->getId("mapgen_cobble");
122         c_mossycobble        = ndef->getId("mapgen_mossycobble");
123         c_stair_cobble       = ndef->getId("mapgen_stair_cobble");
124         c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
125
126         if (c_mossycobble == CONTENT_IGNORE)
127                 c_mossycobble = c_cobble;
128         if (c_stair_cobble == CONTENT_IGNORE)
129                 c_stair_cobble = c_cobble;
130         if (c_stair_desert_stone == CONTENT_IGNORE)
131                 c_stair_desert_stone = c_desert_stone;
132 }
133
134
135 MapgenV6::~MapgenV6()
136 {
137         delete noise_terrain_base;
138         delete noise_terrain_higher;
139         delete noise_steepness;
140         delete noise_height_select;
141         delete noise_mud;
142         delete noise_beach;
143         delete noise_biome;
144         delete noise_humidity;
145
146         delete[] heightmap;
147 }
148
149
150 MapgenV6Params::MapgenV6Params():
151         np_terrain_base   (-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0),
152         np_terrain_higher (20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0),
153         np_steepness      (0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0),
154         np_height_select  (0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0),
155         np_mud            (4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0),
156         np_beach          (0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0),
157         np_biome          (0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0),
158         np_cave           (6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0),
159         np_humidity       (0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0),
160         np_trees          (0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0),
161         np_apple_trees    (0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0)
162 {
163 }
164
165
166 void MapgenV6Params::readParams(const Settings *settings)
167 {
168         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
169         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
170         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
171         settings->getS16NoEx("mgv6_dungeon_ymin",  dungeon_ymin);
172         settings->getS16NoEx("mgv6_dungeon_ymax",  dungeon_ymax);
173
174         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
175         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
176         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
177         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
178         settings->getNoiseParams("mgv6_np_mud",            np_mud);
179         settings->getNoiseParams("mgv6_np_beach",          np_beach);
180         settings->getNoiseParams("mgv6_np_biome",          np_biome);
181         settings->getNoiseParams("mgv6_np_cave",           np_cave);
182         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
183         settings->getNoiseParams("mgv6_np_trees",          np_trees);
184         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
185 }
186
187
188 void MapgenV6Params::writeParams(Settings *settings) const
189 {
190         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
191         settings->setFloat("mgv6_freq_desert", freq_desert);
192         settings->setFloat("mgv6_freq_beach",  freq_beach);
193         settings->setS16("mgv6_dungeon_ymin",  dungeon_ymin);
194         settings->setS16("mgv6_dungeon_ymax",  dungeon_ymax);
195
196         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
197         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
198         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
199         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
200         settings->setNoiseParams("mgv6_np_mud",            np_mud);
201         settings->setNoiseParams("mgv6_np_beach",          np_beach);
202         settings->setNoiseParams("mgv6_np_biome",          np_biome);
203         settings->setNoiseParams("mgv6_np_cave",           np_cave);
204         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
205         settings->setNoiseParams("mgv6_np_trees",          np_trees);
206         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
207 }
208
209
210 //////////////////////// Some helper functions for the map generator
211
212 // Returns Y one under area minimum if not found
213 s16 MapgenV6::find_stone_level(v2s16 p2d)
214 {
215         const v3s16 &em = vm->m_area.getExtent();
216         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
217         s16 y_nodes_min = vm->m_area.MinEdge.Y;
218         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
219         s16 y;
220
221         for (y = y_nodes_max; y >= y_nodes_min; y--) {
222                 content_t c = vm->m_data[i].getContent();
223                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
224                         break;
225
226                 VoxelArea::add_y(em, i, -1);
227         }
228         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
229 }
230
231
232 // Required by mapgen.h
233 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
234 {
235         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
236                         seed, v2s16(blockpos.X, blockpos.Z));*/
237         // Nah, this is just a heuristic, just return something
238         s16 minimum_groundlevel = water_level;
239
240         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
241                 return true;
242
243         return false;
244 }
245
246
247 //////////////////////// Base terrain height functions
248
249 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
250         float steepness, float height_select)
251 {
252         float base   = 1 + terrain_base;
253         float higher = 1 + terrain_higher;
254
255         // Limit higher ground level to at least base
256         if(higher < base)
257                 higher = base;
258
259         // Steepness factor of cliffs
260         float b = steepness;
261         b = rangelim(b, 0.0, 1000.0);
262         b = 5 * b * b * b * b * b * b * b;
263         b = rangelim(b, 0.5, 1000.0);
264
265         // Values 1.5...100 give quite horrible looking slopes
266         if (b > 1.5 && b < 100.0)
267                 b = (b < 10.0) ? 1.5 : 100.0;
268
269         float a_off = -0.20; // Offset to more low
270         float a = 0.5 + b * (a_off + height_select);
271         a = rangelim(a, 0.0, 1.0); // Limit
272
273         return base * (1.0 - a) + higher * a;
274 }
275
276
277 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
278 {
279         if (spflags & MGV6_FLAT)
280                 return water_level;
281
282         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
283                                                         p.X, 0.5, p.Y, 0.5, seed);
284         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
285                                                         p.X, 0.5, p.Y, 0.5, seed);
286         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
287                                                         p.X, 0.5, p.Y, 0.5, seed);
288         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
289                                                         p.X, 0.5, p.Y, 0.5, seed);
290
291         return baseTerrainLevel(terrain_base, terrain_higher,
292                                                         steepness, height_select);
293 }
294
295
296 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
297 {
298         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
299         return baseTerrainLevelFromMap(index);
300 }
301
302
303 float MapgenV6::baseTerrainLevelFromMap(int index)
304 {
305         if (spflags & MGV6_FLAT)
306                 return water_level;
307
308         float terrain_base   = noise_terrain_base->result[index];
309         float terrain_higher = noise_terrain_higher->result[index];
310         float steepness      = noise_steepness->result[index];
311         float height_select  = noise_height_select->result[index];
312
313         return baseTerrainLevel(terrain_base, terrain_higher,
314                                                         steepness, height_select);
315 }
316
317
318 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
319 {
320         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
321 }
322
323
324 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
325 {
326         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
327 }
328
329
330 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
331 {
332         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
333         if (level_at_point <= water_level ||
334                         level_at_point > water_level + 16)
335                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
336
337         return level_at_point;
338 }
339
340
341 //////////////////////// Noise functions
342
343 float MapgenV6::getMudAmount(v2s16 p)
344 {
345         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
346         return getMudAmount(index);
347 }
348
349
350 bool MapgenV6::getHaveBeach(v2s16 p)
351 {
352         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
353         return getHaveBeach(index);
354 }
355
356
357 BiomeV6Type MapgenV6::getBiome(v2s16 p)
358 {
359         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
360                         + (p.X - full_node_min.X);
361         return getBiome(index, p);
362 }
363
364
365 float MapgenV6::getHumidity(v2s16 p)
366 {
367         /*double noise = noise2d_perlin(
368                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
369                 seed+72384, 4, 0.66);
370         noise = (noise + 1.0)/2.0;*/
371
372         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
373                         + (p.X - full_node_min.X);
374         float noise = noise_humidity->result[index];
375
376         if (noise < 0.0)
377                 noise = 0.0;
378         if (noise > 1.0)
379                 noise = 1.0;
380         return noise;
381 }
382
383
384 float MapgenV6::getTreeAmount(v2s16 p)
385 {
386         /*double noise = noise2d_perlin(
387                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
388                         seed+2, 4, 0.66);*/
389
390         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
391         float zeroval = -0.39;
392         if (noise < zeroval)
393                 return 0;
394
395         return 0.04 * (noise - zeroval) / (1.0 - zeroval);
396 }
397
398
399 bool MapgenV6::getHaveAppleTree(v2s16 p)
400 {
401         /*is_apple_tree = noise2d_perlin(
402                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
403                 data->seed+342902, 3, 0.45) > 0.2;*/
404
405         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
406
407         return noise > 0.2;
408 }
409
410
411 float MapgenV6::getMudAmount(int index)
412 {
413         if (spflags & MGV6_FLAT)
414                 return MGV6_AVERAGE_MUD_AMOUNT;
415
416         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
417                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
418                         seed+91013, 3, 0.55));*/
419
420         return noise_mud->result[index];
421 }
422
423
424 bool MapgenV6::getHaveBeach(int index)
425 {
426         // Determine whether to have sand here
427         /*double sandnoise = noise2d_perlin(
428                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
429                         seed+59420, 3, 0.50);*/
430
431         float sandnoise = noise_beach->result[index];
432         return (sandnoise > freq_beach);
433 }
434
435
436 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
437 {
438         // Just do something very simple as for now
439         /*double d = noise2d_perlin(
440                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
441                         seed+9130, 3, 0.50);*/
442
443         float d = noise_biome->result[index];
444         float h = noise_humidity->result[index];
445
446         if (spflags & MGV6_SNOWBIOMES) {
447                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
448
449                 if (d > MGV6_FREQ_HOT + blend) {
450                         if (h > MGV6_FREQ_JUNGLE + blend)
451                                 return BT_JUNGLE;
452
453                         return BT_DESERT;
454                 }
455
456                 if (d < MGV6_FREQ_SNOW + blend) {
457                         if (h > MGV6_FREQ_TAIGA + blend)
458                                 return BT_TAIGA;
459
460                         return BT_TUNDRA;
461                 }
462
463                 return BT_NORMAL;
464         }
465
466         if (d > freq_desert)
467                 return BT_DESERT;
468
469         if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
470                         ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
471                 return BT_DESERT;
472
473         if ((spflags & MGV6_JUNGLES) && h > 0.75)
474                 return BT_JUNGLE;
475
476         return BT_NORMAL;
477
478 }
479
480
481 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
482 {
483         s32 x = p.X, y = p.Y, z = p.Z;
484         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
485 }
486
487
488 //////////////////////// Map generator
489
490 void MapgenV6::makeChunk(BlockMakeData *data)
491 {
492         // Pre-conditions
493         assert(data->vmanip);
494         assert(data->nodedef);
495         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
496                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
497                 data->blockpos_requested.Z >= data->blockpos_min.Z);
498         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
499                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
500                 data->blockpos_requested.Z <= data->blockpos_max.Z);
501
502         this->generating = true;
503         this->vm   = data->vmanip;
504         this->ndef = data->nodedef;
505
506         // Hack: use minimum block coords for old code that assumes a single block
507         v3s16 blockpos_min = data->blockpos_min;
508         v3s16 blockpos_max = data->blockpos_max;
509
510         // Area of central chunk
511         node_min = blockpos_min * MAP_BLOCKSIZE;
512         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
513
514         // Full allocated area
515         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
516         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
517
518         central_area_size = node_max - node_min + v3s16(1, 1, 1);
519         assert(central_area_size.X == central_area_size.Z);
520
521         // Create a block-specific seed
522         blockseed = get_blockseed(data->seed, full_node_min);
523
524         // Make some noise
525         calculateNoise();
526
527         // Maximum height of the stone surface and obstacles.
528         // This is used to guide the cave generation
529         s16 stone_surface_max_y;
530
531         // Generate general ground level to full area
532         stone_surface_max_y = generateGround();
533
534         // Create initial heightmap to limit caves
535         updateHeightmap(node_min, node_max);
536
537         const s16 max_spread_amount = MAP_BLOCKSIZE;
538         // Limit dirt flow area by 1 because mud is flown into neighbors.
539         s16 mudflow_minpos = -max_spread_amount + 1;
540         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
541
542         // Loop this part, it will make stuff look older and newer nicely
543         const u32 age_loops = 2;
544         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
545                 // Make caves (this code is relatively horrible)
546                 if (flags & MG_CAVES)
547                         generateCaves(stone_surface_max_y);
548
549                 // Add mud to the central chunk
550                 addMud();
551
552                 // Flow mud away from steep edges
553                 if (spflags & MGV6_MUDFLOW)
554                         flowMud(mudflow_minpos, mudflow_maxpos);
555
556         }
557
558         // Update heightmap after mudflow
559         updateHeightmap(node_min, node_max);
560
561         // Add dungeons
562         if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
563                         full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
564                 DungeonParams dp;
565
566                 dp.seed             = seed;
567                 dp.only_in_ground   = true;
568                 dp.corridor_len_min = 1;
569                 dp.corridor_len_max = 13;
570                 dp.rooms_min        = 2;
571                 dp.rooms_max        = 16;
572
573                 dp.np_density
574                         = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
575                 dp.np_alt_wall
576                         = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
577
578                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
579                         dp.c_wall              = c_desert_stone;
580                         dp.c_alt_wall          = CONTENT_IGNORE;
581                         dp.c_stair             = c_stair_desert_stone;
582
583                         dp.diagonal_dirs       = true;
584                         dp.holesize            = v3s16(2, 3, 2);
585                         dp.room_size_min       = v3s16(6, 9, 6);
586                         dp.room_size_max       = v3s16(10, 11, 10);
587                         dp.room_size_large_min = v3s16(10, 13, 10);
588                         dp.room_size_large_max = v3s16(18, 21, 18);
589                         dp.notifytype          = GENNOTIFY_TEMPLE;
590                 } else {
591                         dp.c_wall              = c_cobble;
592                         dp.c_alt_wall          = c_mossycobble;
593                         dp.c_stair             = c_stair_cobble;
594
595                         dp.diagonal_dirs       = false;
596                         dp.holesize            = v3s16(1, 2, 1);
597                         dp.room_size_min       = v3s16(4, 4, 4);
598                         dp.room_size_max       = v3s16(8, 6, 8);
599                         dp.room_size_large_min = v3s16(8, 8, 8);
600                         dp.room_size_large_max = v3s16(16, 16, 16);
601                         dp.notifytype          = GENNOTIFY_DUNGEON;
602                 }
603
604                 DungeonGen dgen(ndef, &gennotify, &dp);
605                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
606         }
607
608         // Add top and bottom side of water to transforming_liquid queue
609         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
610
611         // Add surface nodes
612         growGrass();
613
614         // Generate some trees, and add grass, if a jungle
615         if (spflags & MGV6_TREES)
616                 placeTreesAndJungleGrass();
617
618         // Generate the registered decorations
619         if (flags & MG_DECORATIONS)
620                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
621
622         // Generate the registered ores
623         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
624
625         // Calculate lighting
626         if (flags & MG_LIGHT)
627                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
628                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
629                         full_node_min, full_node_max);
630
631         this->generating = false;
632 }
633
634
635 void MapgenV6::calculateNoise()
636 {
637         int x = node_min.X;
638         int z = node_min.Z;
639         int fx = full_node_min.X;
640         int fz = full_node_min.Z;
641
642         if (!(spflags & MGV6_FLAT)) {
643                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
644                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
645                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
646                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
647                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
648         }
649
650         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
651
652         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
653         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
654         // Humidity map does not need range limiting 0 to 1,
655         // only humidity at point does
656 }
657
658
659 int MapgenV6::generateGround()
660 {
661         //TimeTaker timer1("Generating ground level");
662         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
663         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
664         MapNode n_ice(c_ice);
665         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
666
667         u32 index = 0;
668         for (s16 z = node_min.Z; z <= node_max.Z; z++)
669         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
670                 // Surface height
671                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
672
673                 // Log it
674                 if (surface_y > stone_surface_max_y)
675                         stone_surface_max_y = surface_y;
676
677                 BiomeV6Type bt = getBiome(v2s16(x, z));
678
679                 // Fill ground with stone
680                 const v3s16 &em = vm->m_area.getExtent();
681                 u32 i = vm->m_area.index(x, node_min.Y, z);
682                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
683                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
684                                 if (y <= surface_y) {
685                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
686                                                         && bt == BT_DESERT) ?
687                                                 n_desert_stone : n_stone;
688                                 } else if (y <= water_level) {
689                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
690                                                         && bt == BT_TUNDRA) ?
691                                                 n_ice : n_water_source;
692                                 } else {
693                                         vm->m_data[i] = n_air;
694                                 }
695                         }
696                         VoxelArea::add_y(em, i, 1);
697                 }
698         }
699
700         return stone_surface_max_y;
701 }
702
703
704 void MapgenV6::addMud()
705 {
706         // 15ms @cs=8
707         //TimeTaker timer1("add mud");
708         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
709         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
710         MapNode addnode;
711
712         u32 index = 0;
713         for (s16 z = node_min.Z; z <= node_max.Z; z++)
714         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
715                 // Randomize mud amount
716                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
717
718                 // Find ground level
719                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
720
721                 // Handle area not found
722                 if (surface_y == vm->m_area.MinEdge.Y - 1)
723                         continue;
724
725                 BiomeV6Type bt = getBiome(v2s16(x, z));
726                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
727
728                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
729                         addnode = n_sand;
730                 } else if (mud_add_amount <= 0) {
731                         mud_add_amount = 1 - mud_add_amount;
732                         addnode = n_gravel;
733                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
734                                 surface_y + mud_add_amount <= water_level + 2) {
735                         addnode = n_sand;
736                 }
737
738                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
739                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
740
741                 /* If topmost node is grass, change it to mud.  It might be if it was
742                 // flown to there from a neighboring chunk and then converted.
743                 u32 i = vm->m_area.index(x, surface_y, z);
744                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
745                         vm->m_data[i] = n_dirt;*/
746
747                 // Add mud on ground
748                 s16 mudcount = 0;
749                 const v3s16 &em = vm->m_area.getExtent();
750                 s16 y_start = surface_y + 1;
751                 u32 i = vm->m_area.index(x, y_start, z);
752                 for (s16 y = y_start; y <= node_max.Y; y++) {
753                         if (mudcount >= mud_add_amount)
754                                 break;
755
756                         vm->m_data[i] = addnode;
757                         mudcount++;
758
759                         VoxelArea::add_y(em, i, 1);
760                 }
761         }
762 }
763
764
765 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
766 {
767         // 340ms @cs=8
768         //TimeTaker timer1("flow mud");
769
770         // Iterate a few times
771         for (s16 k = 0; k < 3; k++) {
772                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
773                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
774                         // Invert coordinates every 2nd iteration
775                         if (k % 2 == 0) {
776                                 x = mudflow_maxpos - (x - mudflow_minpos);
777                                 z = mudflow_maxpos - (z - mudflow_minpos);
778                         }
779
780                         // Node position in 2d
781                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
782
783                         const v3s16 &em = vm->m_area.getExtent();
784                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
785                         s16 y = node_max.Y;
786
787                         while (y >= node_min.Y) {
788
789                         for (;; y--) {
790                                 MapNode *n = NULL;
791                                 // Find mud
792                                 for (; y >= node_min.Y; y--) {
793                                         n = &vm->m_data[i];
794                                         if (n->getContent() == c_dirt ||
795                                                         n->getContent() == c_dirt_with_grass ||
796                                                         n->getContent() == c_gravel)
797                                                 break;
798
799                                         VoxelArea::add_y(em, i, -1);
800                                 }
801
802                                 // Stop if out of area
803                                 //if(vmanip.m_area.contains(i) == false)
804                                 if (y < node_min.Y)
805                                         break;
806
807                                 if (n->getContent() == c_dirt ||
808                                                 n->getContent() == c_dirt_with_grass) {
809                                         // Make it exactly mud
810                                         n->setContent(c_dirt);
811
812                                         // Don't flow it if the stuff under it is not mud
813                                         {
814                                                 u32 i2 = i;
815                                                 VoxelArea::add_y(em, i2, -1);
816                                                 // Cancel if out of area
817                                                 if (!vm->m_area.contains(i2))
818                                                         continue;
819                                                 MapNode *n2 = &vm->m_data[i2];
820                                                 if (n2->getContent() != c_dirt &&
821                                                                 n2->getContent() != c_dirt_with_grass)
822                                                         continue;
823                                         }
824                                 }
825
826                                 static const v3s16 dirs4[4] = {
827                                         v3s16(0, 0, 1), // back
828                                         v3s16(1, 0, 0), // right
829                                         v3s16(0, 0, -1), // front
830                                         v3s16(-1, 0, 0), // left
831                                 };
832
833                                 // Check that upper is walkable. Cancel
834                                 // dropping if upper keeps it in place.
835                                 u32 i3 = i;
836                                 VoxelArea::add_y(em, i3, 1);
837                                 MapNode *n3 = NULL;
838
839                                 if (vm->m_area.contains(i3)) {
840                                         n3 = &vm->m_data[i3];
841                                         if (ndef->get(*n3).walkable)
842                                                 continue;
843                                 }
844
845                                 // Drop mud on side
846                                 for (const v3s16 &dirp : dirs4) {
847                                         u32 i2 = i;
848                                         // Move to side
849                                         VoxelArea::add_p(em, i2, dirp);
850                                         // Fail if out of area
851                                         if (!vm->m_area.contains(i2))
852                                                 continue;
853                                         // Check that side is air
854                                         MapNode *n2 = &vm->m_data[i2];
855                                         if (ndef->get(*n2).walkable)
856                                                 continue;
857                                         // Check that under side is air
858                                         VoxelArea::add_y(em, i2, -1);
859                                         if (!vm->m_area.contains(i2))
860                                                 continue;
861                                         n2 = &vm->m_data[i2];
862                                         if (ndef->get(*n2).walkable)
863                                                 continue;
864                                         // Loop further down until not air
865                                         bool dropped_to_unknown = false;
866                                         do {
867                                                 VoxelArea::add_y(em, i2, -1);
868                                                 n2 = &vm->m_data[i2];
869                                                 // if out of known area
870                                                 if (!vm->m_area.contains(i2) ||
871                                                                 n2->getContent() == CONTENT_IGNORE) {
872                                                         dropped_to_unknown = true;
873                                                         break;
874                                                 }
875                                         } while (!ndef->get(*n2).walkable);
876                                         // Loop one up so that we're in air
877                                         VoxelArea::add_y(em, i2, 1);
878
879                                         // Move mud to new place. Outside mapchunk remove
880                                         // any decorations above removed or placed mud.
881                                         if (!dropped_to_unknown)
882                                                 moveMud(i, i2, i3, p2d, em);
883
884                                         // Done
885                                         break;
886                                 }
887                         }
888                         }
889                 }
890         }
891 }
892
893
894 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
895         u32 above_remove_index, v2s16 pos, v3s16 em)
896 {
897         MapNode n_air(CONTENT_AIR);
898         // Copy mud from old place to new place
899         vm->m_data[place_index] = vm->m_data[remove_index];
900         // Set old place to be air
901         vm->m_data[remove_index] = n_air;
902         // Outside the mapchunk decorations may need to be removed if above removed
903         // mud or if half-buried in placed mud. Placed mud is to the side of pos so
904         // use 'pos.X >= node_max.X' etc.
905         if (pos.X >= node_max.X || pos.X <= node_min.X ||
906                         pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
907                 // 'above remove' node is above removed mud. If it is not air, water or
908                 // 'ignore' it is a decoration that needs removing. Also search upwards
909                 // to remove a possible stacked decoration.
910                 // Check for 'ignore' because stacked decorations can penetrate into
911                 // 'ignore' nodes above the mapchunk.
912                 while (vm->m_area.contains(above_remove_index) &&
913                                 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
914                                 vm->m_data[above_remove_index].getContent() != c_water_source &&
915                                 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
916                         vm->m_data[above_remove_index] = n_air;
917                         VoxelArea::add_y(em, above_remove_index, 1);
918                 }
919                 // Mud placed may have partially-buried a stacked decoration, search
920                 // above and remove.
921                 VoxelArea::add_y(em, place_index, 1);
922                 while (vm->m_area.contains(place_index) &&
923                                 vm->m_data[place_index].getContent() != CONTENT_AIR &&
924                                 vm->m_data[place_index].getContent() != c_water_source &&
925                                 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
926                         vm->m_data[place_index] = n_air;
927                         VoxelArea::add_y(em, place_index, 1);
928                 }
929         }
930 }
931
932
933 void MapgenV6::placeTreesAndJungleGrass()
934 {
935         //TimeTaker t("placeTrees");
936         if (node_max.Y < water_level)
937                 return;
938
939         PseudoRandom grassrandom(blockseed + 53);
940         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
941         // if we don't have junglegrass, don't place cignore... that's bad
942         if (c_junglegrass == CONTENT_IGNORE)
943                 c_junglegrass = CONTENT_AIR;
944         MapNode n_junglegrass(c_junglegrass);
945         const v3s16 &em = vm->m_area.getExtent();
946
947         // Divide area into parts
948         s16 div = 8;
949         s16 sidelen = central_area_size.X / div;
950         double area = sidelen * sidelen;
951
952         // N.B.  We must add jungle grass first, since tree leaves will
953         // obstruct the ground, giving us a false ground level
954         for (s16 z0 = 0; z0 < div; z0++)
955         for (s16 x0 = 0; x0 < div; x0++) {
956                 // Center position of part of division
957                 v2s16 p2d_center(
958                         node_min.X + sidelen / 2 + sidelen * x0,
959                         node_min.Z + sidelen / 2 + sidelen * z0
960                 );
961                 // Minimum edge of part of division
962                 v2s16 p2d_min(
963                         node_min.X + sidelen * x0,
964                         node_min.Z + sidelen * z0
965                 );
966                 // Maximum edge of part of division
967                 v2s16 p2d_max(
968                         node_min.X + sidelen + sidelen * x0 - 1,
969                         node_min.Z + sidelen + sidelen * z0 - 1
970                 );
971
972                 // Get biome at center position of part of division
973                 BiomeV6Type bt = getBiome(p2d_center);
974
975                 // Amount of trees
976                 u32 tree_count;
977                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
978                         tree_count = area * getTreeAmount(p2d_center);
979                         if (bt == BT_JUNGLE)
980                                 tree_count *= 4;
981                 } else {
982                         tree_count = 0;
983                 }
984
985                 // Add jungle grass
986                 if (bt == BT_JUNGLE) {
987                         float humidity = getHumidity(p2d_center);
988                         u32 grass_count = 5 * humidity * tree_count;
989                         for (u32 i = 0; i < grass_count; i++) {
990                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
991                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
992                                 int mapindex = central_area_size.X * (z - node_min.Z)
993                                                                 + (x - node_min.X);
994                                 s16 y = heightmap[mapindex];
995                                 if (y < water_level)
996                                         continue;
997
998                                 u32 vi = vm->m_area.index(x, y, z);
999                                 // place on dirt_with_grass, since we know it is exposed to sunlight
1000                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1001                                         VoxelArea::add_y(em, vi, 1);
1002                                         vm->m_data[vi] = n_junglegrass;
1003                                 }
1004                         }
1005                 }
1006
1007                 // Put trees in random places on part of division
1008                 for (u32 i = 0; i < tree_count; i++) {
1009                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
1010                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1011                         int mapindex = central_area_size.X * (z - node_min.Z)
1012                                                         + (x - node_min.X);
1013                         s16 y = heightmap[mapindex];
1014                         // Don't make a tree under water level
1015                         // Don't make a tree so high that it doesn't fit
1016                         if (y < water_level || y > node_max.Y - 6)
1017                                 continue;
1018
1019                         v3s16 p(x, y, z);
1020                         // Trees grow only on mud and grass
1021                         {
1022                                 u32 i = vm->m_area.index(p);
1023                                 content_t c = vm->m_data[i].getContent();
1024                                 if (c != c_dirt &&
1025                                                 c != c_dirt_with_grass &&
1026                                                 c != c_dirt_with_snow)
1027                                         continue;
1028                         }
1029                         p.Y++;
1030
1031                         // Make a tree
1032                         if (bt == BT_JUNGLE) {
1033                                 treegen::make_jungletree(*vm, p, ndef, myrand());
1034                         } else if (bt == BT_TAIGA) {
1035                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1036                         } else if (bt == BT_NORMAL) {
1037                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1038                                                         getHaveAppleTree(v2s16(x, z));
1039                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1040                         }
1041                 }
1042         }
1043         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1044 }
1045
1046
1047 void MapgenV6::growGrass() // Add surface nodes
1048 {
1049         MapNode n_dirt_with_grass(c_dirt_with_grass);
1050         MapNode n_dirt_with_snow(c_dirt_with_snow);
1051         MapNode n_snowblock(c_snowblock);
1052         MapNode n_snow(c_snow);
1053         const v3s16 &em = vm->m_area.getExtent();
1054
1055         u32 index = 0;
1056         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1057         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1058                 // Find the lowest surface to which enough light ends up to make
1059                 // grass grow.  Basically just wait until not air and not leaves.
1060                 s16 surface_y = 0;
1061                 {
1062                         u32 i = vm->m_area.index(x, node_max.Y, z);
1063                         s16 y;
1064                         // Go to ground level
1065                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1066                                 MapNode &n = vm->m_data[i];
1067                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1068                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1069                                                 n.getContent() == c_ice)
1070                                         break;
1071                                 VoxelArea::add_y(em, i, -1);
1072                         }
1073                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1074                 }
1075
1076                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1077                 u32 i = vm->m_area.index(x, surface_y, z);
1078                 content_t c = vm->m_data[i].getContent();
1079                 if (surface_y >= water_level - 20) {
1080                         if (bt == BT_TAIGA && c == c_dirt) {
1081                                 vm->m_data[i] = n_dirt_with_snow;
1082                         } else if (bt == BT_TUNDRA) {
1083                                 if (c == c_dirt) {
1084                                         vm->m_data[i] = n_snowblock;
1085                                         VoxelArea::add_y(em, i, -1);
1086                                         vm->m_data[i] = n_dirt_with_snow;
1087                                 } else if (c == c_stone && surface_y < node_max.Y) {
1088                                         VoxelArea::add_y(em, i, 1);
1089                                         vm->m_data[i] = n_snowblock;
1090                                 }
1091                         } else if (c == c_dirt) {
1092                                 vm->m_data[i] = n_dirt_with_grass;
1093                         }
1094                 }
1095         }
1096 }
1097
1098
1099 void MapgenV6::generateCaves(int max_stone_y)
1100 {
1101         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1102         int volume_nodes = (node_max.X - node_min.X + 1) *
1103                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1104         cave_amount = MYMAX(0.0, cave_amount);
1105         u32 caves_count = cave_amount * volume_nodes / 50000;
1106         u32 bruises_count = 1;
1107         PseudoRandom ps(blockseed + 21343);
1108         PseudoRandom ps2(blockseed + 1032);
1109
1110         if (ps.range(1, 6) == 1)
1111                 bruises_count = ps.range(0, ps.range(0, 2));
1112
1113         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1114                 caves_count   /= 3;
1115                 bruises_count /= 3;
1116         }
1117
1118         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1119                 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1120
1121                 bool large_cave = (i >= caves_count);
1122                 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1123                         large_cave, max_stone_y, heightmap);
1124         }
1125 }