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1 /*
2 Minetest
3 Copyright (C) 2014-2020 paramat
4 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include <cmath>
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains",   MGV7_MOUNTAINS},
44         {"ridges",      MGV7_RIDGES},
45         {"floatlands",  MGV7_FLOATLANDS},
46         {"caverns",     MGV7_CAVERNS},
47         {NULL,          0}
48 };
49
50
51 ////////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeParams *emerge)
55         : MapgenBasic(MAPGEN_V7, params, emerge)
56 {
57         spflags            = params->spflags;
58         mount_zero_level   = params->mount_zero_level;
59         floatland_ymin     = params->floatland_ymin;
60         floatland_ymax     = params->floatland_ymax;
61         floatland_taper    = params->floatland_taper;
62         float_taper_exp    = params->float_taper_exp;
63         floatland_density  = params->floatland_density;
64         floatland_ywater   = params->floatland_ywater;
65
66         cave_width         = params->cave_width;
67         large_cave_depth   = params->large_cave_depth;
68         small_cave_num_min = params->small_cave_num_min;
69         small_cave_num_max = params->small_cave_num_max;
70         large_cave_num_min = params->large_cave_num_min;
71         large_cave_num_max = params->large_cave_num_max;
72         large_cave_flooded = params->large_cave_flooded;
73         cavern_limit       = params->cavern_limit;
74         cavern_taper       = params->cavern_taper;
75         cavern_threshold   = params->cavern_threshold;
76         dungeon_ymin       = params->dungeon_ymin;
77         dungeon_ymax       = params->dungeon_ymax;
78
79         // Allocate floatland noise offset cache
80         this->float_offset_cache = new float[csize.Y + 2];
81
82         // 2D noise
83         noise_terrain_base =
84                 new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
85         noise_terrain_alt =
86                 new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
87         noise_terrain_persist =
88                 new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
89         noise_height_select =
90                 new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
91         noise_filler_depth =
92                 new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
93
94         if (spflags & MGV7_MOUNTAINS) {
95                 // 2D noise
96                 noise_mount_height =
97                         new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
98                 // 3D noise, 1 up, 1 down overgeneration
99                 noise_mountain =
100                         new Noise(&params->np_mountain,     seed, csize.X, csize.Y + 2, csize.Z);
101         }
102
103         if (spflags & MGV7_RIDGES) {
104                 // 2D noise
105                 noise_ridge_uwater =
106                         new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
107                 // 3D noise, 1 up, 1 down overgeneration
108                 noise_ridge =
109                         new Noise(&params->np_ridge,        seed, csize.X, csize.Y + 2, csize.Z);
110         }
111
112         if (spflags & MGV7_FLOATLANDS) {
113                 // 3D noise, 1 up, 1 down overgeneration
114                 noise_floatland =
115                         new Noise(&params->np_floatland,    seed, csize.X, csize.Y + 2, csize.Z);
116         }
117
118         // 3D noise, 1 down overgeneration
119         MapgenBasic::np_cave1    = params->np_cave1;
120         MapgenBasic::np_cave2    = params->np_cave2;
121         MapgenBasic::np_cavern   = params->np_cavern;
122         // 3D noise
123         MapgenBasic::np_dungeons = params->np_dungeons;
124 }
125
126
127 MapgenV7::~MapgenV7()
128 {
129         delete noise_terrain_base;
130         delete noise_terrain_alt;
131         delete noise_terrain_persist;
132         delete noise_height_select;
133         delete noise_filler_depth;
134
135         if (spflags & MGV7_MOUNTAINS) {
136                 delete noise_mount_height;
137                 delete noise_mountain;
138         }
139
140         if (spflags & MGV7_RIDGES) {
141                 delete noise_ridge_uwater;
142                 delete noise_ridge;
143         }
144
145         if (spflags & MGV7_FLOATLANDS) {
146                 delete noise_floatland;
147         }
148
149         delete []float_offset_cache;
150 }
151
152
153 MapgenV7Params::MapgenV7Params():
154         np_terrain_base      (4.0,   70.0,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0),
155         np_terrain_alt       (4.0,   25.0,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0),
156         np_terrain_persist   (0.6,   0.1,   v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0),
157         np_height_select     (-8.0,  16.0,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0),
158         np_filler_depth      (0.0,   1.2,   v3f(150,  150,  150),  261,   3, 0.7,  2.0),
159         np_mount_height      (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
160         np_ridge_uwater      (0.0,   1.0,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
161         np_mountain          (-0.6,  1.0,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
162         np_ridge             (0.0,   1.0,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
163         np_floatland         (0.0,   0.7,   v3f(384,  96,   384),  1009,  4, 0.75, 1.618),
164         np_cavern            (0.0,   1.0,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
165         np_cave1             (0.0,   12.0,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
166         np_cave2             (0.0,   12.0,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
167         np_dungeons          (0.9,   0.5,   v3f(500,  500,  500),  0,     2, 0.8,  2.0)
168 {
169 }
170
171
172 void MapgenV7Params::readParams(const Settings *settings)
173 {
174         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
175         settings->getS16NoEx("mgv7_mount_zero_level",       mount_zero_level);
176         settings->getS16NoEx("mgv7_floatland_ymin",         floatland_ymin);
177         settings->getS16NoEx("mgv7_floatland_ymax",         floatland_ymax);
178         settings->getS16NoEx("mgv7_floatland_taper",        floatland_taper);
179         settings->getFloatNoEx("mgv7_float_taper_exp",      float_taper_exp);
180         settings->getFloatNoEx("mgv7_floatland_density",    floatland_density);
181         settings->getS16NoEx("mgv7_floatland_ywater",       floatland_ywater);
182
183         settings->getFloatNoEx("mgv7_cave_width",           cave_width);
184         settings->getS16NoEx("mgv7_large_cave_depth",       large_cave_depth);
185         settings->getU16NoEx("mgv7_small_cave_num_min",     small_cave_num_min);
186         settings->getU16NoEx("mgv7_small_cave_num_max",     small_cave_num_max);
187         settings->getU16NoEx("mgv7_large_cave_num_min",     large_cave_num_min);
188         settings->getU16NoEx("mgv7_large_cave_num_max",     large_cave_num_max);
189         settings->getFloatNoEx("mgv7_large_cave_flooded",   large_cave_flooded);
190         settings->getS16NoEx("mgv7_cavern_limit",           cavern_limit);
191         settings->getS16NoEx("mgv7_cavern_taper",           cavern_taper);
192         settings->getFloatNoEx("mgv7_cavern_threshold",     cavern_threshold);
193         settings->getS16NoEx("mgv7_dungeon_ymin",           dungeon_ymin);
194         settings->getS16NoEx("mgv7_dungeon_ymax",           dungeon_ymax);
195
196         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
197         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
198         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
199         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
200         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
201         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
202         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
203         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
204         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
205         settings->getNoiseParams("mgv7_np_floatland",       np_floatland);
206         settings->getNoiseParams("mgv7_np_cavern",          np_cavern);
207         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
208         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
209         settings->getNoiseParams("mgv7_np_dungeons",        np_dungeons);
210 }
211
212
213 void MapgenV7Params::writeParams(Settings *settings) const
214 {
215         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
216         settings->setS16("mgv7_mount_zero_level",           mount_zero_level);
217         settings->setS16("mgv7_floatland_ymin",             floatland_ymin);
218         settings->setS16("mgv7_floatland_ymax",             floatland_ymax);
219         settings->setS16("mgv7_floatland_taper",            floatland_taper);
220         settings->setFloat("mgv7_float_taper_exp",          float_taper_exp);
221         settings->setFloat("mgv7_floatland_density",        floatland_density);
222         settings->setS16("mgv7_floatland_ywater",           floatland_ywater);
223
224         settings->setFloat("mgv7_cave_width",               cave_width);
225         settings->setS16("mgv7_large_cave_depth",           large_cave_depth);
226         settings->setU16("mgv7_small_cave_num_min",         small_cave_num_min);
227         settings->setU16("mgv7_small_cave_num_max",         small_cave_num_max);
228         settings->setU16("mgv7_large_cave_num_min",         large_cave_num_min);
229         settings->setU16("mgv7_large_cave_num_max",         large_cave_num_max);
230         settings->setFloat("mgv7_large_cave_flooded",       large_cave_flooded);
231         settings->setS16("mgv7_cavern_limit",               cavern_limit);
232         settings->setS16("mgv7_cavern_taper",               cavern_taper);
233         settings->setFloat("mgv7_cavern_threshold",         cavern_threshold);
234         settings->setS16("mgv7_dungeon_ymin",               dungeon_ymin);
235         settings->setS16("mgv7_dungeon_ymax",               dungeon_ymax);
236
237         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
238         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
239         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
240         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
241         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
242         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
243         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
244         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
245         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
246         settings->setNoiseParams("mgv7_np_floatland",       np_floatland);
247         settings->setNoiseParams("mgv7_np_cavern",          np_cavern);
248         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
249         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
250         settings->setNoiseParams("mgv7_np_dungeons",        np_dungeons);
251 }
252
253
254 void MapgenV7Params::setDefaultSettings(Settings *settings)
255 {
256         settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
257                 MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
258 }
259
260
261 ////////////////////////////////////////////////////////////////////////////////
262
263
264 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
265 {
266         // If rivers are enabled, first check if in a river
267         if (spflags & MGV7_RIDGES) {
268                 float width = 0.2f;
269                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
270                         2.0f;
271                 if (std::fabs(uwatern) <= width)
272                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
273         }
274
275         // Terrain noise 'offset' is the average level of that terrain.
276         // At least 50% of terrain will be below the higher of base and alt terrain
277         // 'offset's.
278         // Raising the maximum spawn level above 'water_level + 16' is necessary
279         // for when terrain 'offset's are set much higher than water_level.
280         s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
281                         noise_terrain_base->np.offset),
282                         water_level + 16);
283         // Base terrain calculation
284         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
285
286         // If mountains are disabled, terrain level is base terrain level.
287         // Avoids mid-air spawn where mountain terrain would have been.
288         if (!(spflags & MGV7_MOUNTAINS)) {
289                 if (y < water_level || y > max_spawn_y)
290                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
291
292                 // y + 2 because y is surface level and due to biome 'dust'
293                 return y + 2;
294         }
295
296         // Search upwards for first node without mountain terrain
297         int iters = 256;
298         while (iters > 0 && y <= max_spawn_y) {
299                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
300                         if (y <= water_level)
301                                 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
302
303                         // y + 1 due to biome 'dust'
304                         return y + 1;
305                 }
306                 y++;
307                 iters--;
308         }
309
310         // Unsuitable spawn point
311         return MAX_MAP_GENERATION_LIMIT;
312 }
313
314
315 void MapgenV7::makeChunk(BlockMakeData *data)
316 {
317         // Pre-conditions
318         assert(data->vmanip);
319         assert(data->nodedef);
320
321         //TimeTaker t("makeChunk");
322
323         this->generating = true;
324         this->vm = data->vmanip;
325         this->ndef = data->nodedef;
326
327         v3s16 blockpos_min = data->blockpos_min;
328         v3s16 blockpos_max = data->blockpos_max;
329         node_min = blockpos_min * MAP_BLOCKSIZE;
330         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
331         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
332         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
333
334         blockseed = getBlockSeed2(full_node_min, seed);
335
336         // Generate base and mountain terrain
337         s16 stone_surface_max_y = generateTerrain();
338
339         // Create heightmap
340         updateHeightmap(node_min, node_max);
341
342         // Init biome generator, place biome-specific nodes, and build biomemap
343         if (flags & MG_BIOMES) {
344                 biomegen->calcBiomeNoise(node_min);
345                 generateBiomes();
346         }
347
348         // Generate tunnels, caverns and large randomwalk caves
349         if (flags & MG_CAVES) {
350                 // Generate tunnels first as caverns confuse them
351                 generateCavesNoiseIntersection(stone_surface_max_y);
352
353                 // Generate caverns
354                 bool near_cavern = false;
355                 if (spflags & MGV7_CAVERNS)
356                         near_cavern = generateCavernsNoise(stone_surface_max_y);
357
358                 // Generate large randomwalk caves
359                 if (near_cavern)
360                         // Disable large randomwalk caves in this mapchunk by setting
361                         // 'large cave depth' to world base. Avoids excessive liquid in
362                         // large caverns and floating blobs of overgenerated liquid.
363                         generateCavesRandomWalk(stone_surface_max_y,
364                                 -MAX_MAP_GENERATION_LIMIT);
365                 else
366                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
367         }
368
369         // Generate the registered ores
370         if (flags & MG_ORES)
371                 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
372
373         // Generate dungeons
374         if (flags & MG_DUNGEONS)
375                 generateDungeons(stone_surface_max_y);
376
377         // Generate the registered decorations
378         if (flags & MG_DECORATIONS)
379                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
380
381         // Sprinkle some dust on top after everything else was generated
382         if (flags & MG_BIOMES)
383                 dustTopNodes();
384
385         // Update liquids
386         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
387
388         // Calculate lighting
389         // Limit floatland shadows
390         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
391                 node_max.Y >= floatland_ymin - csize.Y * 2 && node_min.Y <= floatland_ymax);
392
393         if (flags & MG_LIGHT)
394                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
395                         full_node_min, full_node_max, propagate_shadow);
396
397         this->generating = false;
398
399         //printf("makeChunk: %lums\n", t.stop());
400 }
401
402
403 ////////////////////////////////////////////////////////////////////////////////
404
405
406 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
407 {
408         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
409         hselect = rangelim(hselect, 0.0f, 1.0f);
410
411         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
412
413         noise_terrain_base->np.persist = persist;
414         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
415
416         noise_terrain_alt->np.persist = persist;
417         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
418
419         if (height_alt > height_base)
420                 return height_alt;
421
422         return (height_base * hselect) + (height_alt * (1.0f - hselect));
423 }
424
425
426 float MapgenV7::baseTerrainLevelFromMap(int index)
427 {
428         float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
429         float height_base = noise_terrain_base->result[index];
430         float height_alt = noise_terrain_alt->result[index];
431
432         if (height_alt > height_base)
433                 return height_alt;
434
435         return (height_base * hselect) + (height_alt * (1.0f - hselect));
436 }
437
438
439 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
440 {
441         float mnt_h_n =
442                 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
443         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
444         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
445
446         return mnt_n + density_gradient >= 0.0f;
447 }
448
449
450 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
451 {
452         float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
453         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
454         float mountn = noise_mountain->result[idx_xyz];
455
456         return mountn + density_gradient >= 0.0f;
457 }
458
459
460 bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y)
461 {
462         // Maximum width of river channel. Creates the vertical canyon walls
463         float width = 0.2f;
464         float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f;
465         if (absuwatern > width)
466                 return false;
467
468         float altitude = y - water_level;
469         float height_mod = (altitude + 17.0f) / 2.5f;
470         float width_mod = width - absuwatern;
471         float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f;
472
473         return nridge + width_mod * height_mod >= 0.6f;
474 }
475
476
477 bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset)
478 {
479         return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f;
480 }
481
482
483 int MapgenV7::generateTerrain()
484 {
485         MapNode n_air(CONTENT_AIR);
486         MapNode n_stone(c_stone);
487         MapNode n_water(c_water_source);
488
489         //// Calculate noise for terrain generation
490         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
491         float *persistmap = noise_terrain_persist->result;
492
493         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
494         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
495         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
496
497         if (spflags & MGV7_MOUNTAINS) {
498                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
499                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
500         }
501
502         //// Floatlands
503         // 'Generate floatlands in this mapchunk' bool for
504         // simplification of condition checks in y-loop.
505         bool gen_floatlands = false;
506         u8 cache_index = 0;
507         // Y values where floatland tapering starts
508         s16 float_taper_ymax = floatland_ymax - floatland_taper;
509         s16 float_taper_ymin = floatland_ymin + floatland_taper;
510
511         if ((spflags & MGV7_FLOATLANDS) &&
512                         node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax) {
513                 gen_floatlands = true;
514                 // Calculate noise for floatland generation
515                 noise_floatland->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
516
517                 // Cache floatland noise offset values, for floatland tapering
518                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, cache_index++) {
519                         float float_offset = 0.0f;
520                         if (y > float_taper_ymax) {
521                                 float_offset = std::pow((y - float_taper_ymax) / (float)floatland_taper,
522                                         float_taper_exp) * 4.0f;
523                         } else if (y < float_taper_ymin) {
524                                 float_offset = std::pow((float_taper_ymin - y) / (float)floatland_taper,
525                                         float_taper_exp) * 4.0f;
526                         }
527                         float_offset_cache[cache_index] = float_offset;
528                 }
529         }
530
531         // 'Generate rivers in this mapchunk' bool for
532         // simplification of condition checks in y-loop.
533         bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 &&
534                 !gen_floatlands;
535         if (gen_rivers) {
536                 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
537                 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
538         }
539
540         //// Place nodes
541         const v3s16 &em = vm->m_area.getExtent();
542         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
543         u32 index2d = 0;
544
545         for (s16 z = node_min.Z; z <= node_max.Z; z++)
546         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
547                 s16 surface_y = baseTerrainLevelFromMap(index2d);
548                 if (surface_y > stone_surface_max_y)
549                         stone_surface_max_y = surface_y;
550
551                 cache_index = 0;
552                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
553                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
554
555                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
556                                 y++,
557                                 index3d += ystride,
558                                 VoxelArea::add_y(em, vi, 1),
559                                 cache_index++) {
560                         if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
561                                 continue;
562
563                         bool is_river_channel = gen_rivers &&
564                                 getRiverChannelFromMap(index3d, index2d, y);
565                         if (y <= surface_y && !is_river_channel) {
566                                 vm->m_data[vi] = n_stone; // Base terrain
567                         } else if ((spflags & MGV7_MOUNTAINS) &&
568                                         getMountainTerrainFromMap(index3d, index2d, y) &&
569                                         !is_river_channel) {
570                                 vm->m_data[vi] = n_stone; // Mountain terrain
571                                 if (y > stone_surface_max_y)
572                                         stone_surface_max_y = y;
573                         } else if (gen_floatlands &&
574                                         getFloatlandTerrainFromMap(index3d,
575                                         float_offset_cache[cache_index])) {
576                                 vm->m_data[vi] = n_stone; // Floatland terrain
577                                 if (y > stone_surface_max_y)
578                                         stone_surface_max_y = y;
579                         } else if (y <= water_level) { // Surface water
580                                 vm->m_data[vi] = n_water;
581                         } else if (gen_floatlands && y >= float_taper_ymax && y <= floatland_ywater) {
582                                 vm->m_data[vi] = n_water; // Water for solid floatland layer only
583                         } else {
584                                 vm->m_data[vi] = n_air; // Air
585                         }
586                 }
587         }
588
589         return stone_surface_max_y;
590 }