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},
45 {"snowbiomes", MGV6_SNOWBIOMES},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->ystride = csize.X; //////fix this
58 this->heightmap = new s16[csize.X * csize.Z];
60 MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
61 this->spflags = sp->spflags;
62 this->freq_desert = sp->freq_desert;
63 this->freq_beach = sp->freq_beach;
65 np_cave = &sp->np_cave;
66 np_humidity = &sp->np_humidity;
67 np_trees = &sp->np_trees;
68 np_apple_trees = &sp->np_apple_trees;
70 //// Create noise objects
71 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
72 noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
73 noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
74 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
75 noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
76 noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
77 noise_biome = new Noise(&sp->np_biome, seed,
78 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
79 noise_humidity = new Noise(&sp->np_humidity, seed,
80 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82 //// Resolve nodes to be used
83 INodeDefManager *ndef = emerge->ndef;
85 c_stone = ndef->getId("mapgen_stone");
86 c_dirt = ndef->getId("mapgen_dirt");
87 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
88 c_sand = ndef->getId("mapgen_sand");
89 c_water_source = ndef->getId("mapgen_water_source");
90 c_lava_source = ndef->getId("mapgen_lava_source");
91 c_gravel = ndef->getId("mapgen_gravel");
92 c_desert_stone = ndef->getId("mapgen_desert_stone");
93 c_desert_sand = ndef->getId("mapgen_desert_sand");
94 c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
95 c_snow = ndef->getId("mapgen_snow");
96 c_snowblock = ndef->getId("mapgen_snowblock");
97 c_ice = ndef->getId("mapgen_ice");
99 c_cobble = ndef->getId("mapgen_cobble");
100 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
101 c_mossycobble = ndef->getId("mapgen_mossycobble");
103 if (c_desert_sand == CONTENT_IGNORE)
104 c_desert_sand = c_sand;
105 if (c_desert_stone == CONTENT_IGNORE)
106 c_desert_stone = c_stone;
107 if (c_mossycobble == CONTENT_IGNORE)
108 c_mossycobble = c_cobble;
109 if (c_stair_cobble == CONTENT_IGNORE)
110 c_stair_cobble = c_cobble;
111 if (c_dirt_with_snow == CONTENT_IGNORE)
112 c_dirt_with_snow = c_dirt_with_grass;
113 if (c_snow == CONTENT_IGNORE)
114 c_snow = CONTENT_AIR;
115 if (c_snowblock == CONTENT_IGNORE)
116 c_snowblock = c_dirt_with_grass;
117 if (c_ice == CONTENT_IGNORE)
118 c_ice = c_water_source;
122 MapgenV6::~MapgenV6()
124 delete noise_terrain_base;
125 delete noise_terrain_higher;
126 delete noise_steepness;
127 delete noise_height_select;
131 delete noise_humidity;
137 MapgenV6Params::MapgenV6Params()
139 spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
143 np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
144 np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
145 np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
146 np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
147 np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
148 np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
149 np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
150 np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
151 np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
152 np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
153 np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
157 void MapgenV6Params::readParams(const Settings *settings)
159 settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
160 settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
161 settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
163 settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
164 settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
165 settings->getNoiseParams("mgv6_np_steepness", np_steepness);
166 settings->getNoiseParams("mgv6_np_height_select", np_height_select);
167 settings->getNoiseParams("mgv6_np_mud", np_mud);
168 settings->getNoiseParams("mgv6_np_beach", np_beach);
169 settings->getNoiseParams("mgv6_np_biome", np_biome);
170 settings->getNoiseParams("mgv6_np_cave", np_cave);
171 settings->getNoiseParams("mgv6_np_humidity", np_humidity);
172 settings->getNoiseParams("mgv6_np_trees", np_trees);
173 settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
177 void MapgenV6Params::writeParams(Settings *settings) const
179 settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
180 settings->setFloat("mgv6_freq_desert", freq_desert);
181 settings->setFloat("mgv6_freq_beach", freq_beach);
183 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
184 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
185 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
186 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
187 settings->setNoiseParams("mgv6_np_mud", np_mud);
188 settings->setNoiseParams("mgv6_np_beach", np_beach);
189 settings->setNoiseParams("mgv6_np_biome", np_biome);
190 settings->setNoiseParams("mgv6_np_cave", np_cave);
191 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
192 settings->setNoiseParams("mgv6_np_trees", np_trees);
193 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
197 //////////////////////// Some helper functions for the map generator
200 // Returns Y one under area minimum if not found
201 s16 MapgenV6::find_stone_level(v2s16 p2d)
203 v3s16 em = vm->m_area.getExtent();
204 s16 y_nodes_max = vm->m_area.MaxEdge.Y;
205 s16 y_nodes_min = vm->m_area.MinEdge.Y;
206 u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
209 for (y = y_nodes_max; y >= y_nodes_min; y--) {
210 content_t c = vm->m_data[i].getContent();
211 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
214 vm->m_area.add_y(em, i, -1);
216 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
220 // Required by mapgen.h
221 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
223 /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
224 seed, v2s16(blockpos.X, blockpos.Z));*/
225 // Nah, this is just a heuristic, just return something
226 s16 minimum_groundlevel = water_level;
228 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
235 //////////////////////// Base terrain height functions
237 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
238 float steepness, float height_select)
240 float base = 1 + terrain_base;
241 float higher = 1 + terrain_higher;
243 // Limit higher ground level to at least base
247 // Steepness factor of cliffs
249 b = rangelim(b, 0.0, 1000.0);
250 b = 5 * b * b * b * b * b * b * b;
251 b = rangelim(b, 0.5, 1000.0);
253 // Values 1.5...100 give quite horrible looking slopes
254 if (b > 1.5 && b < 100.0)
255 b = (b < 10.0) ? 1.5 : 100.0;
257 float a_off = -0.20; // Offset to more low
258 float a = 0.5 + b * (a_off + height_select);
259 a = rangelim(a, 0.0, 1.0); // Limit
261 return base * (1.0 - a) + higher * a;
265 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
270 float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
271 p.X, 0.5, p.Y, 0.5, seed);
272 float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
273 p.X, 0.5, p.Y, 0.5, seed);
274 float steepness = NoisePerlin2D_PO(&noise_steepness->np,
275 p.X, 0.5, p.Y, 0.5, seed);
276 float height_select = NoisePerlin2D_PO(&noise_height_select->np,
277 p.X, 0.5, p.Y, 0.5, seed);
279 return baseTerrainLevel(terrain_base, terrain_higher,
280 steepness, height_select);
284 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
286 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
287 return baseTerrainLevelFromMap(index);
291 float MapgenV6::baseTerrainLevelFromMap(int index)
296 float terrain_base = noise_terrain_base->result[index];
297 float terrain_higher = noise_terrain_higher->result[index];
298 float steepness = noise_steepness->result[index];
299 float height_select = noise_height_select->result[index];
301 return baseTerrainLevel(terrain_base, terrain_higher,
302 steepness, height_select);
306 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
308 return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
312 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
314 return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
318 //////////////////////// Noise functions
320 float MapgenV6::getMudAmount(v2s16 p)
322 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
323 return getMudAmount(index);
327 bool MapgenV6::getHaveBeach(v2s16 p)
329 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
330 return getHaveBeach(index);
334 BiomeV6Type MapgenV6::getBiome(v2s16 p)
336 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
337 + (p.X - full_node_min.X);
338 return getBiome(index, p);
342 float MapgenV6::getHumidity(v2s16 p)
344 /*double noise = noise2d_perlin(
345 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
346 seed+72384, 4, 0.66);
347 noise = (noise + 1.0)/2.0;*/
349 int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
350 + (p.X - full_node_min.X);
351 float noise = noise_humidity->result[index];
361 float MapgenV6::getTreeAmount(v2s16 p)
363 /*double noise = noise2d_perlin(
364 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
367 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
368 float zeroval = -0.39;
372 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
376 bool MapgenV6::getHaveAppleTree(v2s16 p)
378 /*is_apple_tree = noise2d_perlin(
379 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
380 data->seed+342902, 3, 0.45) > 0.2;*/
382 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
388 float MapgenV6::getMudAmount(int index)
391 return AVERAGE_MUD_AMOUNT;
393 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
394 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
395 seed+91013, 3, 0.55));*/
397 return noise_mud->result[index];
401 bool MapgenV6::getHaveBeach(int index)
403 // Determine whether to have sand here
404 /*double sandnoise = noise2d_perlin(
405 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
406 seed+59420, 3, 0.50);*/
408 float sandnoise = noise_beach->result[index];
409 return (sandnoise > freq_beach);
413 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
415 // Just do something very simple as for now
416 /*double d = noise2d_perlin(
417 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
418 seed+9130, 3, 0.50);*/
420 float d = noise_biome->result[index];
421 float h = noise_humidity->result[index];
423 if (spflags & MGV6_SNOWBIOMES) {
424 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
426 if (d > FREQ_HOT + blend) {
427 if (h > FREQ_JUNGLE + blend)
431 } else if (d < FREQ_SNOW + blend) {
432 if (h > FREQ_TAIGA + blend)
443 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
444 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
447 if ((spflags & MGV6_JUNGLES) && h > 0.75)
455 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
457 s32 x = p.X, y = p.Y, z = p.Z;
458 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
462 //////////////////////// Map generator
464 void MapgenV6::makeChunk(BlockMakeData *data)
467 assert(data->vmanip);
468 assert(data->nodedef);
469 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
470 data->blockpos_requested.Y >= data->blockpos_min.Y &&
471 data->blockpos_requested.Z >= data->blockpos_min.Z);
472 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
473 data->blockpos_requested.Y <= data->blockpos_max.Y &&
474 data->blockpos_requested.Z <= data->blockpos_max.Z);
476 this->generating = true;
477 this->vm = data->vmanip;
478 this->ndef = data->nodedef;
480 // Hack: use minimum block coords for old code that assumes a single block
481 v3s16 blockpos_min = data->blockpos_min;
482 v3s16 blockpos_max = data->blockpos_max;
484 // Area of central chunk
485 node_min = blockpos_min * MAP_BLOCKSIZE;
486 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
488 // Full allocated area
489 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
490 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
492 central_area_size = node_max - node_min + v3s16(1, 1, 1);
493 assert(central_area_size.X == central_area_size.Z);
495 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
496 * (blockpos_max.Y - blockpos_min.Y + 1)
497 * (blockpos_max.Z - blockpos_max.Z + 1);
499 volume_nodes = volume_blocks *
500 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
502 // Create a block-specific seed
503 blockseed = get_blockseed(data->seed, full_node_min);
508 // Maximum height of the stone surface and obstacles.
509 // This is used to guide the cave generation
510 s16 stone_surface_max_y;
512 // Generate general ground level to full area
513 stone_surface_max_y = generateGround();
515 // Create initial heightmap to limit caves
516 updateHeightmap(node_min, node_max);
518 const s16 max_spread_amount = MAP_BLOCKSIZE;
519 // Limit dirt flow area by 1 because mud is flown into neighbors.
520 s16 mudflow_minpos = -max_spread_amount + 1;
521 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
523 // Loop this part, it will make stuff look older and newer nicely
524 const u32 age_loops = 2;
525 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
526 // Make caves (this code is relatively horrible)
527 if (flags & MG_CAVES)
528 generateCaves(stone_surface_max_y);
530 // Add mud to the central chunk
533 // Flow mud away from steep edges
534 if (spflags & MGV6_MUDFLOW)
535 flowMud(mudflow_minpos, mudflow_maxpos);
539 // Update heightmap after mudflow
540 updateHeightmap(node_min, node_max);
543 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
546 dp.np_rarity = nparams_dungeon_rarity;
547 dp.np_density = nparams_dungeon_density;
548 dp.np_wetness = nparams_dungeon_wetness;
549 dp.c_water = c_water_source;
550 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
551 dp.c_cobble = c_desert_stone;
552 dp.c_moss = c_desert_stone;
553 dp.c_stair = c_desert_stone;
555 dp.diagonal_dirs = true;
557 dp.holesize = v3s16(2, 3, 2);
558 dp.roomsize = v3s16(2, 5, 2);
559 dp.notifytype = GENNOTIFY_TEMPLE;
561 dp.c_cobble = c_cobble;
562 dp.c_moss = c_mossycobble;
563 dp.c_stair = c_stair_cobble;
565 dp.diagonal_dirs = false;
567 dp.holesize = v3s16(1, 2, 1);
568 dp.roomsize = v3s16(0, 0, 0);
569 dp.notifytype = GENNOTIFY_DUNGEON;
572 DungeonGen dgen(this, &dp);
573 dgen.generate(blockseed, full_node_min, full_node_max);
576 // Add top and bottom side of water to transforming_liquid queue
577 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
582 // Generate some trees, and add grass, if a jungle
583 if (flags & MG_TREES)
584 placeTreesAndJungleGrass();
586 // Generate the registered decorations
587 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
589 // Generate the registered ores
590 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
592 // Calculate lighting
593 if (flags & MG_LIGHT)
594 calcLighting(node_min, node_max);
596 this->generating = false;
600 void MapgenV6::calculateNoise()
604 int fx = full_node_min.X;
605 int fz = full_node_min.Z;
607 if (!(flags & MG_FLAT)) {
608 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
609 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
610 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
611 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
612 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
615 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
617 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
618 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
619 // Humidity map does not need range limiting 0 to 1,
620 // only humidity at point does
624 int MapgenV6::generateGround()
626 //TimeTaker timer1("Generating ground level");
627 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
628 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
629 MapNode n_ice(c_ice);
630 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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++) {
636 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
639 if (surface_y > stone_surface_max_y)
640 stone_surface_max_y = surface_y;
642 BiomeV6Type bt = getBiome(v2s16(x, z));
644 // Fill ground with stone
645 v3s16 em = vm->m_area.getExtent();
646 u32 i = vm->m_area.index(x, node_min.Y, z);
647 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
648 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
649 if (y <= surface_y) {
650 vm->m_data[i] = (y >= DESERT_STONE_BASE
651 && bt == BT_DESERT) ?
652 n_desert_stone : n_stone;
653 } else if (y <= water_level) {
654 vm->m_data[i] = (y >= ICE_BASE
655 && bt == BT_TUNDRA) ?
656 n_ice : n_water_source;
658 vm->m_data[i] = n_air;
661 vm->m_area.add_y(em, i, 1);
665 return stone_surface_max_y;
669 void MapgenV6::addMud()
672 //TimeTaker timer1("add mud");
673 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
674 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
678 for (s16 z = node_min.Z; z <= node_max.Z; z++)
679 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
680 // Randomize mud amount
681 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
684 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
686 // Handle area not found
687 if (surface_y == vm->m_area.MinEdge.Y - 1)
690 BiomeV6Type bt = getBiome(v2s16(x, z));
691 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
693 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
695 } else if (mud_add_amount <= 0) {
696 mud_add_amount = 1 - mud_add_amount;
698 } else if (bt != BT_DESERT && getHaveBeach(index) &&
699 surface_y + mud_add_amount <= water_level + 2) {
703 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
704 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
706 /* If topmost node is grass, change it to mud. It might be if it was
707 // flown to there from a neighboring chunk and then converted.
708 u32 i = vm->m_area.index(x, surface_y, z);
709 if (vm->m_data[i].getContent() == c_dirt_with_grass)
710 vm->m_data[i] = n_dirt;*/
714 v3s16 em = vm->m_area.getExtent();
715 s16 y_start = surface_y + 1;
716 u32 i = vm->m_area.index(x, y_start, z);
717 for (s16 y = y_start; y <= node_max.Y; y++) {
718 if (mudcount >= mud_add_amount)
721 vm->m_data[i] = addnode;
724 vm->m_area.add_y(em, i, 1);
730 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
733 //TimeTaker timer1("flow mud");
735 // Iterate a few times
736 for (s16 k = 0; k < 3; k++) {
737 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
738 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
739 // Invert coordinates every 2nd iteration
741 x = mudflow_maxpos - (x - mudflow_minpos);
742 z = mudflow_maxpos - (z - mudflow_minpos);
745 // Node position in 2d
746 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
748 v3s16 em = vm->m_area.getExtent();
749 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
752 while (y >= node_min.Y) {
757 for (; y >= node_min.Y; y--) {
759 if (n->getContent() == c_dirt ||
760 n->getContent() == c_dirt_with_grass ||
761 n->getContent() == c_gravel)
764 vm->m_area.add_y(em, i, -1);
767 // Stop if out of area
768 //if(vmanip.m_area.contains(i) == false)
772 if (n->getContent() == c_dirt ||
773 n->getContent() == c_dirt_with_grass) {
774 // Make it exactly mud
775 n->setContent(c_dirt);
777 // Don't flow it if the stuff under it is not mud
780 vm->m_area.add_y(em, i2, -1);
781 // Cancel if out of area
782 if (vm->m_area.contains(i2) == false)
784 MapNode *n2 = &vm->m_data[i2];
785 if (n2->getContent() != c_dirt &&
786 n2->getContent() != c_dirt_with_grass)
792 v3s16(0, 0, 1), // back
793 v3s16(1, 0, 0), // right
794 v3s16(0, 0, -1), // front
795 v3s16(-1, 0, 0), // left
798 // Check that upper is air or doesn't exist.
799 // Cancel dropping if upper keeps it in place
801 vm->m_area.add_y(em, i3, 1);
802 if (vm->m_area.contains(i3) == true &&
803 ndef->get(vm->m_data[i3]).walkable)
807 for(u32 di = 0; di < 4; di++) {
808 v3s16 dirp = dirs4[di];
811 vm->m_area.add_p(em, i2, dirp);
812 // Fail if out of area
813 if (vm->m_area.contains(i2) == false)
815 // Check that side is air
816 MapNode *n2 = &vm->m_data[i2];
817 if (ndef->get(*n2).walkable)
819 // Check that under side is air
820 vm->m_area.add_y(em, i2, -1);
821 if (vm->m_area.contains(i2) == false)
823 n2 = &vm->m_data[i2];
824 if (ndef->get(*n2).walkable)
826 // Loop further down until not air
827 bool dropped_to_unknown = false;
829 vm->m_area.add_y(em, i2, -1);
830 n2 = &vm->m_data[i2];
831 // if out of known area
832 if(vm->m_area.contains(i2) == false ||
833 n2->getContent() == CONTENT_IGNORE) {
834 dropped_to_unknown = true;
837 } while (ndef->get(*n2).walkable == false);
838 // Loop one up so that we're in air
839 vm->m_area.add_y(em, i2, 1);
840 n2 = &vm->m_data[i2];
842 bool old_is_water = (n->getContent() == c_water_source);
843 // Move mud to new place
844 if (!dropped_to_unknown) {
846 // Set old place to be air (or water)
848 *n = MapNode(c_water_source);
850 *n = MapNode(CONTENT_AIR);
863 void MapgenV6::placeTreesAndJungleGrass()
865 //TimeTaker t("placeTrees");
866 if (node_max.Y < water_level)
869 PseudoRandom grassrandom(blockseed + 53);
870 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
871 // if we don't have junglegrass, don't place cignore... that's bad
872 if (c_junglegrass == CONTENT_IGNORE)
873 c_junglegrass = CONTENT_AIR;
874 MapNode n_junglegrass(c_junglegrass);
875 v3s16 em = vm->m_area.getExtent();
877 // Divide area into parts
879 s16 sidelen = central_area_size.X / div;
880 double area = sidelen * sidelen;
882 // N.B. We must add jungle grass first, since tree leaves will
883 // obstruct the ground, giving us a false ground level
884 for (s16 z0 = 0; z0 < div; z0++)
885 for (s16 x0 = 0; x0 < div; x0++) {
886 // Center position of part of division
888 node_min.X + sidelen / 2 + sidelen * x0,
889 node_min.Z + sidelen / 2 + sidelen * z0
891 // Minimum edge of part of division
893 node_min.X + sidelen * x0,
894 node_min.Z + sidelen * z0
896 // Maximum edge of part of division
898 node_min.X + sidelen + sidelen * x0 - 1,
899 node_min.Z + sidelen + sidelen * z0 - 1
902 // Get biome at center position of part of division
903 BiomeV6Type bt = getBiome(p2d_center);
907 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
908 tree_count = area * getTreeAmount(p2d_center);
916 if (bt == BT_JUNGLE) {
917 float humidity = getHumidity(p2d_center);
918 u32 grass_count = 5 * humidity * tree_count;
919 for (u32 i = 0; i < grass_count; i++) {
920 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
921 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
922 int mapindex = central_area_size.X * (z - node_min.Z)
924 s16 y = heightmap[mapindex];
928 u32 vi = vm->m_area.index(x, y, z);
929 // place on dirt_with_grass, since we know it is exposed to sunlight
930 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
931 vm->m_area.add_y(em, vi, 1);
932 vm->m_data[vi] = n_junglegrass;
937 // Put trees in random places on part of division
938 for (u32 i = 0; i < tree_count; i++) {
939 s16 x = myrand_range(p2d_min.X, p2d_max.X);
940 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
941 int mapindex = central_area_size.X * (z - node_min.Z)
943 s16 y = heightmap[mapindex];
944 // Don't make a tree under water level
945 // Don't make a tree so high that it doesn't fit
946 if (y < water_level || y > node_max.Y - 6)
950 // Trees grow only on mud and grass and snowblock
952 u32 i = vm->m_area.index(p);
953 content_t c = vm->m_data[i].getContent();
955 c != c_dirt_with_grass &&
956 c != c_dirt_with_snow &&
963 if (bt == BT_JUNGLE) {
964 treegen::make_jungletree(*vm, p, ndef, myrand());
965 } else if (bt == BT_TAIGA) {
966 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
967 } else if (bt == BT_NORMAL) {
968 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
969 getHaveAppleTree(v2s16(x, z));
970 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
974 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
978 void MapgenV6::growGrass() // Add surface nodes
980 MapNode n_dirt_with_grass(c_dirt_with_grass);
981 MapNode n_dirt_with_snow(c_dirt_with_snow);
982 MapNode n_snowblock(c_snowblock);
983 MapNode n_snow(c_snow);
984 v3s16 em = vm->m_area.getExtent();
987 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
988 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
989 // Find the lowest surface to which enough light ends up to make
990 // grass grow. Basically just wait until not air and not leaves.
993 u32 i = vm->m_area.index(x, node_max.Y, z);
995 // Go to ground level
996 for (y = node_max.Y; y >= full_node_min.Y; y--) {
997 MapNode &n = vm->m_data[i];
998 if (ndef->get(n).param_type != CPT_LIGHT ||
999 ndef->get(n).liquid_type != LIQUID_NONE ||
1000 n.getContent() == c_ice)
1002 vm->m_area.add_y(em, i, -1);
1004 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1007 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1008 u32 i = vm->m_area.index(x, surface_y, z);
1009 content_t c = vm->m_data[i].getContent();
1010 if (surface_y >= water_level - 20) {
1011 if (bt == BT_TAIGA && c == c_dirt) {
1012 vm->m_data[i] = n_snowblock;
1013 vm->m_area.add_y(em, i, -1);
1014 vm->m_data[i] = n_dirt_with_snow;
1015 } else if (bt == BT_TUNDRA) {
1017 vm->m_data[i] = n_dirt_with_snow;
1018 } else if (c == c_stone && surface_y < node_max.Y) {
1019 vm->m_area.add_y(em, i, 1);
1020 vm->m_data[i] = n_snow;
1022 } else if (c == c_dirt) {
1023 vm->m_data[i] = n_dirt_with_grass;
1030 void MapgenV6::generateCaves(int max_stone_y)
1032 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1033 int volume_nodes = (node_max.X - node_min.X + 1) *
1034 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1035 cave_amount = MYMAX(0.0, cave_amount);
1036 u32 caves_count = cave_amount * volume_nodes / 50000;
1037 u32 bruises_count = 1;
1038 PseudoRandom ps(blockseed + 21343);
1039 PseudoRandom ps2(blockseed + 1032);
1041 if (ps.range(1, 6) == 1)
1042 bruises_count = ps.range(0, ps.range(0, 2));
1044 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1049 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1050 bool large_cave = (i >= caves_count);
1051 CaveV6 cave(this, &ps, &ps2, large_cave);
1053 cave.makeCave(node_min, node_max, max_stone_y);