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
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU Lesser General Public License as published by
9 the Free Software Foundation; either version 2.1 of the License, or
10 (at your option) any later version.
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU Lesser General Public License for more details.
17 You should have received a copy of the GNU Lesser General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
29 //#include "serverobject.h"
30 #include "content_sao.h"
32 #include "voxelalgorithms.h"
33 //#include "profiler.h" // For TimeTaker
34 #include "settings.h" // For g_settings
36 #include "dungeongen.h"
40 #include "mg_decoration.h"
41 #include "mapgen_v6.h"
44 FlagDesc flagdesc_mapgen_v6[] = {
45 {"jungles", MGV6_JUNGLES},
46 {"biomeblend", MGV6_BIOMEBLEND},
47 {"mudflow", MGV6_MUDFLOW},
48 {"snowbiomes", MGV6_SNOWBIOMES},
50 {"trees", MGV6_TREES},
55 /////////////////////////////////////////////////////////////////////////////
58 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
59 : Mapgen(mapgenid, params, emerge)
62 ystride = csize.X; //////fix this
64 heightmap = new s16[csize.X * csize.Z];
66 spflags = params->spflags;
67 freq_desert = params->freq_desert;
68 freq_beach = params->freq_beach;
70 np_cave = ¶ms->np_cave;
71 np_humidity = ¶ms->np_humidity;
72 np_trees = ¶ms->np_trees;
73 np_apple_trees = ¶ms->np_apple_trees;
75 //// Create noise objects
76 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
77 noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
78 noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
79 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
80 noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
81 noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
82 noise_biome = new Noise(¶ms->np_biome, seed,
83 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
84 noise_humidity = new Noise(¶ms->np_humidity, seed,
85 csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
87 //// Resolve nodes to be used
88 INodeDefManager *ndef = emerge->ndef;
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");
104 if (c_gravel == CONTENT_IGNORE)
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;
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");
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;
133 MapgenV6::~MapgenV6()
135 delete noise_terrain_base;
136 delete noise_terrain_higher;
137 delete noise_steepness;
138 delete noise_height_select;
142 delete noise_humidity;
148 MapgenV6Params::MapgenV6Params()
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);
164 void MapgenV6Params::readParams(const Settings *settings)
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);
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);
184 void MapgenV6Params::writeParams(Settings *settings) const
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);
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);
204 //////////////////////// Some helper functions for the map generator
206 // Returns Y one under area minimum if not found
207 s16 MapgenV6::find_stone_level(v2s16 p2d)
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);
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))
220 vm->m_area.add_y(em, i, -1);
222 return (y >= y_nodes_min) ? y : y_nodes_min - 1;
226 // Required by mapgen.h
227 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
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;
234 if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
241 //////////////////////// Base terrain height functions
243 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
244 float steepness, float height_select)
246 float base = 1 + terrain_base;
247 float higher = 1 + terrain_higher;
249 // Limit higher ground level to at least base
253 // Steepness factor of cliffs
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);
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;
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
267 return base * (1.0 - a) + higher * a;
271 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
273 if (spflags & MGV6_FLAT)
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);
285 return baseTerrainLevel(terrain_base, terrain_higher,
286 steepness, height_select);
290 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
292 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
293 return baseTerrainLevelFromMap(index);
297 float MapgenV6::baseTerrainLevelFromMap(int index)
299 if (spflags & MGV6_FLAT)
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];
307 return baseTerrainLevel(terrain_base, terrain_higher,
308 steepness, height_select);
312 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
314 return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
318 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
320 return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
324 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
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
331 return level_at_point;
335 //////////////////////// Noise functions
337 float MapgenV6::getMudAmount(v2s16 p)
339 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
340 return getMudAmount(index);
344 bool MapgenV6::getHaveBeach(v2s16 p)
346 int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
347 return getHaveBeach(index);
351 BiomeV6Type MapgenV6::getBiome(v2s16 p)
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);
359 float MapgenV6::getHumidity(v2s16 p)
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;*/
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];
378 float MapgenV6::getTreeAmount(v2s16 p)
380 /*double noise = noise2d_perlin(
381 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
384 float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
385 float zeroval = -0.39;
389 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
393 bool MapgenV6::getHaveAppleTree(v2s16 p)
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;*/
399 float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
405 float MapgenV6::getMudAmount(int index)
407 if (spflags & MGV6_FLAT)
408 return MGV6_AVERAGE_MUD_AMOUNT;
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));*/
414 return noise_mud->result[index];
418 bool MapgenV6::getHaveBeach(int index)
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);*/
425 float sandnoise = noise_beach->result[index];
426 return (sandnoise > freq_beach);
430 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
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);*/
437 float d = noise_biome->result[index];
438 float h = noise_humidity->result[index];
440 if (spflags & MGV6_SNOWBIOMES) {
441 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
443 if (d > MGV6_FREQ_HOT + blend) {
444 if (h > MGV6_FREQ_JUNGLE + blend)
450 if (d < MGV6_FREQ_SNOW + blend) {
451 if (h > MGV6_FREQ_TAIGA + blend)
463 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
464 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
467 if ((spflags & MGV6_JUNGLES) && h > 0.75)
475 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
477 s32 x = p.X, y = p.Y, z = p.Z;
478 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
482 //////////////////////// Map generator
484 void MapgenV6::makeChunk(BlockMakeData *data)
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);
496 this->generating = true;
497 this->vm = data->vmanip;
498 this->ndef = data->nodedef;
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;
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);
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);
512 central_area_size = node_max - node_min + v3s16(1, 1, 1);
513 assert(central_area_size.X == central_area_size.Z);
515 // Create a block-specific seed
516 blockseed = get_blockseed(data->seed, full_node_min);
521 // Maximum height of the stone surface and obstacles.
522 // This is used to guide the cave generation
523 s16 stone_surface_max_y;
525 // Generate general ground level to full area
526 stone_surface_max_y = generateGround();
528 // Create initial heightmap to limit caves
529 updateHeightmap(node_min, node_max);
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;
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);
543 // Add mud to the central chunk
546 // Flow mud away from steep edges
547 if (spflags & MGV6_MUDFLOW)
548 flowMud(mudflow_minpos, mudflow_maxpos);
552 // Update heightmap after mudflow
553 updateHeightmap(node_min, node_max);
556 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
560 dp.c_water = c_water_source;
561 dp.c_river_water = c_water_source;
563 dp.only_in_ground = true;
564 dp.corridor_len_min = 1;
565 dp.corridor_len_max = 13;
568 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
569 dp.y_max = MAX_MAP_GENERATION_LIMIT;
572 = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
574 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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;
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;
589 dp.c_wall = c_cobble;
590 dp.c_alt_wall = c_mossycobble;
591 dp.c_stair = c_stair_cobble;
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;
602 DungeonGen dgen(ndef, &gennotify, &dp);
603 dgen.generate(vm, blockseed, full_node_min, full_node_max);
606 // Add top and bottom side of water to transforming_liquid queue
607 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
612 // Generate some trees, and add grass, if a jungle
613 if (spflags & MGV6_TREES)
614 placeTreesAndJungleGrass();
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);
621 // Generate the registered ores
622 m_emerge->oremgr->placeAllOres(this, blockseed,
623 node_min, node_max, water_level - 1);
625 // Calculate lighting
626 if (flags & MG_LIGHT)
627 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
628 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
629 full_node_min, full_node_max);
631 this->generating = false;
635 void MapgenV6::calculateNoise()
639 int fx = full_node_min.X;
640 int fz = full_node_min.Z;
642 if (!(spflags & MGV6_FLAT)) {
643 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
644 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
645 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
646 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
647 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
650 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
652 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
653 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
654 // Humidity map does not need range limiting 0 to 1,
655 // only humidity at point does
659 int MapgenV6::generateGround()
661 //TimeTaker timer1("Generating ground level");
662 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
663 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
664 MapNode n_ice(c_ice);
665 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
668 for (s16 z = node_min.Z; z <= node_max.Z; z++)
669 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
671 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
674 if (surface_y > stone_surface_max_y)
675 stone_surface_max_y = surface_y;
677 BiomeV6Type bt = getBiome(v2s16(x, z));
679 // Fill ground with stone
680 const v3s16 &em = vm->m_area.getExtent();
681 u32 i = vm->m_area.index(x, node_min.Y, z);
682 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
683 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
684 if (y <= surface_y) {
685 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
686 && bt == BT_DESERT) ?
687 n_desert_stone : n_stone;
688 } else if (y <= water_level) {
689 vm->m_data[i] = (y >= MGV6_ICE_BASE
690 && bt == BT_TUNDRA) ?
691 n_ice : n_water_source;
693 vm->m_data[i] = n_air;
696 vm->m_area.add_y(em, i, 1);
700 return stone_surface_max_y;
704 void MapgenV6::addMud()
707 //TimeTaker timer1("add mud");
708 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
709 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
713 for (s16 z = node_min.Z; z <= node_max.Z; z++)
714 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
715 // Randomize mud amount
716 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
719 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
721 // Handle area not found
722 if (surface_y == vm->m_area.MinEdge.Y - 1)
725 BiomeV6Type bt = getBiome(v2s16(x, z));
726 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
728 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
730 } else if (mud_add_amount <= 0) {
731 mud_add_amount = 1 - mud_add_amount;
733 } else if (bt != BT_DESERT && getHaveBeach(index) &&
734 surface_y + mud_add_amount <= water_level + 2) {
738 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
739 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
741 /* If topmost node is grass, change it to mud. It might be if it was
742 // flown to there from a neighboring chunk and then converted.
743 u32 i = vm->m_area.index(x, surface_y, z);
744 if (vm->m_data[i].getContent() == c_dirt_with_grass)
745 vm->m_data[i] = n_dirt;*/
749 const v3s16 &em = vm->m_area.getExtent();
750 s16 y_start = surface_y + 1;
751 u32 i = vm->m_area.index(x, y_start, z);
752 for (s16 y = y_start; y <= node_max.Y; y++) {
753 if (mudcount >= mud_add_amount)
756 vm->m_data[i] = addnode;
759 vm->m_area.add_y(em, i, 1);
765 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
768 //TimeTaker timer1("flow mud");
770 // Iterate a few times
771 for (s16 k = 0; k < 3; k++) {
772 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
773 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
774 // Invert coordinates every 2nd iteration
776 x = mudflow_maxpos - (x - mudflow_minpos);
777 z = mudflow_maxpos - (z - mudflow_minpos);
780 // Node position in 2d
781 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
783 const v3s16 &em = vm->m_area.getExtent();
784 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
787 while (y >= node_min.Y) {
792 for (; y >= node_min.Y; y--) {
794 if (n->getContent() == c_dirt ||
795 n->getContent() == c_dirt_with_grass ||
796 n->getContent() == c_gravel)
799 vm->m_area.add_y(em, i, -1);
802 // Stop if out of area
803 //if(vmanip.m_area.contains(i) == false)
807 if (n->getContent() == c_dirt ||
808 n->getContent() == c_dirt_with_grass) {
809 // Make it exactly mud
810 n->setContent(c_dirt);
812 // Don't flow it if the stuff under it is not mud
815 vm->m_area.add_y(em, i2, -1);
816 // Cancel if out of area
817 if (!vm->m_area.contains(i2))
819 MapNode *n2 = &vm->m_data[i2];
820 if (n2->getContent() != c_dirt &&
821 n2->getContent() != c_dirt_with_grass)
827 v3s16(0, 0, 1), // back
828 v3s16(1, 0, 0), // right
829 v3s16(0, 0, -1), // front
830 v3s16(-1, 0, 0), // left
833 // Check that upper is walkable. Cancel
834 // dropping if upper keeps it in place.
836 vm->m_area.add_y(em, i3, 1);
839 if (vm->m_area.contains(i3)) {
840 n3 = &vm->m_data[i3];
841 if (ndef->get(*n3).walkable)
846 for (const v3s16 &dirp : dirs4) {
849 vm->m_area.add_p(em, i2, dirp);
850 // Fail if out of area
851 if (!vm->m_area.contains(i2))
853 // Check that side is air
854 MapNode *n2 = &vm->m_data[i2];
855 if (ndef->get(*n2).walkable)
857 // Check that under side is air
858 vm->m_area.add_y(em, i2, -1);
859 if (!vm->m_area.contains(i2))
861 n2 = &vm->m_data[i2];
862 if (ndef->get(*n2).walkable)
864 // Loop further down until not air
865 bool dropped_to_unknown = false;
867 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;
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);
879 // Move mud to new place. Outside mapchunk remove
880 // any decorations above removed or placed mud.
881 if (!dropped_to_unknown)
882 moveMud(i, i2, i3, p2d, em);
894 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
895 u32 above_remove_index, v2s16 pos, v3s16 em)
897 MapNode n_air(CONTENT_AIR);
898 // Copy mud from old place to new place
899 vm->m_data[place_index] = vm->m_data[remove_index];
900 // Set old place to be air
901 vm->m_data[remove_index] = n_air;
902 // Outside the mapchunk decorations may need to be removed if above removed
903 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
904 // use 'pos.X >= node_max.X' etc.
905 if (pos.X >= node_max.X || pos.X <= node_min.X ||
906 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
907 // 'above remove' node is above removed mud. If it is not air, water or
908 // 'ignore' it is a decoration that needs removing. Also search upwards
909 // to remove a possible stacked decoration.
910 // Check for 'ignore' because stacked decorations can penetrate into
911 // 'ignore' nodes above the mapchunk.
912 while (vm->m_area.contains(above_remove_index) &&
913 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
914 vm->m_data[above_remove_index].getContent() != c_water_source &&
915 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
916 vm->m_data[above_remove_index] = n_air;
917 vm->m_area.add_y(em, above_remove_index, 1);
919 // Mud placed may have partially-buried a stacked decoration, search
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);
933 void MapgenV6::placeTreesAndJungleGrass()
935 //TimeTaker t("placeTrees");
936 if (node_max.Y < water_level)
939 PseudoRandom grassrandom(blockseed + 53);
940 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
941 // if we don't have junglegrass, don't place cignore... that's bad
942 if (c_junglegrass == CONTENT_IGNORE)
943 c_junglegrass = CONTENT_AIR;
944 MapNode n_junglegrass(c_junglegrass);
945 const v3s16 &em = vm->m_area.getExtent();
947 // Divide area into parts
949 s16 sidelen = central_area_size.X / div;
950 double area = sidelen * sidelen;
952 // N.B. We must add jungle grass first, since tree leaves will
953 // obstruct the ground, giving us a false ground level
954 for (s16 z0 = 0; z0 < div; z0++)
955 for (s16 x0 = 0; x0 < div; x0++) {
956 // Center position of part of division
958 node_min.X + sidelen / 2 + sidelen * x0,
959 node_min.Z + sidelen / 2 + sidelen * z0
961 // Minimum edge of part of division
963 node_min.X + sidelen * x0,
964 node_min.Z + sidelen * z0
966 // Maximum edge of part of division
968 node_min.X + sidelen + sidelen * x0 - 1,
969 node_min.Z + sidelen + sidelen * z0 - 1
972 // Get biome at center position of part of division
973 BiomeV6Type bt = getBiome(p2d_center);
977 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
978 tree_count = area * getTreeAmount(p2d_center);
986 if (bt == BT_JUNGLE) {
987 float humidity = getHumidity(p2d_center);
988 u32 grass_count = 5 * humidity * tree_count;
989 for (u32 i = 0; i < grass_count; i++) {
990 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
991 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
992 int mapindex = central_area_size.X * (z - node_min.Z)
994 s16 y = heightmap[mapindex];
998 u32 vi = vm->m_area.index(x, y, z);
999 // place on dirt_with_grass, since we know it is exposed to sunlight
1000 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1001 vm->m_area.add_y(em, vi, 1);
1002 vm->m_data[vi] = n_junglegrass;
1007 // Put trees in random places on part of division
1008 for (u32 i = 0; i < tree_count; i++) {
1009 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1010 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1011 int mapindex = central_area_size.X * (z - node_min.Z)
1013 s16 y = heightmap[mapindex];
1014 // Don't make a tree under water level
1015 // Don't make a tree so high that it doesn't fit
1016 if (y < water_level || y > node_max.Y - 6)
1020 // Trees grow only on mud and grass
1022 u32 i = vm->m_area.index(p);
1023 content_t c = vm->m_data[i].getContent();
1025 c != c_dirt_with_grass &&
1026 c != c_dirt_with_snow)
1032 if (bt == BT_JUNGLE) {
1033 treegen::make_jungletree(*vm, p, ndef, myrand());
1034 } else if (bt == BT_TAIGA) {
1035 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1036 } else if (bt == BT_NORMAL) {
1037 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1038 getHaveAppleTree(v2s16(x, z));
1039 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1043 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1047 void MapgenV6::growGrass() // Add surface nodes
1049 MapNode n_dirt_with_grass(c_dirt_with_grass);
1050 MapNode n_dirt_with_snow(c_dirt_with_snow);
1051 MapNode n_snowblock(c_snowblock);
1052 MapNode n_snow(c_snow);
1053 const v3s16 &em = vm->m_area.getExtent();
1056 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1057 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1058 // Find the lowest surface to which enough light ends up to make
1059 // grass grow. Basically just wait until not air and not leaves.
1062 u32 i = vm->m_area.index(x, node_max.Y, z);
1064 // Go to ground level
1065 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1066 MapNode &n = vm->m_data[i];
1067 if (ndef->get(n).param_type != CPT_LIGHT ||
1068 ndef->get(n).liquid_type != LIQUID_NONE ||
1069 n.getContent() == c_ice)
1071 vm->m_area.add_y(em, i, -1);
1073 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1076 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1077 u32 i = vm->m_area.index(x, surface_y, z);
1078 content_t c = vm->m_data[i].getContent();
1079 if (surface_y >= water_level - 20) {
1080 if (bt == BT_TAIGA && c == c_dirt) {
1081 vm->m_data[i] = n_dirt_with_snow;
1082 } else if (bt == BT_TUNDRA) {
1084 vm->m_data[i] = n_snowblock;
1085 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;
1091 } else if (c == c_dirt) {
1092 vm->m_data[i] = n_dirt_with_grass;
1099 void MapgenV6::generateCaves(int max_stone_y)
1101 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1102 int volume_nodes = (node_max.X - node_min.X + 1) *
1103 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1104 cave_amount = MYMAX(0.0, cave_amount);
1105 u32 caves_count = cave_amount * volume_nodes / 50000;
1106 u32 bruises_count = 1;
1107 PseudoRandom ps(blockseed + 21343);
1108 PseudoRandom ps2(blockseed + 1032);
1110 if (ps.range(1, 6) == 1)
1111 bruises_count = ps.range(0, ps.range(0, 2));
1113 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1118 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1119 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1121 bool large_cave = (i >= caves_count);
1122 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1123 large_cave, max_stone_y, heightmap);