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1 /*
2 Minetest
3 Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 Copyright (C) 2014-2017 paramat
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU Lesser General Public License as published by
9 the Free Software Foundation; either version 2.1 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU Lesser General Public License for more details.
16
17 You should have received a copy of the GNU Lesser General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 */
21
22
23 #include "mapgen.h"
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 //#include "serverobject.h"
30 #include "content_sao.h"
31 #include "nodedef.h"
32 #include "voxelalgorithms.h"
33 //#include "profiler.h" // For TimeTaker
34 #include "settings.h" // For g_settings
35 #include "emerge.h"
36 #include "dungeongen.h"
37 #include "cavegen.h"
38 #include "treegen.h"
39 #include "mg_ore.h"
40 #include "mg_decoration.h"
41 #include "mapgen_v6.h"
42
43
44 FlagDesc flagdesc_mapgen_v6[] = {
45         {"jungles",    MGV6_JUNGLES},
46         {"biomeblend", MGV6_BIOMEBLEND},
47         {"mudflow",    MGV6_MUDFLOW},
48         {"snowbiomes", MGV6_SNOWBIOMES},
49         {"flat",       MGV6_FLAT},
50         {"trees",      MGV6_TREES},
51         {NULL,         0}
52 };
53
54
55 /////////////////////////////////////////////////////////////////////////////
56
57
58 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
59         : Mapgen(mapgenid, params, emerge)
60 {
61         m_emerge = emerge;
62         ystride = csize.X; //////fix this
63
64         heightmap = new s16[csize.X * csize.Z];
65
66         spflags     = params->spflags;
67         freq_desert = params->freq_desert;
68         freq_beach  = params->freq_beach;
69
70         np_cave        = &params->np_cave;
71         np_humidity    = &params->np_humidity;
72         np_trees       = &params->np_trees;
73         np_apple_trees = &params->np_apple_trees;
74
75         //// Create noise objects
76         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
77         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
78         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
79         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
80         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
81         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
82         noise_biome          = new Noise(&params->np_biome,          seed,
83                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
84         noise_humidity       = new Noise(&params->np_humidity,       seed,
85                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
86
87         //// Resolve nodes to be used
88         INodeDefManager *ndef = emerge->ndef;
89
90         c_stone           = ndef->getId("mapgen_stone");
91         c_dirt            = ndef->getId("mapgen_dirt");
92         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
93         c_sand            = ndef->getId("mapgen_sand");
94         c_water_source    = ndef->getId("mapgen_water_source");
95         c_lava_source     = ndef->getId("mapgen_lava_source");
96         c_gravel          = ndef->getId("mapgen_gravel");
97         c_desert_stone    = ndef->getId("mapgen_desert_stone");
98         c_desert_sand     = ndef->getId("mapgen_desert_sand");
99         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
100         c_snow            = ndef->getId("mapgen_snow");
101         c_snowblock       = ndef->getId("mapgen_snowblock");
102         c_ice             = ndef->getId("mapgen_ice");
103
104         if (c_gravel == CONTENT_IGNORE)
105                 c_gravel = c_stone;
106         if (c_desert_stone == CONTENT_IGNORE)
107                 c_desert_stone = c_stone;
108         if (c_desert_sand == CONTENT_IGNORE)
109                 c_desert_sand = c_sand;
110         if (c_dirt_with_snow == CONTENT_IGNORE)
111                 c_dirt_with_snow = c_dirt_with_grass;
112         if (c_snow == CONTENT_IGNORE)
113                 c_snow = CONTENT_AIR;
114         if (c_snowblock == CONTENT_IGNORE)
115                 c_snowblock = c_dirt_with_grass;
116         if (c_ice == CONTENT_IGNORE)
117                 c_ice = c_water_source;
118
119         c_cobble             = ndef->getId("mapgen_cobble");
120         c_mossycobble        = ndef->getId("mapgen_mossycobble");
121         c_stair_cobble       = ndef->getId("mapgen_stair_cobble");
122         c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
123
124         if (c_mossycobble == CONTENT_IGNORE)
125                 c_mossycobble = c_cobble;
126         if (c_stair_cobble == CONTENT_IGNORE)
127                 c_stair_cobble = c_cobble;
128         if (c_stair_desert_stone == CONTENT_IGNORE)
129                 c_stair_desert_stone = c_desert_stone;
130 }
131
132
133 MapgenV6::~MapgenV6()
134 {
135         delete noise_terrain_base;
136         delete noise_terrain_higher;
137         delete noise_steepness;
138         delete noise_height_select;
139         delete noise_mud;
140         delete noise_beach;
141         delete noise_biome;
142         delete noise_humidity;
143
144         delete[] heightmap;
145 }
146
147
148 MapgenV6Params::MapgenV6Params()
149 {
150         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
151         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
152         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
153         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
154         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
155         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
156         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
157         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
158         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
159         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
160         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
161 }
162
163
164 void MapgenV6Params::readParams(const Settings *settings)
165 {
166         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
167         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
168         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
169
170         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
171         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
172         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
173         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
174         settings->getNoiseParams("mgv6_np_mud",            np_mud);
175         settings->getNoiseParams("mgv6_np_beach",          np_beach);
176         settings->getNoiseParams("mgv6_np_biome",          np_biome);
177         settings->getNoiseParams("mgv6_np_cave",           np_cave);
178         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
179         settings->getNoiseParams("mgv6_np_trees",          np_trees);
180         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
181 }
182
183
184 void MapgenV6Params::writeParams(Settings *settings) const
185 {
186         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
187         settings->setFloat("mgv6_freq_desert", freq_desert);
188         settings->setFloat("mgv6_freq_beach",  freq_beach);
189
190         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
191         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
192         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
193         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
194         settings->setNoiseParams("mgv6_np_mud",            np_mud);
195         settings->setNoiseParams("mgv6_np_beach",          np_beach);
196         settings->setNoiseParams("mgv6_np_biome",          np_biome);
197         settings->setNoiseParams("mgv6_np_cave",           np_cave);
198         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
199         settings->setNoiseParams("mgv6_np_trees",          np_trees);
200         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
201 }
202
203
204 //////////////////////// Some helper functions for the map generator
205
206 // Returns Y one under area minimum if not found
207 s16 MapgenV6::find_stone_level(v2s16 p2d)
208 {
209         const v3s16 &em = vm->m_area.getExtent();
210         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
211         s16 y_nodes_min = vm->m_area.MinEdge.Y;
212         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
213         s16 y;
214
215         for (y = y_nodes_max; y >= y_nodes_min; y--) {
216                 content_t c = vm->m_data[i].getContent();
217                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
218                         break;
219
220                 vm->m_area.add_y(em, i, -1);
221         }
222         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
223 }
224
225
226 // Required by mapgen.h
227 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
228 {
229         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
230                         seed, v2s16(blockpos.X, blockpos.Z));*/
231         // Nah, this is just a heuristic, just return something
232         s16 minimum_groundlevel = water_level;
233
234         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
235                 return true;
236
237         return false;
238 }
239
240
241 //////////////////////// Base terrain height functions
242
243 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
244         float steepness, float height_select)
245 {
246         float base   = 1 + terrain_base;
247         float higher = 1 + terrain_higher;
248
249         // Limit higher ground level to at least base
250         if(higher < base)
251                 higher = base;
252
253         // Steepness factor of cliffs
254         float b = steepness;
255         b = rangelim(b, 0.0, 1000.0);
256         b = 5 * b * b * b * b * b * b * b;
257         b = rangelim(b, 0.5, 1000.0);
258
259         // Values 1.5...100 give quite horrible looking slopes
260         if (b > 1.5 && b < 100.0)
261                 b = (b < 10.0) ? 1.5 : 100.0;
262
263         float a_off = -0.20; // Offset to more low
264         float a = 0.5 + b * (a_off + height_select);
265         a = rangelim(a, 0.0, 1.0); // Limit
266
267         return base * (1.0 - a) + higher * a;
268 }
269
270
271 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
272 {
273         if (spflags & MGV6_FLAT)
274                 return water_level;
275
276         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
277                                                         p.X, 0.5, p.Y, 0.5, seed);
278         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
279                                                         p.X, 0.5, p.Y, 0.5, seed);
280         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
281                                                         p.X, 0.5, p.Y, 0.5, seed);
282         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
283                                                         p.X, 0.5, p.Y, 0.5, seed);
284
285         return baseTerrainLevel(terrain_base, terrain_higher,
286                                                         steepness, height_select);
287 }
288
289
290 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
291 {
292         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
293         return baseTerrainLevelFromMap(index);
294 }
295
296
297 float MapgenV6::baseTerrainLevelFromMap(int index)
298 {
299         if (spflags & MGV6_FLAT)
300                 return water_level;
301
302         float terrain_base   = noise_terrain_base->result[index];
303         float terrain_higher = noise_terrain_higher->result[index];
304         float steepness      = noise_steepness->result[index];
305         float height_select  = noise_height_select->result[index];
306
307         return baseTerrainLevel(terrain_base, terrain_higher,
308                                                         steepness, height_select);
309 }
310
311
312 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
313 {
314         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
315 }
316
317
318 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
319 {
320         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
321 }
322
323
324 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
325 {
326         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
327         if (level_at_point <= water_level ||
328                         level_at_point > water_level + 16)
329                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
330
331         return level_at_point;
332 }
333
334
335 //////////////////////// Noise functions
336
337 float MapgenV6::getMudAmount(v2s16 p)
338 {
339         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
340         return getMudAmount(index);
341 }
342
343
344 bool MapgenV6::getHaveBeach(v2s16 p)
345 {
346         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
347         return getHaveBeach(index);
348 }
349
350
351 BiomeV6Type MapgenV6::getBiome(v2s16 p)
352 {
353         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
354                         + (p.X - full_node_min.X);
355         return getBiome(index, p);
356 }
357
358
359 float MapgenV6::getHumidity(v2s16 p)
360 {
361         /*double noise = noise2d_perlin(
362                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
363                 seed+72384, 4, 0.66);
364         noise = (noise + 1.0)/2.0;*/
365
366         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
367                         + (p.X - full_node_min.X);
368         float noise = noise_humidity->result[index];
369
370         if (noise < 0.0)
371                 noise = 0.0;
372         if (noise > 1.0)
373                 noise = 1.0;
374         return noise;
375 }
376
377
378 float MapgenV6::getTreeAmount(v2s16 p)
379 {
380         /*double noise = noise2d_perlin(
381                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
382                         seed+2, 4, 0.66);*/
383
384         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
385         float zeroval = -0.39;
386         if (noise < zeroval)
387                 return 0;
388
389         return 0.04 * (noise - zeroval) / (1.0 - zeroval);
390 }
391
392
393 bool MapgenV6::getHaveAppleTree(v2s16 p)
394 {
395         /*is_apple_tree = noise2d_perlin(
396                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
397                 data->seed+342902, 3, 0.45) > 0.2;*/
398
399         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
400
401         return noise > 0.2;
402 }
403
404
405 float MapgenV6::getMudAmount(int index)
406 {
407         if (spflags & MGV6_FLAT)
408                 return MGV6_AVERAGE_MUD_AMOUNT;
409
410         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
411                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
412                         seed+91013, 3, 0.55));*/
413
414         return noise_mud->result[index];
415 }
416
417
418 bool MapgenV6::getHaveBeach(int index)
419 {
420         // Determine whether to have sand here
421         /*double sandnoise = noise2d_perlin(
422                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
423                         seed+59420, 3, 0.50);*/
424
425         float sandnoise = noise_beach->result[index];
426         return (sandnoise > freq_beach);
427 }
428
429
430 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
431 {
432         // Just do something very simple as for now
433         /*double d = noise2d_perlin(
434                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
435                         seed+9130, 3, 0.50);*/
436
437         float d = noise_biome->result[index];
438         float h = noise_humidity->result[index];
439
440         if (spflags & MGV6_SNOWBIOMES) {
441                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
442
443                 if (d > MGV6_FREQ_HOT + blend) {
444                         if (h > MGV6_FREQ_JUNGLE + blend)
445                                 return BT_JUNGLE;
446
447                         return BT_DESERT;
448                 }
449
450                 if (d < MGV6_FREQ_SNOW + blend) {
451                         if (h > MGV6_FREQ_TAIGA + blend)
452                                 return BT_TAIGA;
453
454                         return BT_TUNDRA;
455                 }
456
457                 return BT_NORMAL;
458         }
459
460         if (d > freq_desert)
461                 return BT_DESERT;
462
463         if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
464                         ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
465                 return BT_DESERT;
466
467         if ((spflags & MGV6_JUNGLES) && h > 0.75)
468                 return BT_JUNGLE;
469
470         return BT_NORMAL;
471
472 }
473
474
475 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
476 {
477         s32 x = p.X, y = p.Y, z = p.Z;
478         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
479 }
480
481
482 //////////////////////// Map generator
483
484 void MapgenV6::makeChunk(BlockMakeData *data)
485 {
486         // Pre-conditions
487         assert(data->vmanip);
488         assert(data->nodedef);
489         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
490                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
491                 data->blockpos_requested.Z >= data->blockpos_min.Z);
492         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
493                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
494                 data->blockpos_requested.Z <= data->blockpos_max.Z);
495
496         this->generating = true;
497         this->vm   = data->vmanip;
498         this->ndef = data->nodedef;
499
500         // Hack: use minimum block coords for old code that assumes a single block
501         v3s16 blockpos_min = data->blockpos_min;
502         v3s16 blockpos_max = data->blockpos_max;
503
504         // Area of central chunk
505         node_min = blockpos_min * MAP_BLOCKSIZE;
506         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
507
508         // Full allocated area
509         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
510         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
511
512         central_area_size = node_max - node_min + v3s16(1, 1, 1);
513         assert(central_area_size.X == central_area_size.Z);
514
515         // Create a block-specific seed
516         blockseed = get_blockseed(data->seed, full_node_min);
517
518         // Make some noise
519         calculateNoise();
520
521         // Maximum height of the stone surface and obstacles.
522         // This is used to guide the cave generation
523         s16 stone_surface_max_y;
524
525         // Generate general ground level to full area
526         stone_surface_max_y = generateGround();
527
528         // Create initial heightmap to limit caves
529         updateHeightmap(node_min, node_max);
530
531         const s16 max_spread_amount = MAP_BLOCKSIZE;
532         // Limit dirt flow area by 1 because mud is flown into neighbors.
533         s16 mudflow_minpos = -max_spread_amount + 1;
534         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
535
536         // Loop this part, it will make stuff look older and newer nicely
537         const u32 age_loops = 2;
538         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
539                 // Make caves (this code is relatively horrible)
540                 if (flags & MG_CAVES)
541                         generateCaves(stone_surface_max_y);
542
543                 // Add mud to the central chunk
544                 addMud();
545
546                 // Flow mud away from steep edges
547                 if (spflags & MGV6_MUDFLOW)
548                         flowMud(mudflow_minpos, mudflow_maxpos);
549
550         }
551
552         // Update heightmap after mudflow
553         updateHeightmap(node_min, node_max);
554
555         // Add dungeons
556         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
557                 DungeonParams dp;
558
559                 dp.seed             = seed;
560                 dp.c_water          = c_water_source;
561                 dp.c_river_water    = c_water_source;
562
563                 dp.only_in_ground   = true;
564                 dp.corridor_len_min = 1;
565                 dp.corridor_len_max = 13;
566                 dp.rooms_min        = 2;
567                 dp.rooms_max        = 16;
568                 dp.y_min            = -MAX_MAP_GENERATION_LIMIT;
569                 dp.y_max            = MAX_MAP_GENERATION_LIMIT;
570
571                 dp.np_density
572                         = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
573                 dp.np_alt_wall
574                         = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
575
576                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
577                         dp.c_wall              = c_desert_stone;
578                         dp.c_alt_wall          = CONTENT_IGNORE;
579                         dp.c_stair             = c_stair_desert_stone;
580
581                         dp.diagonal_dirs       = true;
582                         dp.holesize            = v3s16(2, 3, 2);
583                         dp.room_size_min       = v3s16(6, 9, 6);
584                         dp.room_size_max       = v3s16(10, 11, 10);
585                         dp.room_size_large_min = v3s16(10, 13, 10);
586                         dp.room_size_large_max = v3s16(18, 21, 18);
587                         dp.notifytype          = GENNOTIFY_TEMPLE;
588                 } else {
589                         dp.c_wall              = c_cobble;
590                         dp.c_alt_wall          = c_mossycobble;
591                         dp.c_stair             = c_stair_cobble;
592
593                         dp.diagonal_dirs       = false;
594                         dp.holesize            = v3s16(1, 2, 1);
595                         dp.room_size_min       = v3s16(4, 4, 4);
596                         dp.room_size_max       = v3s16(8, 6, 8);
597                         dp.room_size_large_min = v3s16(8, 8, 8);
598                         dp.room_size_large_max = v3s16(16, 16, 16);
599                         dp.notifytype          = GENNOTIFY_DUNGEON;
600                 }
601
602                 DungeonGen dgen(ndef, &gennotify, &dp);
603                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
604         }
605
606         // Add top and bottom side of water to transforming_liquid queue
607         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
608
609         // Add surface nodes
610         growGrass();
611
612         // Generate some trees, and add grass, if a jungle
613         if (spflags & MGV6_TREES)
614                 placeTreesAndJungleGrass();
615
616         // Generate the registered decorations
617         if (flags & MG_DECORATIONS)
618                 m_emerge->decomgr->placeAllDecos(this, blockseed,
619                         node_min, node_max, water_level - 1);
620
621         // Generate the registered ores
622         m_emerge->oremgr->placeAllOres(this, blockseed,
623                 node_min, node_max, water_level - 1);
624
625         // Calculate lighting
626         if (flags & MG_LIGHT)
627                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
628                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
629                         full_node_min, full_node_max);
630
631         this->generating = false;
632 }
633
634
635 void MapgenV6::calculateNoise()
636 {
637         int x = node_min.X;
638         int z = node_min.Z;
639         int fx = full_node_min.X;
640         int fz = full_node_min.Z;
641
642         if (!(spflags & MGV6_FLAT)) {
643                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
644                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
645                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
646                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
647                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
648         }
649
650         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
651
652         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
653         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
654         // Humidity map does not need range limiting 0 to 1,
655         // only humidity at point does
656 }
657
658
659 int MapgenV6::generateGround()
660 {
661         //TimeTaker timer1("Generating ground level");
662         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
663         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
664         MapNode n_ice(c_ice);
665         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
666
667         u32 index = 0;
668         for (s16 z = node_min.Z; z <= node_max.Z; z++)
669         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
670                 // Surface height
671                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
672
673                 // Log it
674                 if (surface_y > stone_surface_max_y)
675                         stone_surface_max_y = surface_y;
676
677                 BiomeV6Type bt = getBiome(v2s16(x, z));
678
679                 // Fill ground with stone
680                 const v3s16 &em = vm->m_area.getExtent();
681                 u32 i = vm->m_area.index(x, node_min.Y, z);
682                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
683                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
684                                 if (y <= surface_y) {
685                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
686                                                         && bt == BT_DESERT) ?
687                                                 n_desert_stone : n_stone;
688                                 } else if (y <= water_level) {
689                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
690                                                         && bt == BT_TUNDRA) ?
691                                                 n_ice : n_water_source;
692                                 } else {
693                                         vm->m_data[i] = n_air;
694                                 }
695                         }
696                         vm->m_area.add_y(em, i, 1);
697                 }
698         }
699
700         return stone_surface_max_y;
701 }
702
703
704 void MapgenV6::addMud()
705 {
706         // 15ms @cs=8
707         //TimeTaker timer1("add mud");
708         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
709         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
710         MapNode addnode;
711
712         u32 index = 0;
713         for (s16 z = node_min.Z; z <= node_max.Z; z++)
714         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
715                 // Randomize mud amount
716                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
717
718                 // Find ground level
719                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
720
721                 // Handle area not found
722                 if (surface_y == vm->m_area.MinEdge.Y - 1)
723                         continue;
724
725                 BiomeV6Type bt = getBiome(v2s16(x, z));
726                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
727
728                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
729                         addnode = n_sand;
730                 } else if (mud_add_amount <= 0) {
731                         mud_add_amount = 1 - mud_add_amount;
732                         addnode = n_gravel;
733                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
734                                 surface_y + mud_add_amount <= water_level + 2) {
735                         addnode = n_sand;
736                 }
737
738                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
739                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
740
741                 /* If topmost node is grass, change it to mud.  It might be if it was
742                 // flown to there from a neighboring chunk and then converted.
743                 u32 i = vm->m_area.index(x, surface_y, z);
744                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
745                         vm->m_data[i] = n_dirt;*/
746
747                 // Add mud on ground
748                 s16 mudcount = 0;
749                 const v3s16 &em = vm->m_area.getExtent();
750                 s16 y_start = surface_y + 1;
751                 u32 i = vm->m_area.index(x, y_start, z);
752                 for (s16 y = y_start; y <= node_max.Y; y++) {
753                         if (mudcount >= mud_add_amount)
754                                 break;
755
756                         vm->m_data[i] = addnode;
757                         mudcount++;
758
759                         vm->m_area.add_y(em, i, 1);
760                 }
761         }
762 }
763
764
765 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
766 {
767         // 340ms @cs=8
768         //TimeTaker timer1("flow mud");
769
770         // Iterate a few times
771         for (s16 k = 0; k < 3; k++) {
772                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
773                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
774                         // Invert coordinates every 2nd iteration
775                         if (k % 2 == 0) {
776                                 x = mudflow_maxpos - (x - mudflow_minpos);
777                                 z = mudflow_maxpos - (z - mudflow_minpos);
778                         }
779
780                         // Node position in 2d
781                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
782
783                         const v3s16 &em = vm->m_area.getExtent();
784                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
785                         s16 y = node_max.Y;
786
787                         while (y >= node_min.Y) {
788
789                         for (;; y--) {
790                                 MapNode *n = NULL;
791                                 // Find mud
792                                 for (; y >= node_min.Y; y--) {
793                                         n = &vm->m_data[i];
794                                         if (n->getContent() == c_dirt ||
795                                                         n->getContent() == c_dirt_with_grass ||
796                                                         n->getContent() == c_gravel)
797                                                 break;
798
799                                         vm->m_area.add_y(em, i, -1);
800                                 }
801
802                                 // Stop if out of area
803                                 //if(vmanip.m_area.contains(i) == false)
804                                 if (y < node_min.Y)
805                                         break;
806
807                                 if (n->getContent() == c_dirt ||
808                                                 n->getContent() == c_dirt_with_grass) {
809                                         // Make it exactly mud
810                                         n->setContent(c_dirt);
811
812                                         // Don't flow it if the stuff under it is not mud
813                                         {
814                                                 u32 i2 = i;
815                                                 vm->m_area.add_y(em, i2, -1);
816                                                 // Cancel if out of area
817                                                 if (!vm->m_area.contains(i2))
818                                                         continue;
819                                                 MapNode *n2 = &vm->m_data[i2];
820                                                 if (n2->getContent() != c_dirt &&
821                                                                 n2->getContent() != c_dirt_with_grass)
822                                                         continue;
823                                         }
824                                 }
825
826                                 v3s16 dirs4[4] = {
827                                         v3s16(0, 0, 1), // back
828                                         v3s16(1, 0, 0), // right
829                                         v3s16(0, 0, -1), // front
830                                         v3s16(-1, 0, 0), // left
831                                 };
832
833                                 // Check that upper is walkable. Cancel
834                                 // dropping if upper keeps it in place.
835                                 u32 i3 = i;
836                                 vm->m_area.add_y(em, i3, 1);
837                                 MapNode *n3 = NULL;
838
839                                 if (vm->m_area.contains(i3)) {
840                                         n3 = &vm->m_data[i3];
841                                         if (ndef->get(*n3).walkable)
842                                                 continue;
843                                 }
844
845                                 // Drop mud on side
846                                 for (const v3s16 &dirp : dirs4) {
847                                         u32 i2 = i;
848                                         // Move to side
849                                         vm->m_area.add_p(em, i2, dirp);
850                                         // Fail if out of area
851                                         if (!vm->m_area.contains(i2))
852                                                 continue;
853                                         // Check that side is air
854                                         MapNode *n2 = &vm->m_data[i2];
855                                         if (ndef->get(*n2).walkable)
856                                                 continue;
857                                         // Check that under side is air
858                                         vm->m_area.add_y(em, i2, -1);
859                                         if (!vm->m_area.contains(i2))
860                                                 continue;
861                                         n2 = &vm->m_data[i2];
862                                         if (ndef->get(*n2).walkable)
863                                                 continue;
864                                         // Loop further down until not air
865                                         bool dropped_to_unknown = false;
866                                         do {
867                                                 vm->m_area.add_y(em, i2, -1);
868                                                 n2 = &vm->m_data[i2];
869                                                 // if out of known area
870                                                 if (!vm->m_area.contains(i2) ||
871                                                                 n2->getContent() == CONTENT_IGNORE) {
872                                                         dropped_to_unknown = true;
873                                                         break;
874                                                 }
875                                         } while (!ndef->get(*n2).walkable);
876                                         // Loop one up so that we're in air
877                                         vm->m_area.add_y(em, i2, 1);
878
879                                         // Move mud to new place. Outside mapchunk remove
880                                         // any decorations above removed or placed mud.
881                                         if (!dropped_to_unknown)
882                                                 moveMud(i, i2, i3, p2d, em);
883
884                                         // Done
885                                         break;
886                                 }
887                         }
888                         }
889                 }
890         }
891 }
892
893
894 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
895         u32 above_remove_index, v2s16 pos, v3s16 em)
896 {
897         MapNode n_air(CONTENT_AIR);
898         // Copy mud from old place to new place
899         vm->m_data[place_index] = vm->m_data[remove_index];
900         // Set old place to be air
901         vm->m_data[remove_index] = n_air;
902         // Outside the mapchunk decorations may need to be removed if above removed
903         // mud or if half-buried in placed mud. Placed mud is to the side of pos so
904         // use 'pos.X >= node_max.X' etc.
905         if (pos.X >= node_max.X || pos.X <= node_min.X ||
906                         pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
907                 // 'above remove' node is above removed mud. If it is not air, water or
908                 // 'ignore' it is a decoration that needs removing. Also search upwards
909                 // to remove a possible stacked decoration.
910                 // Check for 'ignore' because stacked decorations can penetrate into
911                 // 'ignore' nodes above the mapchunk.
912                 while (vm->m_area.contains(above_remove_index) &&
913                                 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
914                                 vm->m_data[above_remove_index].getContent() != c_water_source &&
915                                 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
916                         vm->m_data[above_remove_index] = n_air;
917                         vm->m_area.add_y(em, above_remove_index, 1);
918                 }
919                 // Mud placed may have partially-buried a stacked decoration, search
920                 // above and remove.
921                 vm->m_area.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                         vm->m_area.add_y(em, place_index, 1);
928                 }
929         }
930 }
931
932
933 void MapgenV6::placeTreesAndJungleGrass()
934 {
935         //TimeTaker t("placeTrees");
936         if (node_max.Y < water_level)
937                 return;
938
939         PseudoRandom grassrandom(blockseed + 53);
940         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
941         // if we don't have junglegrass, don't place cignore... that's bad
942         if (c_junglegrass == CONTENT_IGNORE)
943                 c_junglegrass = CONTENT_AIR;
944         MapNode n_junglegrass(c_junglegrass);
945         const v3s16 &em = vm->m_area.getExtent();
946
947         // Divide area into parts
948         s16 div = 8;
949         s16 sidelen = central_area_size.X / div;
950         double area = sidelen * sidelen;
951
952         // N.B.  We must add jungle grass first, since tree leaves will
953         // obstruct the ground, giving us a false ground level
954         for (s16 z0 = 0; z0 < div; z0++)
955         for (s16 x0 = 0; x0 < div; x0++) {
956                 // Center position of part of division
957                 v2s16 p2d_center(
958                         node_min.X + sidelen / 2 + sidelen * x0,
959                         node_min.Z + sidelen / 2 + sidelen * z0
960                 );
961                 // Minimum edge of part of division
962                 v2s16 p2d_min(
963                         node_min.X + sidelen * x0,
964                         node_min.Z + sidelen * z0
965                 );
966                 // Maximum edge of part of division
967                 v2s16 p2d_max(
968                         node_min.X + sidelen + sidelen * x0 - 1,
969                         node_min.Z + sidelen + sidelen * z0 - 1
970                 );
971
972                 // Get biome at center position of part of division
973                 BiomeV6Type bt = getBiome(p2d_center);
974
975                 // Amount of trees
976                 u32 tree_count;
977                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
978                         tree_count = area * getTreeAmount(p2d_center);
979                         if (bt == BT_JUNGLE)
980                                 tree_count *= 4;
981                 } else {
982                         tree_count = 0;
983                 }
984
985                 // Add jungle grass
986                 if (bt == BT_JUNGLE) {
987                         float humidity = getHumidity(p2d_center);
988                         u32 grass_count = 5 * humidity * tree_count;
989                         for (u32 i = 0; i < grass_count; i++) {
990                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
991                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
992                                 int mapindex = central_area_size.X * (z - node_min.Z)
993                                                                 + (x - node_min.X);
994                                 s16 y = heightmap[mapindex];
995                                 if (y < water_level)
996                                         continue;
997
998                                 u32 vi = vm->m_area.index(x, y, z);
999                                 // place on dirt_with_grass, since we know it is exposed to sunlight
1000                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1001                                         vm->m_area.add_y(em, vi, 1);
1002                                         vm->m_data[vi] = n_junglegrass;
1003                                 }
1004                         }
1005                 }
1006
1007                 // Put trees in random places on part of division
1008                 for (u32 i = 0; i < tree_count; i++) {
1009                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
1010                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1011                         int mapindex = central_area_size.X * (z - node_min.Z)
1012                                                         + (x - node_min.X);
1013                         s16 y = heightmap[mapindex];
1014                         // Don't make a tree under water level
1015                         // Don't make a tree so high that it doesn't fit
1016                         if (y < water_level || y > node_max.Y - 6)
1017                                 continue;
1018
1019                         v3s16 p(x, y, z);
1020                         // Trees grow only on mud and grass
1021                         {
1022                                 u32 i = vm->m_area.index(p);
1023                                 content_t c = vm->m_data[i].getContent();
1024                                 if (c != c_dirt &&
1025                                                 c != c_dirt_with_grass &&
1026                                                 c != c_dirt_with_snow)
1027                                         continue;
1028                         }
1029                         p.Y++;
1030
1031                         // Make a tree
1032                         if (bt == BT_JUNGLE) {
1033                                 treegen::make_jungletree(*vm, p, ndef, myrand());
1034                         } else if (bt == BT_TAIGA) {
1035                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1036                         } else if (bt == BT_NORMAL) {
1037                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1038                                                         getHaveAppleTree(v2s16(x, z));
1039                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1040                         }
1041                 }
1042         }
1043         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1044 }
1045
1046
1047 void MapgenV6::growGrass() // Add surface nodes
1048 {
1049         MapNode n_dirt_with_grass(c_dirt_with_grass);
1050         MapNode n_dirt_with_snow(c_dirt_with_snow);
1051         MapNode n_snowblock(c_snowblock);
1052         MapNode n_snow(c_snow);
1053         const v3s16 &em = vm->m_area.getExtent();
1054
1055         u32 index = 0;
1056         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1057         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1058                 // Find the lowest surface to which enough light ends up to make
1059                 // grass grow.  Basically just wait until not air and not leaves.
1060                 s16 surface_y = 0;
1061                 {
1062                         u32 i = vm->m_area.index(x, node_max.Y, z);
1063                         s16 y;
1064                         // Go to ground level
1065                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1066                                 MapNode &n = vm->m_data[i];
1067                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1068                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1069                                                 n.getContent() == c_ice)
1070                                         break;
1071                                 vm->m_area.add_y(em, i, -1);
1072                         }
1073                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1074                 }
1075
1076                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1077                 u32 i = vm->m_area.index(x, surface_y, z);
1078                 content_t c = vm->m_data[i].getContent();
1079                 if (surface_y >= water_level - 20) {
1080                         if (bt == BT_TAIGA && c == c_dirt) {
1081                                 vm->m_data[i] = n_dirt_with_snow;
1082                         } else if (bt == BT_TUNDRA) {
1083                                 if (c == c_dirt) {
1084                                         vm->m_data[i] = n_snowblock;
1085                                         vm->m_area.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                                         vm->m_area.add_y(em, i, 1);
1089                                         vm->m_data[i] = n_snowblock;
1090                                 }
1091                         } else if (c == c_dirt) {
1092                                 vm->m_data[i] = n_dirt_with_grass;
1093                         }
1094                 }
1095         }
1096 }
1097
1098
1099 void MapgenV6::generateCaves(int max_stone_y)
1100 {
1101         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1102         int volume_nodes = (node_max.X - node_min.X + 1) *
1103                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1104         cave_amount = MYMAX(0.0, cave_amount);
1105         u32 caves_count = cave_amount * volume_nodes / 50000;
1106         u32 bruises_count = 1;
1107         PseudoRandom ps(blockseed + 21343);
1108         PseudoRandom ps2(blockseed + 1032);
1109
1110         if (ps.range(1, 6) == 1)
1111                 bruises_count = ps.range(0, ps.range(0, 2));
1112
1113         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1114                 caves_count   /= 3;
1115                 bruises_count /= 3;
1116         }
1117
1118         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1119                 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1120
1121                 bool large_cave = (i >= caves_count);
1122                 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1123                         large_cave, max_stone_y, heightmap);
1124         }
1125 }