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)
462 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
463 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
466 if ((spflags & MGV6_JUNGLES) && h > 0.75)
474 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
476 s32 x = p.X, y = p.Y, z = p.Z;
477 return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
481 //////////////////////// Map generator
483 void MapgenV6::makeChunk(BlockMakeData *data)
486 assert(data->vmanip);
487 assert(data->nodedef);
488 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
489 data->blockpos_requested.Y >= data->blockpos_min.Y &&
490 data->blockpos_requested.Z >= data->blockpos_min.Z);
491 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
492 data->blockpos_requested.Y <= data->blockpos_max.Y &&
493 data->blockpos_requested.Z <= data->blockpos_max.Z);
495 this->generating = true;
496 this->vm = data->vmanip;
497 this->ndef = data->nodedef;
499 // Hack: use minimum block coords for old code that assumes a single block
500 v3s16 blockpos_min = data->blockpos_min;
501 v3s16 blockpos_max = data->blockpos_max;
503 // Area of central chunk
504 node_min = blockpos_min * MAP_BLOCKSIZE;
505 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
507 // Full allocated area
508 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
509 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
511 central_area_size = node_max - node_min + v3s16(1, 1, 1);
512 assert(central_area_size.X == central_area_size.Z);
514 int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
515 * (blockpos_max.Y - blockpos_min.Y + 1)
516 * (blockpos_max.Z - blockpos_max.Z + 1);
518 volume_nodes = volume_blocks *
519 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
521 // Create a block-specific seed
522 blockseed = get_blockseed(data->seed, full_node_min);
527 // Maximum height of the stone surface and obstacles.
528 // This is used to guide the cave generation
529 s16 stone_surface_max_y;
531 // Generate general ground level to full area
532 stone_surface_max_y = generateGround();
534 // Create initial heightmap to limit caves
535 updateHeightmap(node_min, node_max);
537 const s16 max_spread_amount = MAP_BLOCKSIZE;
538 // Limit dirt flow area by 1 because mud is flown into neighbors.
539 s16 mudflow_minpos = -max_spread_amount + 1;
540 s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
542 // Loop this part, it will make stuff look older and newer nicely
543 const u32 age_loops = 2;
544 for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
545 // Make caves (this code is relatively horrible)
546 if (flags & MG_CAVES)
547 generateCaves(stone_surface_max_y);
549 // Add mud to the central chunk
552 // Flow mud away from steep edges
553 if (spflags & MGV6_MUDFLOW)
554 flowMud(mudflow_minpos, mudflow_maxpos);
558 // Update heightmap after mudflow
559 updateHeightmap(node_min, node_max);
562 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
566 dp.c_water = c_water_source;
567 dp.c_river_water = c_water_source;
569 dp.only_in_ground = true;
570 dp.corridor_len_min = 1;
571 dp.corridor_len_max = 13;
574 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
575 dp.y_max = MAX_MAP_GENERATION_LIMIT;
578 = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
580 = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
582 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
583 dp.c_wall = c_desert_stone;
584 dp.c_alt_wall = CONTENT_IGNORE;
585 dp.c_stair = c_stair_desert_stone;
587 dp.diagonal_dirs = true;
588 dp.holesize = v3s16(2, 3, 2);
589 dp.room_size_min = v3s16(6, 9, 6);
590 dp.room_size_max = v3s16(10, 11, 10);
591 dp.room_size_large_min = v3s16(10, 13, 10);
592 dp.room_size_large_max = v3s16(18, 21, 18);
593 dp.notifytype = GENNOTIFY_TEMPLE;
595 dp.c_wall = c_cobble;
596 dp.c_alt_wall = c_mossycobble;
597 dp.c_stair = c_stair_cobble;
599 dp.diagonal_dirs = false;
600 dp.holesize = v3s16(1, 2, 1);
601 dp.room_size_min = v3s16(4, 4, 4);
602 dp.room_size_max = v3s16(8, 6, 8);
603 dp.room_size_large_min = v3s16(8, 8, 8);
604 dp.room_size_large_max = v3s16(16, 16, 16);
605 dp.notifytype = GENNOTIFY_DUNGEON;
608 DungeonGen dgen(ndef, &gennotify, &dp);
609 dgen.generate(vm, blockseed, full_node_min, full_node_max);
612 // Add top and bottom side of water to transforming_liquid queue
613 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
618 // Generate some trees, and add grass, if a jungle
619 if (spflags & MGV6_TREES)
620 placeTreesAndJungleGrass();
622 // Generate the registered decorations
623 if (flags & MG_DECORATIONS)
624 m_emerge->decomgr->placeAllDecos(this, blockseed,
625 node_min, node_max, water_level - 1);
627 // Generate the registered ores
628 m_emerge->oremgr->placeAllOres(this, blockseed,
629 node_min, node_max, water_level - 1);
631 // Calculate lighting
632 if (flags & MG_LIGHT)
633 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
634 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
635 full_node_min, full_node_max);
637 this->generating = false;
641 void MapgenV6::calculateNoise()
645 int fx = full_node_min.X;
646 int fz = full_node_min.Z;
648 if (!(spflags & MGV6_FLAT)) {
649 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
650 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
651 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
652 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
653 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
656 noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
658 noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
659 noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
660 // Humidity map does not need range limiting 0 to 1,
661 // only humidity at point does
665 int MapgenV6::generateGround()
667 //TimeTaker timer1("Generating ground level");
668 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
669 MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
670 MapNode n_ice(c_ice);
671 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
674 for (s16 z = node_min.Z; z <= node_max.Z; z++)
675 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
677 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
680 if (surface_y > stone_surface_max_y)
681 stone_surface_max_y = surface_y;
683 BiomeV6Type bt = getBiome(v2s16(x, z));
685 // Fill ground with stone
686 const v3s16 &em = vm->m_area.getExtent();
687 u32 i = vm->m_area.index(x, node_min.Y, z);
688 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
689 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
690 if (y <= surface_y) {
691 vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
692 && bt == BT_DESERT) ?
693 n_desert_stone : n_stone;
694 } else if (y <= water_level) {
695 vm->m_data[i] = (y >= MGV6_ICE_BASE
696 && bt == BT_TUNDRA) ?
697 n_ice : n_water_source;
699 vm->m_data[i] = n_air;
702 vm->m_area.add_y(em, i, 1);
706 return stone_surface_max_y;
710 void MapgenV6::addMud()
713 //TimeTaker timer1("add mud");
714 MapNode n_dirt(c_dirt), n_gravel(c_gravel);
715 MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
719 for (s16 z = node_min.Z; z <= node_max.Z; z++)
720 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
721 // Randomize mud amount
722 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
725 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
727 // Handle area not found
728 if (surface_y == vm->m_area.MinEdge.Y - 1)
731 BiomeV6Type bt = getBiome(v2s16(x, z));
732 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
734 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
736 } else if (mud_add_amount <= 0) {
737 mud_add_amount = 1 - mud_add_amount;
739 } else if (bt != BT_DESERT && getHaveBeach(index) &&
740 surface_y + mud_add_amount <= water_level + 2) {
744 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
745 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
747 /* If topmost node is grass, change it to mud. It might be if it was
748 // flown to there from a neighboring chunk and then converted.
749 u32 i = vm->m_area.index(x, surface_y, z);
750 if (vm->m_data[i].getContent() == c_dirt_with_grass)
751 vm->m_data[i] = n_dirt;*/
755 const v3s16 &em = vm->m_area.getExtent();
756 s16 y_start = surface_y + 1;
757 u32 i = vm->m_area.index(x, y_start, z);
758 for (s16 y = y_start; y <= node_max.Y; y++) {
759 if (mudcount >= mud_add_amount)
762 vm->m_data[i] = addnode;
765 vm->m_area.add_y(em, i, 1);
771 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
774 //TimeTaker timer1("flow mud");
776 // Iterate a few times
777 for (s16 k = 0; k < 3; k++) {
778 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
779 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
780 // Invert coordinates every 2nd iteration
782 x = mudflow_maxpos - (x - mudflow_minpos);
783 z = mudflow_maxpos - (z - mudflow_minpos);
786 // Node position in 2d
787 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
789 const v3s16 &em = vm->m_area.getExtent();
790 u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
793 while (y >= node_min.Y) {
798 for (; y >= node_min.Y; y--) {
800 if (n->getContent() == c_dirt ||
801 n->getContent() == c_dirt_with_grass ||
802 n->getContent() == c_gravel)
805 vm->m_area.add_y(em, i, -1);
808 // Stop if out of area
809 //if(vmanip.m_area.contains(i) == false)
813 if (n->getContent() == c_dirt ||
814 n->getContent() == c_dirt_with_grass) {
815 // Make it exactly mud
816 n->setContent(c_dirt);
818 // Don't flow it if the stuff under it is not mud
821 vm->m_area.add_y(em, i2, -1);
822 // Cancel if out of area
823 if (!vm->m_area.contains(i2))
825 MapNode *n2 = &vm->m_data[i2];
826 if (n2->getContent() != c_dirt &&
827 n2->getContent() != c_dirt_with_grass)
833 v3s16(0, 0, 1), // back
834 v3s16(1, 0, 0), // right
835 v3s16(0, 0, -1), // front
836 v3s16(-1, 0, 0), // left
839 // Check that upper is walkable. Cancel
840 // dropping if upper keeps it in place.
842 vm->m_area.add_y(em, i3, 1);
845 if (vm->m_area.contains(i3)) {
846 n3 = &vm->m_data[i3];
847 if (ndef->get(*n3).walkable)
852 for (const v3s16 &dirp : dirs4) {
855 vm->m_area.add_p(em, i2, dirp);
856 // Fail if out of area
857 if (!vm->m_area.contains(i2))
859 // Check that side is air
860 MapNode *n2 = &vm->m_data[i2];
861 if (ndef->get(*n2).walkable)
863 // Check that under side is air
864 vm->m_area.add_y(em, i2, -1);
865 if (!vm->m_area.contains(i2))
867 n2 = &vm->m_data[i2];
868 if (ndef->get(*n2).walkable)
870 // Loop further down until not air
871 bool dropped_to_unknown = false;
873 vm->m_area.add_y(em, i2, -1);
874 n2 = &vm->m_data[i2];
875 // if out of known area
876 if (!vm->m_area.contains(i2) ||
877 n2->getContent() == CONTENT_IGNORE) {
878 dropped_to_unknown = true;
881 } while (!ndef->get(*n2).walkable);
882 // Loop one up so that we're in air
883 vm->m_area.add_y(em, i2, 1);
885 // Move mud to new place. Outside mapchunk remove
886 // any decorations above removed or placed mud.
887 if (!dropped_to_unknown)
888 moveMud(i, i2, i3, p2d, em);
900 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
901 u32 above_remove_index, v2s16 pos, v3s16 em)
903 MapNode n_air(CONTENT_AIR);
904 // Copy mud from old place to new place
905 vm->m_data[place_index] = vm->m_data[remove_index];
906 // Set old place to be air
907 vm->m_data[remove_index] = n_air;
908 // Outside the mapchunk decorations may need to be removed if above removed
909 // mud or if half-buried in placed mud. Placed mud is to the side of pos so
910 // use 'pos.X >= node_max.X' etc.
911 if (pos.X >= node_max.X || pos.X <= node_min.X ||
912 pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
913 // 'above remove' node is above removed mud. If it is not air, water or
914 // 'ignore' it is a decoration that needs removing. Also search upwards
915 // to remove a possible stacked decoration.
916 // Check for 'ignore' because stacked decorations can penetrate into
917 // 'ignore' nodes above the mapchunk.
918 while (vm->m_area.contains(above_remove_index) &&
919 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
920 vm->m_data[above_remove_index].getContent() != c_water_source &&
921 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
922 vm->m_data[above_remove_index] = n_air;
923 vm->m_area.add_y(em, above_remove_index, 1);
925 // Mud placed may have partially-buried a stacked decoration, search
927 vm->m_area.add_y(em, place_index, 1);
928 while (vm->m_area.contains(place_index) &&
929 vm->m_data[place_index].getContent() != CONTENT_AIR &&
930 vm->m_data[place_index].getContent() != c_water_source &&
931 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
932 vm->m_data[place_index] = n_air;
933 vm->m_area.add_y(em, place_index, 1);
939 void MapgenV6::placeTreesAndJungleGrass()
941 //TimeTaker t("placeTrees");
942 if (node_max.Y < water_level)
945 PseudoRandom grassrandom(blockseed + 53);
946 content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
947 // if we don't have junglegrass, don't place cignore... that's bad
948 if (c_junglegrass == CONTENT_IGNORE)
949 c_junglegrass = CONTENT_AIR;
950 MapNode n_junglegrass(c_junglegrass);
951 const v3s16 &em = vm->m_area.getExtent();
953 // Divide area into parts
955 s16 sidelen = central_area_size.X / div;
956 double area = sidelen * sidelen;
958 // N.B. We must add jungle grass first, since tree leaves will
959 // obstruct the ground, giving us a false ground level
960 for (s16 z0 = 0; z0 < div; z0++)
961 for (s16 x0 = 0; x0 < div; x0++) {
962 // Center position of part of division
964 node_min.X + sidelen / 2 + sidelen * x0,
965 node_min.Z + sidelen / 2 + sidelen * z0
967 // Minimum edge of part of division
969 node_min.X + sidelen * x0,
970 node_min.Z + sidelen * z0
972 // Maximum edge of part of division
974 node_min.X + sidelen + sidelen * x0 - 1,
975 node_min.Z + sidelen + sidelen * z0 - 1
978 // Get biome at center position of part of division
979 BiomeV6Type bt = getBiome(p2d_center);
983 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
984 tree_count = area * getTreeAmount(p2d_center);
992 if (bt == BT_JUNGLE) {
993 float humidity = getHumidity(p2d_center);
994 u32 grass_count = 5 * humidity * tree_count;
995 for (u32 i = 0; i < grass_count; i++) {
996 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
997 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
998 int mapindex = central_area_size.X * (z - node_min.Z)
1000 s16 y = heightmap[mapindex];
1001 if (y < water_level)
1004 u32 vi = vm->m_area.index(x, y, z);
1005 // place on dirt_with_grass, since we know it is exposed to sunlight
1006 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1007 vm->m_area.add_y(em, vi, 1);
1008 vm->m_data[vi] = n_junglegrass;
1013 // Put trees in random places on part of division
1014 for (u32 i = 0; i < tree_count; i++) {
1015 s16 x = myrand_range(p2d_min.X, p2d_max.X);
1016 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1017 int mapindex = central_area_size.X * (z - node_min.Z)
1019 s16 y = heightmap[mapindex];
1020 // Don't make a tree under water level
1021 // Don't make a tree so high that it doesn't fit
1022 if (y < water_level || y > node_max.Y - 6)
1026 // Trees grow only on mud and grass
1028 u32 i = vm->m_area.index(p);
1029 content_t c = vm->m_data[i].getContent();
1031 c != c_dirt_with_grass &&
1032 c != c_dirt_with_snow)
1038 if (bt == BT_JUNGLE) {
1039 treegen::make_jungletree(*vm, p, ndef, myrand());
1040 } else if (bt == BT_TAIGA) {
1041 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1042 } else if (bt == BT_NORMAL) {
1043 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1044 getHaveAppleTree(v2s16(x, z));
1045 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1049 //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1053 void MapgenV6::growGrass() // Add surface nodes
1055 MapNode n_dirt_with_grass(c_dirt_with_grass);
1056 MapNode n_dirt_with_snow(c_dirt_with_snow);
1057 MapNode n_snowblock(c_snowblock);
1058 MapNode n_snow(c_snow);
1059 const v3s16 &em = vm->m_area.getExtent();
1062 for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1063 for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1064 // Find the lowest surface to which enough light ends up to make
1065 // grass grow. Basically just wait until not air and not leaves.
1068 u32 i = vm->m_area.index(x, node_max.Y, z);
1070 // Go to ground level
1071 for (y = node_max.Y; y >= full_node_min.Y; y--) {
1072 MapNode &n = vm->m_data[i];
1073 if (ndef->get(n).param_type != CPT_LIGHT ||
1074 ndef->get(n).liquid_type != LIQUID_NONE ||
1075 n.getContent() == c_ice)
1077 vm->m_area.add_y(em, i, -1);
1079 surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1082 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1083 u32 i = vm->m_area.index(x, surface_y, z);
1084 content_t c = vm->m_data[i].getContent();
1085 if (surface_y >= water_level - 20) {
1086 if (bt == BT_TAIGA && c == c_dirt) {
1087 vm->m_data[i] = n_dirt_with_snow;
1088 } else if (bt == BT_TUNDRA) {
1090 vm->m_data[i] = n_snowblock;
1091 vm->m_area.add_y(em, i, -1);
1092 vm->m_data[i] = n_dirt_with_snow;
1093 } else if (c == c_stone && surface_y < node_max.Y) {
1094 vm->m_area.add_y(em, i, 1);
1095 vm->m_data[i] = n_snowblock;
1097 } else if (c == c_dirt) {
1098 vm->m_data[i] = n_dirt_with_grass;
1105 void MapgenV6::generateCaves(int max_stone_y)
1107 float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1108 int volume_nodes = (node_max.X - node_min.X + 1) *
1109 (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1110 cave_amount = MYMAX(0.0, cave_amount);
1111 u32 caves_count = cave_amount * volume_nodes / 50000;
1112 u32 bruises_count = 1;
1113 PseudoRandom ps(blockseed + 21343);
1114 PseudoRandom ps2(blockseed + 1032);
1116 if (ps.range(1, 6) == 1)
1117 bruises_count = ps.range(0, ps.range(0, 2));
1119 if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1124 for (u32 i = 0; i < caves_count + bruises_count; i++) {
1125 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1127 bool large_cave = (i >= caves_count);
1128 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1129 large_cave, max_stone_y, heightmap);