3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
26 //#include "serverobject.h"
27 #include "content_sao.h"
29 #include "content_mapnode.h" // For content_mapnode_get_new_name
30 #include "voxelalgorithms.h"
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
41 FlagDesc flagdesc_mapgen_v6[] = {
42 {"jungles", MGV6_JUNGLES},
43 {"biomeblend", MGV6_BIOMEBLEND},
44 {"mudflow", MGV6_MUDFLOW},
48 ///////////////////////////////////////////////////////////////////////////////
51 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52 : Mapgen(mapgenid, params, emerge)
54 this->m_emerge = emerge;
55 this->ystride = csize.X; //////fix this
57 this->heightmap = new s16[csize.X * csize.Z];
59 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
60 this->spflags = sp->spflags;
61 this->freq_desert = sp->freq_desert;
62 this->freq_beach = sp->freq_beach;
64 np_cave = &sp->np_cave;
65 np_humidity = &sp->np_humidity;
66 np_trees = &sp->np_trees;
67 np_apple_trees = &sp->np_apple_trees;
69 //// Create noise objects
70 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
71 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
72 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
73 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
74 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
75 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
76 noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
78 //// Resolve nodes to be used
79 INodeDefManager *ndef = emerge->ndef;
81 c_stone = ndef->getId("mapgen_stone");
82 c_dirt = ndef->getId("mapgen_dirt");
83 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
84 c_sand = ndef->getId("mapgen_sand");
85 c_water_source = ndef->getId("mapgen_water_source");
86 c_lava_source = ndef->getId("mapgen_lava_source");
87 c_gravel = ndef->getId("mapgen_gravel");
88 c_cobble = ndef->getId("mapgen_cobble");
89 c_desert_sand = ndef->getId("mapgen_desert_sand");
90 c_desert_stone = ndef->getId("mapgen_desert_stone");
91 c_mossycobble = ndef->getId("mapgen_mossycobble");
92 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
93 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
94 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
95 if (c_desert_sand == CONTENT_IGNORE)
96 c_desert_sand = c_sand;
97 if (c_desert_stone == CONTENT_IGNORE)
98 c_desert_stone = c_stone;
99 if (c_mossycobble == CONTENT_IGNORE)
100 c_mossycobble = c_cobble;
101 if (c_sandbrick == CONTENT_IGNORE)
102 c_sandbrick = c_desert_stone;
103 if (c_stair_cobble == CONTENT_IGNORE)
104 c_stair_cobble = c_cobble;
105 if (c_stair_sandstone == CONTENT_IGNORE)
106 c_stair_sandstone = c_sandbrick;
110 MapgenV6::~MapgenV6()
112 delete noise_terrain_base;
113 delete noise_terrain_higher;
114 delete noise_steepness;
115 delete noise_height_select;
124 MapgenV6Params::MapgenV6Params()
126 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
130 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
131 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
132 np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
133 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
134 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
135 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
136 np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
137 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
138 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
139 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
140 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
144 void MapgenV6Params::readParams(const Settings *settings)
146 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
147 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
148 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
150 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
151 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
152 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
153 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
154 settings->getNoiseParams("mgv6_np_mud", np_mud);
155 settings->getNoiseParams("mgv6_np_beach", np_beach);
156 settings->getNoiseParams("mgv6_np_biome", np_biome);
157 settings->getNoiseParams("mgv6_np_cave", np_cave);
158 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
159 settings->getNoiseParams("mgv6_np_trees", np_trees);
160 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
164 void MapgenV6Params::writeParams(Settings *settings) const
166 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
167 settings->setFloat("mgv6_freq_desert", freq_desert);
168 settings->setFloat("mgv6_freq_beach", freq_beach);
170 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
171 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
172 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
173 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
174 settings->setNoiseParams("mgv6_np_mud", np_mud);
175 settings->setNoiseParams("mgv6_np_beach", np_beach);
176 settings->setNoiseParams("mgv6_np_biome", np_biome);
177 settings->setNoiseParams("mgv6_np_cave", np_cave);
178 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
179 settings->setNoiseParams("mgv6_np_trees", np_trees);
180 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
184 //////////////////////// Some helper functions for the map generator
187 // Returns Y one under area minimum if not found
188 s16 MapgenV6::find_stone_level(v2s16 p2d)
190 v3s16 em = vm->m_area.getExtent();
191 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
192 s16 y_nodes_min = vm->m_area.MinEdge.Y;
193 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
196 for (y = y_nodes_max; y >= y_nodes_min; y--) {
197 MapNode &n = vm->m_data[i];
198 content_t c = n.getContent();
199 if (c != CONTENT_IGNORE && (
200 c == c_stone || c == c_desert_stone))
203 vm->m_area.add_y(em, i, -1);
205 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
209 // Required by mapgen.h
210 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
212 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
213 seed, v2s16(blockpos.X, blockpos.Z));*/
214 // Nah, this is just a heuristic, just return something
215 s16 minimum_groundlevel = water_level;
217 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
224 //////////////////////// Base terrain height functions
226 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
227 float steepness, float height_select)
229 float base = 1 + terrain_base;
230 float higher = 1 + terrain_higher;
232 // Limit higher ground level to at least base
236 // Steepness factor of cliffs
238 b = rangelim(b, 0.0, 1000.0);
239 b = 5 * b * b * b * b * b * b * b;
240 b = rangelim(b, 0.5, 1000.0);
242 // Values 1.5...100 give quite horrible looking slopes
243 if (b > 1.5 && b < 100.0)
244 b = (b < 10.0) ? 1.5 : 100.0;
246 float a_off = -0.20; // Offset to more low
247 float a = 0.5 + b * (a_off + height_select);
248 a = rangelim(a, 0.0, 1.0); // Limit
250 return base * (1.0 - a) + higher * a;
254 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
259 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
260 p.X, 0.5, p.Y, 0.5, seed);
261 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
262 p.X, 0.5, p.Y, 0.5, seed);
263 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
264 p.X, 0.5, p.Y, 0.5, seed);
265 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
266 p.X, 0.5, p.Y, 0.5, seed);
268 return baseTerrainLevel(terrain_base, terrain_higher,
269 steepness, height_select);
273 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
275 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
276 return baseTerrainLevelFromMap(index);
280 float MapgenV6::baseTerrainLevelFromMap(int index)
285 float terrain_base = noise_terrain_base->result[index];
286 float terrain_higher = noise_terrain_higher->result[index];
287 float steepness = noise_steepness->result[index];
288 float height_select = noise_height_select->result[index];
290 return baseTerrainLevel(terrain_base, terrain_higher,
291 steepness, height_select);
295 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
297 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
301 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
303 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
307 //////////////////////// Noise functions
309 float MapgenV6::getMudAmount(v2s16 p)
311 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
312 return getMudAmount(index);
316 bool MapgenV6::getHaveBeach(v2s16 p)
318 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
319 return getHaveBeach(index);
323 BiomeV6Type MapgenV6::getBiome(v2s16 p)
325 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
326 return getBiome(index, p);
330 float MapgenV6::getHumidity(v2s16 p)
332 /*double noise = noise2d_perlin(
333 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
334 seed+72384, 4, 0.66);
335 noise = (noise + 1.0)/2.0;*/
337 float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
347 float MapgenV6::getTreeAmount(v2s16 p)
349 /*double noise = noise2d_perlin(
350 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
353 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
354 float zeroval = -0.39;
358 return 0.04 * (noise-zeroval) / (1.0-zeroval);
362 bool MapgenV6::getHaveAppleTree(v2s16 p)
364 /*is_apple_tree = noise2d_perlin(
365 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
366 data->seed+342902, 3, 0.45) > 0.2;*/
368 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
374 float MapgenV6::getMudAmount(int index)
377 return AVERAGE_MUD_AMOUNT;
379 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
380 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
381 seed+91013, 3, 0.55));*/
383 return noise_mud->result[index];
387 bool MapgenV6::getHaveBeach(int index)
389 // Determine whether to have sand here
390 /*double sandnoise = noise2d_perlin(
391 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
392 seed+59420, 3, 0.50);*/
394 float sandnoise = noise_beach->result[index];
395 return (sandnoise > freq_beach);
399 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
401 // Just do something very simple as for now
402 /*double d = noise2d_perlin(
403 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
404 seed+9130, 3, 0.50);*/
406 float d = noise_biome->result[index];
410 if ((spflags & MGV6_BIOMEBLEND) &&
411 (d > freq_desert - 0.10) &&
412 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
419 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
421 s32 x=p.X, y=p.Y, z=p.Z;
422 return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
426 //////////////////////// Map generator
428 void MapgenV6::makeChunk(BlockMakeData *data)
431 assert(data->vmanip);
432 assert(data->nodedef);
433 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
434 data->blockpos_requested.Y >= data->blockpos_min.Y &&
435 data->blockpos_requested.Z >= data->blockpos_min.Z);
436 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
437 data->blockpos_requested.Y <= data->blockpos_max.Y &&
438 data->blockpos_requested.Z <= data->blockpos_max.Z);
440 this->generating = true;
441 this->vm = data->vmanip;
442 this->ndef = data->nodedef;
444 // Hack: use minimum block coords for old code that assumes a single block
445 v3s16 blockpos_min = data->blockpos_min;
446 v3s16 blockpos_max = data->blockpos_max;
448 // Area of central chunk
449 node_min = blockpos_min*MAP_BLOCKSIZE;
450 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
452 // Full allocated area
453 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
454 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
456 central_area_size = node_max - node_min + v3s16(1,1,1);
457 assert(central_area_size.X == central_area_size.Z);
459 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
460 * (blockpos_max.Y - blockpos_min.Y + 1)
461 * (blockpos_max.Z - blockpos_max.Z + 1);
463 volume_nodes = volume_blocks *
464 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
466 // Create a block-specific seed
467 blockseed = get_blockseed(data->seed, full_node_min);
472 // Maximum height of the stone surface and obstacles.
473 // This is used to guide the cave generation
474 s16 stone_surface_max_y;
476 // Generate general ground level to full area
477 stone_surface_max_y = generateGround();
479 // Create initial heightmap to limit caves
480 updateHeightmap(node_min, node_max);
482 const s16 max_spread_amount = MAP_BLOCKSIZE;
483 // Limit dirt flow area by 1 because mud is flown into neighbors.
484 s16 mudflow_minpos = -max_spread_amount + 1;
485 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
487 // Loop this part, it will make stuff look older and newer nicely
488 const u32 age_loops = 2;
489 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
490 // Make caves (this code is relatively horrible)
491 if (flags & MG_CAVES)
492 generateCaves(stone_surface_max_y);
494 // Add mud to the central chunk
497 // Flow mud away from steep edges
498 if (spflags & MGV6_MUDFLOW)
499 flowMud(mudflow_minpos, mudflow_maxpos);
503 // Update heightmap after mudflow
504 updateHeightmap(node_min, node_max);
507 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
510 dp.np_rarity = nparams_dungeon_rarity;
511 dp.np_density = nparams_dungeon_density;
512 dp.np_wetness = nparams_dungeon_wetness;
513 dp.c_water = c_water_source;
514 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
515 dp.c_cobble = c_cobble;
516 dp.c_moss = c_mossycobble;
517 dp.c_stair = c_stair_cobble;
519 dp.diagonal_dirs = false;
521 dp.holesize = v3s16(1, 2, 1);
522 dp.roomsize = v3s16(0, 0, 0);
523 dp.notifytype = GENNOTIFY_DUNGEON;
525 dp.c_cobble = c_sandbrick;
526 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
527 dp.c_stair = c_stair_sandstone;
529 dp.diagonal_dirs = true;
531 dp.holesize = v3s16(2, 3, 2);
532 dp.roomsize = v3s16(2, 5, 2);
533 dp.notifytype = GENNOTIFY_TEMPLE;
536 DungeonGen dgen(this, &dp);
537 dgen.generate(blockseed, full_node_min, full_node_max);
540 // Add top and bottom side of water to transforming_liquid queue
541 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
546 // Generate some trees, and add grass, if a jungle
547 if (flags & MG_TREES)
548 placeTreesAndJungleGrass();
550 // Generate the registered decorations
551 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
553 // Generate the registered ores
554 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
556 // Calculate lighting
557 if (flags & MG_LIGHT)
558 calcLighting(node_min, node_max);
560 this->generating = false;
564 void MapgenV6::calculateNoise()
569 if (!(flags & MG_FLAT)) {
570 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
571 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
572 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
573 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
574 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
577 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
578 noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
582 int MapgenV6::generateGround()
584 //TimeTaker timer1("Generating ground level");
585 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
586 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
587 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
590 for (s16 z = node_min.Z; z <= node_max.Z; z++)
591 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
593 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
596 if (surface_y > stone_surface_max_y)
597 stone_surface_max_y = surface_y;
599 BiomeV6Type bt = getBiome(index, v2s16(x, z));
601 // Fill ground with stone
602 v3s16 em = vm->m_area.getExtent();
603 u32 i = vm->m_area.index(x, node_min.Y, z);
604 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
605 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
606 if (y <= surface_y) {
607 vm->m_data[i] = (y >= DESERT_STONE_BASE
608 && bt == BT_DESERT) ?
609 n_desert_stone : n_stone;
610 } else if (y <= water_level) {
611 vm->m_data[i] = n_water_source;
613 vm->m_data[i] = n_air;
616 vm->m_area.add_y(em, i, 1);
620 return stone_surface_max_y;
624 void MapgenV6::addMud()
627 //TimeTaker timer1("add mud");
628 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
629 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
633 for (s16 z = node_min.Z; z <= node_max.Z; z++)
634 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
635 // Randomize mud amount
636 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
639 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
641 // Handle area not found
642 if (surface_y == vm->m_area.MinEdge.Y - 1)
645 BiomeV6Type bt = getBiome(index, v2s16(x, z));
646 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
648 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
650 } else if (mud_add_amount <= 0) {
651 mud_add_amount = 1 - mud_add_amount;
653 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
654 surface_y + mud_add_amount <= water_level + 2) {
658 if (bt == BT_DESERT && surface_y > 20)
659 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
661 // If topmost node is grass, change it to mud. It might be if it was
662 // flown to there from a neighboring chunk and then converted.
663 u32 i = vm->m_area.index(x, surface_y, z);
664 if (vm->m_data[i].getContent() == c_dirt_with_grass)
665 vm->m_data[i] = n_dirt;
669 v3s16 em = vm->m_area.getExtent();
670 s16 y_start = surface_y + 1;
671 i = vm->m_area.index(x, y_start, z);
672 for (s16 y = y_start; y <= node_max.Y; y++) {
673 if (mudcount >= mud_add_amount)
676 vm->m_data[i] = addnode;
679 vm->m_area.add_y(em, i, 1);
685 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
688 TimeTaker timer1("flow mud");
690 // Iterate a few times
691 for(s16 k = 0; k < 3; k++) {
692 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
693 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
694 // Invert coordinates every 2nd iteration
696 x = mudflow_maxpos - (x - mudflow_minpos);
697 z = mudflow_maxpos - (z - mudflow_minpos);
700 // Node position in 2d
701 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
703 v3s16 em = vm->m_area.getExtent();
704 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
707 while(y >= node_min.Y)
714 for(; y >= node_min.Y; y--) {
716 if (n->getContent() == c_dirt ||
717 n->getContent() == c_dirt_with_grass ||
718 n->getContent() == c_gravel)
721 vm->m_area.add_y(em, i, -1);
724 // Stop if out of area
725 //if(vmanip.m_area.contains(i) == false)
729 if (n->getContent() == c_dirt ||
730 n->getContent() == c_dirt_with_grass)
732 // Make it exactly mud
733 n->setContent(c_dirt);
735 // Don't flow it if the stuff under it is not mud
738 vm->m_area.add_y(em, i2, -1);
739 // Cancel if out of area
740 if(vm->m_area.contains(i2) == false)
742 MapNode *n2 = &vm->m_data[i2];
743 if (n2->getContent() != c_dirt &&
744 n2->getContent() != c_dirt_with_grass)
750 v3s16(0,0,1), // back
751 v3s16(1,0,0), // right
752 v3s16(0,0,-1), // front
753 v3s16(-1,0,0), // left
756 // Check that upper is air or doesn't exist.
757 // Cancel dropping if upper keeps it in place
759 vm->m_area.add_y(em, i3, 1);
760 if (vm->m_area.contains(i3) == true &&
761 ndef->get(vm->m_data[i3]).walkable)
765 for(u32 di=0; di<4; di++) {
766 v3s16 dirp = dirs4[di];
769 vm->m_area.add_p(em, i2, dirp);
770 // Fail if out of area
771 if (vm->m_area.contains(i2) == false)
773 // Check that side is air
774 MapNode *n2 = &vm->m_data[i2];
775 if (ndef->get(*n2).walkable)
777 // Check that under side is air
778 vm->m_area.add_y(em, i2, -1);
779 if (vm->m_area.contains(i2) == false)
781 n2 = &vm->m_data[i2];
782 if (ndef->get(*n2).walkable)
784 // Loop further down until not air
785 bool dropped_to_unknown = false;
787 vm->m_area.add_y(em, i2, -1);
788 n2 = &vm->m_data[i2];
789 // if out of known area
790 if(vm->m_area.contains(i2) == false ||
791 n2->getContent() == CONTENT_IGNORE) {
792 dropped_to_unknown = true;
795 } while (ndef->get(*n2).walkable == false);
796 // Loop one up so that we're in air
797 vm->m_area.add_y(em, i2, 1);
798 n2 = &vm->m_data[i2];
800 bool old_is_water = (n->getContent() == c_water_source);
801 // Move mud to new place
802 if (!dropped_to_unknown) {
804 // Set old place to be air (or water)
806 *n = MapNode(c_water_source);
808 *n = MapNode(CONTENT_AIR);
821 void MapgenV6::placeTreesAndJungleGrass()
823 //TimeTaker t("placeTrees");
824 if (node_max.Y < water_level)
827 PseudoRandom grassrandom(blockseed + 53);
828 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
829 // if we don't have junglegrass, don't place cignore... that's bad
830 if (c_junglegrass == CONTENT_IGNORE)
831 c_junglegrass = CONTENT_AIR;
832 MapNode n_junglegrass(c_junglegrass);
833 v3s16 em = vm->m_area.getExtent();
835 // Divide area into parts
837 s16 sidelen = central_area_size.X / div;
838 double area = sidelen * sidelen;
840 // N.B. We must add jungle grass first, since tree leaves will
841 // obstruct the ground, giving us a false ground level
842 for (s16 z0 = 0; z0 < div; z0++)
843 for (s16 x0 = 0; x0 < div; x0++) {
844 // Center position of part of division
846 node_min.X + sidelen / 2 + sidelen * x0,
847 node_min.Z + sidelen / 2 + sidelen * z0
849 // Minimum edge of part of division
851 node_min.X + sidelen * x0,
852 node_min.Z + sidelen * z0
854 // Maximum edge of part of division
856 node_min.X + sidelen + sidelen * x0 - 1,
857 node_min.Z + sidelen + sidelen * z0 - 1
860 // Amount of trees, jungle area
861 u32 tree_count = area * getTreeAmount(p2d_center);
864 bool is_jungle = false;
865 if (spflags & MGV6_JUNGLES) {
866 humidity = getHumidity(p2d_center);
867 if (humidity > 0.75) {
875 u32 grass_count = 5 * humidity * tree_count;
876 for (u32 i = 0; i < grass_count; i++) {
877 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
878 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
879 int mapindex = central_area_size.X * (z - node_min.Z)
881 s16 y = heightmap[mapindex];
885 u32 vi = vm->m_area.index(x, y, z);
886 // place on dirt_with_grass, since we know it is exposed to sunlight
887 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
888 vm->m_area.add_y(em, vi, 1);
889 vm->m_data[vi] = n_junglegrass;
894 // Put trees in random places on part of division
895 for (u32 i = 0; i < tree_count; i++) {
896 s16 x = myrand_range(p2d_min.X, p2d_max.X);
897 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
898 int mapindex = central_area_size.X * (z - node_min.Z)
900 s16 y = heightmap[mapindex];
901 // Don't make a tree under water level
902 // Don't make a tree so high that it doesn't fit
903 if(y < water_level || y > node_max.Y - 6)
907 // Trees grow only on mud and grass
909 u32 i = vm->m_area.index(p);
910 MapNode *n = &vm->m_data[i];
911 if (n->getContent() != c_dirt &&
912 n->getContent() != c_dirt_with_grass)
919 treegen::make_jungletree(*vm, p, ndef, myrand());
921 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
922 getHaveAppleTree(v2s16(x, z));
923 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
927 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
931 void MapgenV6::growGrass()
933 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
934 for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
935 // Find the lowest surface to which enough light ends up to make
936 // grass grow. Basically just wait until not air and not leaves.
939 v3s16 em = vm->m_area.getExtent();
940 u32 i = vm->m_area.index(x, node_max.Y, z);
942 // Go to ground level
943 for (y = node_max.Y; y >= full_node_min.Y; y--) {
944 MapNode &n = vm->m_data[i];
945 if (ndef->get(n).param_type != CPT_LIGHT ||
946 ndef->get(n).liquid_type != LIQUID_NONE)
948 vm->m_area.add_y(em, i, -1);
950 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
953 u32 i = vm->m_area.index(x, surface_y, z);
954 MapNode *n = &vm->m_data[i];
955 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
956 n->setContent(c_dirt_with_grass);
961 void MapgenV6::generateCaves(int max_stone_y)
963 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
964 int volume_nodes = (node_max.X - node_min.X + 1) *
965 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
966 cave_amount = MYMAX(0.0, cave_amount);
967 u32 caves_count = cave_amount * volume_nodes / 50000;
968 u32 bruises_count = 1;
969 PseudoRandom ps(blockseed + 21343);
970 PseudoRandom ps2(blockseed + 1032);
972 if (ps.range(1, 6) == 1)
973 bruises_count = ps.range(0, ps.range(0, 2));
975 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
980 for (u32 i = 0; i < caves_count + bruises_count; i++) {
981 bool large_cave = (i >= caves_count);
982 CaveV6 cave(this, &ps, &ps2, large_cave);
984 cave.makeCave(node_min, node_max, max_stone_y);