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.
29 //#include "serverobject.h"
30 #include "content_sao.h"
32 #include "voxelalgorithms.h"
33 //#include "profiler.h" // For TimeTaker
34 #include "settings.h" // For g_settings
36 #include "dungeongen.h"
40 #include "mg_decoration.h"
41 #include "mapgen_v6.h"
44 FlagDesc flagdesc_mapgen_v6[] = {
45 {"jungles", MGV6_JUNGLES},
46 {"biomeblend", MGV6_BIOMEBLEND},
47 {"mudflow", MGV6_MUDFLOW},
48 {"snowbiomes", MGV6_SNOWBIOMES},
50 {"trees", MGV6_TREES},
55 /////////////////////////////////////////////////////////////////////////////
58 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
59 : Mapgen(mapgenid, params, emerge)
62 ystride = csize.X; //////fix this
64 heightmap = new s16[csize.X * csize.Z];
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;
72 np_cave = ¶ms->np_cave;
73 np_humidity = ¶ms->np_humidity;
74 np_trees = ¶ms->np_trees;
75 np_apple_trees = ¶ms->np_apple_trees;
77 //// Create noise objects
78 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
79 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
80 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
81 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
82 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
83 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
84 noise_biome = new Noise(¶ms->np_biome, seed,
85 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
86 noise_humidity = new Noise(¶ms->np_humidity, seed,
87 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
89 //// Resolve nodes to be used
90 const NodeDefManager *ndef = emerge->ndef;
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");
106 if (c_gravel == CONTENT_IGNORE)
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;
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");
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;
135 MapgenV6::~MapgenV6()
137 delete noise_terrain_base;
138 delete noise_terrain_higher;
139 delete noise_steepness;
140 delete noise_height_select;
144 delete noise_humidity;
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)
166 void MapgenV6Params::readParams(const Settings *settings)
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);
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);
188 void MapgenV6Params::writeParams(Settings *settings) const
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);
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);
210 //////////////////////// Some helper functions for the map generator
212 // Returns Y one under area minimum if not found
213 s16 MapgenV6::find_stone_level(v2s16 p2d)
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);
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))
226 VoxelArea::add_y(em, i, -1);
228 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
232 // Required by mapgen.h
233 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
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;
240 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
247 //////////////////////// Base terrain height functions
249 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
250 float steepness, float height_select)
252 float base = 1 + terrain_base;
253 float higher = 1 + terrain_higher;
255 // Limit higher ground level to at least base
259 // Steepness factor of cliffs
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);
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;
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
273 return base * (1.0 - a) + higher * a;
277 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
279 if (spflags & MGV6_FLAT)
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);
291 return baseTerrainLevel(terrain_base, terrain_higher,
292 steepness, height_select);
296 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
298 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
299 return baseTerrainLevelFromMap(index);
303 float MapgenV6::baseTerrainLevelFromMap(int index)
305 if (spflags & MGV6_FLAT)
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];
313 return baseTerrainLevel(terrain_base, terrain_higher,
314 steepness, height_select);
318 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
320 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
324 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
326 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
330 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
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
337 return level_at_point;
341 //////////////////////// Noise functions
343 float MapgenV6::getMudAmount(v2s16 p)
345 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
346 return getMudAmount(index);
350 bool MapgenV6::getHaveBeach(v2s16 p)
352 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
353 return getHaveBeach(index);
357 BiomeV6Type MapgenV6::getBiome(v2s16 p)
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);
365 float MapgenV6::getHumidity(v2s16 p)
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;*/
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];
384 float MapgenV6::getTreeAmount(v2s16 p)
386 /*double noise = noise2d_perlin(
387 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
390 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
391 float zeroval = -0.39;
395 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
399 bool MapgenV6::getHaveAppleTree(v2s16 p)
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;*/
405 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
411 float MapgenV6::getMudAmount(int index)
413 if (spflags & MGV6_FLAT)
414 return MGV6_AVERAGE_MUD_AMOUNT;
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));*/
420 return noise_mud->result[index];
424 bool MapgenV6::getHaveBeach(int index)
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);*/
431 float sandnoise = noise_beach->result[index];
432 return (sandnoise > freq_beach);
436 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
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);*/
443 float d = noise_biome->result[index];
444 float h = noise_humidity->result[index];
446 if (spflags & MGV6_SNOWBIOMES) {
447 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
449 if (d > MGV6_FREQ_HOT + blend) {
450 if (h > MGV6_FREQ_JUNGLE + blend)
456 if (d < MGV6_FREQ_SNOW + blend) {
457 if (h > MGV6_FREQ_TAIGA + blend)
469 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
470 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
473 if ((spflags & MGV6_JUNGLES) && h > 0.75)
481 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
483 s32 x = p.X, y = p.Y, z = p.Z;
484 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
488 //////////////////////// Map generator
490 void MapgenV6::makeChunk(BlockMakeData *data)
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);
502 this->generating = true;
503 this->vm = data->vmanip;
504 this->ndef = data->nodedef;
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;
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);
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);
518 central_area_size = node_max - node_min + v3s16(1, 1, 1);
519 assert(central_area_size.X == central_area_size.Z);
521 // Create a block-specific seed
522 blockseed = get_blockseed(data->seed, full_node_min);
527 // Maximum height of the stone surface and obstacles.
528 // This is used to guide the cave generation
529 s16 stone_surface_max_y;
531 // Generate general ground level to full area
532 stone_surface_max_y = generateGround();
534 // Create initial heightmap to limit caves
535 updateHeightmap(node_min, node_max);
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;
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);
549 // Add mud to the central chunk
552 // Flow mud away from steep edges
553 if (spflags & MGV6_MUDFLOW)
554 flowMud(mudflow_minpos, mudflow_maxpos);
558 // Update heightmap after mudflow
559 updateHeightmap(node_min, node_max);
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) {
567 dp.only_in_ground = true;
568 dp.corridor_len_min = 1;
569 dp.corridor_len_max = 13;
574 = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
576 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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;
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;
591 dp.c_wall = c_cobble;
592 dp.c_alt_wall = c_mossycobble;
593 dp.c_stair = c_stair_cobble;
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;
604 DungeonGen dgen(ndef, &gennotify, &dp);
605 dgen.generate(vm, blockseed, full_node_min, full_node_max);
608 // Add top and bottom side of water to transforming_liquid queue
609 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
614 // Generate some trees, and add grass, if a jungle
615 if (spflags & MGV6_TREES)
616 placeTreesAndJungleGrass();
618 // Generate the registered decorations
619 if (flags & MG_DECORATIONS)
620 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
622 // Generate the registered ores
623 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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);
631 this->generating = false;
635 void MapgenV6::calculateNoise()
639 int fx = full_node_min.X;
640 int fz = full_node_min.Z;
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);
650 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
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
659 int MapgenV6::generateGround()
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;
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++) {
671 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
674 if (surface_y > stone_surface_max_y)
675 stone_surface_max_y = surface_y;
677 BiomeV6Type bt = getBiome(v2s16(x, z));
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;
693 vm->m_data[i] = n_air;
696 VoxelArea::add_y(em, i, 1);
700 return stone_surface_max_y;
704 void MapgenV6::addMud()
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);
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;
719 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
721 // Handle area not found
722 if (surface_y == vm->m_area.MinEdge.Y - 1)
725 BiomeV6Type bt = getBiome(v2s16(x, z));
726 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
728 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
730 } else if (mud_add_amount <= 0) {
731 mud_add_amount = 1 - mud_add_amount;
733 } else if (bt != BT_DESERT && getHaveBeach(index) &&
734 surface_y + mud_add_amount <= water_level + 2) {
738 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
739 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
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;*/
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)
756 vm->m_data[i] = addnode;
759 VoxelArea::add_y(em, i, 1);
765 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
768 //TimeTaker timer1("flow mud");
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
776 x = mudflow_maxpos - (x - mudflow_minpos);
777 z = mudflow_maxpos - (z - mudflow_minpos);
780 // Node position in 2d
781 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
783 const v3s16 &em = vm->m_area.getExtent();
784 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
787 while (y >= node_min.Y) {
792 for (; y >= node_min.Y; y--) {
794 if (n->getContent() == c_dirt ||
795 n->getContent() == c_dirt_with_grass ||
796 n->getContent() == c_gravel)
799 VoxelArea::add_y(em, i, -1);
802 // Stop if out of area
803 //if(vmanip.m_area.contains(i) == false)
807 if (n->getContent() == c_dirt ||
808 n->getContent() == c_dirt_with_grass) {
809 // Make it exactly mud
810 n->setContent(c_dirt);
812 // Don't flow it if the stuff under it is not mud
815 VoxelArea::add_y(em, i2, -1);
816 // Cancel if out of area
817 if (!vm->m_area.contains(i2))
819 MapNode *n2 = &vm->m_data[i2];
820 if (n2->getContent() != c_dirt &&
821 n2->getContent() != c_dirt_with_grass)
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
833 // Check that upper is walkable. Cancel
834 // dropping if upper keeps it in place.
836 VoxelArea::add_y(em, i3, 1);
839 if (vm->m_area.contains(i3)) {
840 n3 = &vm->m_data[i3];
841 if (ndef->get(*n3).walkable)
846 for (const v3s16 &dirp : dirs4) {
849 VoxelArea::add_p(em, i2, dirp);
850 // Fail if out of area
851 if (!vm->m_area.contains(i2))
853 // Check that side is air
854 MapNode *n2 = &vm->m_data[i2];
855 if (ndef->get(*n2).walkable)
857 // Check that under side is air
858 VoxelArea::add_y(em, i2, -1);
859 if (!vm->m_area.contains(i2))
861 n2 = &vm->m_data[i2];
862 if (ndef->get(*n2).walkable)
864 // Loop further down until not air
865 bool dropped_to_unknown = false;
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;
875 } while (!ndef->get(*n2).walkable);
876 // Loop one up so that we're in air
877 VoxelArea::add_y(em, i2, 1);
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);
894 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
895 u32 above_remove_index, v2s16 pos, v3s16 em)
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);
919 // Mud placed may have partially-buried a stacked decoration, search
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);
933 void MapgenV6::placeTreesAndJungleGrass()
935 //TimeTaker t("placeTrees");
936 if (node_max.Y < water_level)
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();
947 // Divide area into parts
949 s16 sidelen = central_area_size.X / div;
950 double area = sidelen * sidelen;
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
958 node_min.X + sidelen / 2 + sidelen * x0,
959 node_min.Z + sidelen / 2 + sidelen * z0
961 // Minimum edge of part of division
963 node_min.X + sidelen * x0,
964 node_min.Z + sidelen * z0
966 // Maximum edge of part of division
968 node_min.X + sidelen + sidelen * x0 - 1,
969 node_min.Z + sidelen + sidelen * z0 - 1
972 // Get biome at center position of part of division
973 BiomeV6Type bt = getBiome(p2d_center);
977 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
978 tree_count = area * getTreeAmount(p2d_center);
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)
994 s16 y = heightmap[mapindex];
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;
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)
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)
1020 // Trees grow only on mud and grass
1022 u32 i = vm->m_area.index(p);
1023 content_t c = vm->m_data[i].getContent();
1025 c != c_dirt_with_grass &&
1026 c != c_dirt_with_snow)
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());
1043 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1047 void MapgenV6::growGrass() // Add surface nodes
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();
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.
1062 u32 i = vm->m_area.index(x, node_max.Y, z);
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)
1071 VoxelArea::add_y(em, i, -1);
1073 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
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) {
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;
1091 } else if (c == c_dirt) {
1092 vm->m_data[i] = n_dirt_with_grass;
1099 void MapgenV6::generateCaves(int max_stone_y)
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);
1110 if (ps.range(1, 6) == 1)
1111 bruises_count = ps.range(0, ps.range(0, 2));
1113 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1118 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1119 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1121 bool large_cave = (i >= caves_count);
1122 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1123 large_cave, max_stone_y, heightmap);