3 Copyright (C) 2016-2017 Duane Robertson <duane@duanerobertson.com>
4 Copyright (C) 2016-2017 paramat
6 Based on Valleys Mapgen by Gael de Sailly
7 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
8 and mapgen_v7, mapgen_flat by kwolekr and paramat.
10 Licensing changed by permission of Gael de Sailly.
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU Lesser General Public License as published by
14 the Free Software Foundation; either version 2.1 of the License, or
15 (at your option) any later version.
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU Lesser General Public License for more details.
22 You should have received a copy of the GNU Lesser General Public License along
23 with this program; if not, write to the Free Software Foundation, Inc.,
24 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
34 #include "voxelalgorithms.h"
35 #include "settings.h" // For g_settings
37 #include "dungeongen.h"
40 #include "mg_decoration.h"
41 #include "mapgen_valleys.h"
48 //#include "util/timetaker.h"
49 //#include "profiler.h"
52 //static Profiler mapgen_prof;
53 //Profiler *mapgen_profiler = &mapgen_prof;
55 static FlagDesc flagdesc_mapgen_valleys[] = {
56 {"altitude_chill", MGVALLEYS_ALT_CHILL},
57 {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
61 ///////////////////////////////////////////////////////////////////////////////
64 MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
65 : MapgenBasic(mapgenid, params, emerge)
67 // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
68 m_bgen = (BiomeGenOriginal *)biomegen;
70 BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
72 spflags = params->spflags;
73 altitude_chill = params->altitude_chill;
74 large_cave_depth = params->large_cave_depth;
75 lava_features_lim = rangelim(params->lava_features, 0, 10);
76 massive_cave_depth = params->massive_cave_depth;
77 river_depth_bed = params->river_depth + 1.f;
78 river_size_factor = params->river_size / 100.f;
79 water_features_lim = rangelim(params->water_features, 0, 10);
80 cave_width = params->cave_width;
83 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
84 noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
85 noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
86 noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
87 noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
88 noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
91 // 1-up 1-down overgeneration
92 noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
93 // 1-down overgeneraion
94 noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
95 noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
96 noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
98 humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
99 use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
100 humidity_adjust = bp->np_humidity.offset - 50.f;
102 // a small chance of overflows if the settings are very high
103 cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
104 lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
106 tcave_cache = new float[csize.Y + 2];
110 MapgenValleys::~MapgenValleys()
114 delete noise_filler_depth;
115 delete noise_inter_valley_fill;
116 delete noise_inter_valley_slope;
118 delete noise_massive_caves;
119 delete noise_terrain_height;
120 delete noise_valley_depth;
121 delete noise_valley_profile;
123 delete[] tcave_cache;
127 MapgenValleysParams::MapgenValleysParams()
129 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
130 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
131 np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
132 np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
133 np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
134 np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
135 np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
136 np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
137 np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
138 np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
142 void MapgenValleysParams::readParams(const Settings *settings)
144 settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
145 settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
146 settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
147 settings->getU16NoEx("mgvalleys_lava_features", lava_features);
148 settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
149 settings->getU16NoEx("mgvalleys_river_depth", river_depth);
150 settings->getU16NoEx("mgvalleys_river_size", river_size);
151 settings->getU16NoEx("mgvalleys_water_features", water_features);
152 settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
154 settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
155 settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
156 settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
157 settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
158 settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
159 settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
160 settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
161 settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
162 settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
163 settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
167 void MapgenValleysParams::writeParams(Settings *settings) const
169 settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
170 settings->setU16("mgvalleys_altitude_chill", altitude_chill);
171 settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
172 settings->setU16("mgvalleys_lava_features", lava_features);
173 settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
174 settings->setU16("mgvalleys_river_depth", river_depth);
175 settings->setU16("mgvalleys_river_size", river_size);
176 settings->setU16("mgvalleys_water_features", water_features);
177 settings->setFloat("mgvalleys_cave_width", cave_width);
179 settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
180 settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
181 settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
182 settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
183 settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
184 settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
185 settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
186 settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
187 settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
188 settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
192 ///////////////////////////////////////
195 void MapgenValleys::makeChunk(BlockMakeData *data)
198 assert(data->vmanip);
199 assert(data->nodedef);
200 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
201 data->blockpos_requested.Y >= data->blockpos_min.Y &&
202 data->blockpos_requested.Z >= data->blockpos_min.Z);
203 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
204 data->blockpos_requested.Y <= data->blockpos_max.Y &&
205 data->blockpos_requested.Z <= data->blockpos_max.Z);
207 this->generating = true;
208 this->vm = data->vmanip;
209 this->ndef = data->nodedef;
211 //TimeTaker t("makeChunk");
213 v3s16 blockpos_min = data->blockpos_min;
214 v3s16 blockpos_max = data->blockpos_max;
215 node_min = blockpos_min * MAP_BLOCKSIZE;
216 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
217 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
218 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
220 blockseed = getBlockSeed2(full_node_min, seed);
222 // Generate biome noises. Note this must be executed strictly before
223 // generateTerrain, because generateTerrain depends on intermediate
224 // biome-related noises.
225 m_bgen->calcBiomeNoise(node_min);
227 // Generate noise maps and base terrain height.
228 // Modify heat and humidity maps.
231 // Generate base terrain with initial heightmaps
232 s16 stone_surface_max_y = generateTerrain();
234 // Recalculate heightmap
235 updateHeightmap(node_min, node_max);
237 // Place biome-specific nodes and build biomemap
238 MgStoneType mgstone_type;
239 content_t biome_stone;
240 generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
243 if (flags & MG_CAVES)
244 generateCaves(stone_surface_max_y, large_cave_depth);
247 if ((flags & MG_DUNGEONS) && node_max.Y < 50)
248 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
250 // Generate the registered decorations
251 if (flags & MG_DECORATIONS)
252 m_emerge->decomgr->placeAllDecos(this, blockseed,
253 node_min, node_max, water_level - 1);
255 // Generate the registered ores
256 m_emerge->oremgr->placeAllOres(this, blockseed,
257 node_min, node_max, water_level - 1);
259 // Sprinkle some dust on top after everything else was generated
262 //TimeTaker tll("liquid_lighting");
264 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
266 if (flags & MG_LIGHT)
268 node_min - v3s16(0, 1, 0),
269 node_max + v3s16(0, 1, 0),
273 //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
274 //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
276 this->generating = false;
280 // Populate the noise tables and do most of the
281 // calculation necessary to determine terrain height.
282 void MapgenValleys::calculateNoise()
284 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
287 int y = node_min.Y - 1;
290 //TimeTaker tcn("actualNoise");
292 noise_inter_valley_slope->perlinMap2D(x, z);
293 noise_rivers->perlinMap2D(x, z);
294 noise_terrain_height->perlinMap2D(x, z);
295 noise_valley_depth->perlinMap2D(x, z);
296 noise_valley_profile->perlinMap2D(x, z);
298 noise_inter_valley_fill->perlinMap3D(x, y, z);
300 //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
302 float heat_offset = 0.f;
303 float humidity_scale = 1.f;
305 // Altitude chill tends to reduce the average heat.
306 if (use_altitude_chill)
309 // River humidity tends to increase the humidity range.
311 humidity_scale = 0.8f;
314 for (s32 index = 0; index < csize.X * csize.Z; index++) {
315 m_bgen->heatmap[index] += heat_offset;
316 m_bgen->humidmap[index] *= humidity_scale;
322 for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
323 for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
324 // The parameters that we actually need to generate terrain
325 // are passed by address (and the return value).
326 tn.terrain_height = noise_terrain_height->result[index];
327 // River noise is replaced with base terrain, which
328 // is basically the height of the water table.
329 tn.rivers = &noise_rivers->result[index];
330 // Valley depth noise is replaced with the valley
331 // number that represents the height of terrain
332 // over rivers and is used to determine about
333 // how close a river is for humidity calculation.
334 tn.valley = &noise_valley_depth->result[index];
335 tn.valley_profile = noise_valley_profile->result[index];
336 // Slope noise is replaced by the calculated slope
337 // which is used to get terrain height in the slow
338 // method, to create sharper mountains.
339 tn.slope = &noise_inter_valley_slope->result[index];
340 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
342 // This is the actual terrain height.
343 float mount = terrainLevelFromNoise(&tn);
344 noise_terrain_height->result[index] = mount;
349 // This keeps us from having to maintain two similar sets of
350 // complicated code to determine ground level.
351 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
353 // The square function changes the behaviour of this noise:
354 // very often small, and sometimes very high.
355 float valley_d = MYSQUARE(*tn->valley);
357 // valley_d is here because terrain is generally higher where valleys
358 // are deep (mountains). base represents the height of the
359 // rivers, most of the surface is above.
360 float base = tn->terrain_height + valley_d;
362 // "river" represents the distance from the river, in arbitrary units.
363 float river = fabs(*tn->rivers) - river_size_factor;
365 // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
366 // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
367 // Try it with a geometry software !
368 // (here x = "river" and a = valley_profile).
369 // "valley" represents the height of the terrain, from the rivers.
371 float t = river / tn->valley_profile;
372 *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
375 // approximate height of the terrain at this point
376 float mount = base + *tn->valley;
378 *tn->slope *= *tn->valley;
380 // Rivers are placed where "river" is negative, so where the original
381 // noise value is close to zero.
382 // Base ground is returned as rivers since it's basically the water table.
385 // Use the the function -sqrt(1-x^2) which models a circle.
388 float t = river / river_size_factor + 1;
389 depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
392 // base - depth : height of the bottom of the river
393 // water_level - 3 : don't make rivers below 3 nodes under the surface
394 // We use three because that's as low as the swamp biomes go.
395 // There is no logical equivalent to this using rangelim.
396 mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
398 // Slope has no influence on rivers.
406 // This avoids duplicating the code in terrainLevelFromNoise, adding
407 // only the final step of terrain generation without a noise map.
408 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
410 float mount = terrainLevelFromNoise(tn);
411 s16 y_start = myround(mount);
413 for (s16 y = y_start; y <= y_start + 1000; y++) {
414 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
416 if (fill * *tn->slope < y - mount) {
417 mount = MYMAX(y - 1, mount);
426 int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
428 // Check to make sure this isn't a request for a location in a river.
429 float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
430 if (fabs(rivers) < river_size_factor)
431 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
433 s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
434 if (level_at_point <= water_level ||
435 level_at_point > water_level + 32)
436 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
438 return level_at_point;
442 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
446 float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
447 float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
448 float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
452 tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
455 tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
456 tn.slope = &inter_valley_slope;
457 tn.inter_valley_fill = 0.f;
459 return adjustedTerrainLevelFromNoise(&tn);
463 int MapgenValleys::generateTerrain()
465 // Raising this reduces the rate of evaporation.
466 static const float evaporation = 300.f;
468 static const float humidity_dropoff = 4.f;
469 // constant to convert altitude chill (compatible with lua) to heat
470 static const float alt_to_heat = 20.f;
471 // humidity reduction by altitude
472 static const float alt_to_humid = 10.f;
474 MapNode n_air(CONTENT_AIR);
475 MapNode n_river_water(c_river_water_source);
476 MapNode n_stone(c_stone);
477 MapNode n_water(c_water_source);
479 const v3s16 &em = vm->m_area.getExtent();
480 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
483 for (s16 z = node_min.Z; z <= node_max.Z; z++)
484 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
485 float river_y = noise_rivers->result[index_2d];
486 float surface_y = noise_terrain_height->result[index_2d];
487 float slope = noise_inter_valley_slope->result[index_2d];
488 float t_heat = m_bgen->heatmap[index_2d];
490 heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
492 if (surface_y > surface_max_y)
493 surface_max_y = ceil(surface_y);
496 // Derive heat from (base) altitude. This will be most correct
497 // at rivers, since other surface heights may vary below.
498 if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
499 t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
501 // If humidity is low or heat is high, lower the water table.
502 float delta = m_bgen->humidmap[index_2d] - 50.f;
504 float t_evap = (t_heat - 32.f) / evaporation;
505 river_y += delta * MYMAX(t_evap, 0.08f);
509 u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
510 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
512 // Mapgens concern themselves with stone and water.
513 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
514 if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
515 float fill = noise_inter_valley_fill->result[index_3d];
516 float surface_delta = (float)y - surface_y;
517 bool river = y + 1 < river_y;
519 if (slope * fill > surface_delta) {
521 vm->m_data[index_data] = n_stone;
522 if (y > heightmap[index_2d])
523 heightmap[index_2d] = y;
524 if (y > surface_max_y)
526 } else if (y <= water_level) {
528 vm->m_data[index_data] = n_water;
531 vm->m_data[index_data] = n_river_water;
533 vm->m_data[index_data] = n_air;
537 vm->m_area.add_y(em, index_data, 1);
541 if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
542 s16 surface_y_int = myround(surface_y);
543 if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
544 // If surface_y is outside the chunk, it's good enough.
545 heightmap[index_2d] = surface_y_int;
547 // If the ground is outside of this chunk, but surface_y
548 // is within the chunk, give a value outside.
549 heightmap[index_2d] = node_min.Y - 2;
554 // Use base ground (water table) in a riverbed, to
555 // avoid an unnatural rise in humidity.
556 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
557 float humid = m_bgen->humidmap[index_2d];
558 float water_depth = (t_alt - river_y) / humidity_dropoff;
559 humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
561 // Reduce humidity with altitude (ignoring riverbeds).
562 // This is similar to the lua version's seawater adjustment,
563 // but doesn't increase the base humidity, which causes
564 // problems with the default biomes.
566 humid -= alt_to_humid * t_alt / altitude_chill;
568 m_bgen->humidmap[index_2d] = humid;
571 // Assign the heat adjusted by any changed altitudes.
572 // The altitude will change about half the time.
573 if (use_altitude_chill) {
574 // ground height ignoring riverbeds
575 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
576 if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
577 // The altitude hasn't changed. Use the first result.
578 m_bgen->heatmap[index_2d] = t_heat;
579 else if (t_alt > 0.f)
580 m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
584 return surface_max_y;
587 void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
589 if (max_stone_y < node_min.Y)
592 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
593 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
595 PseudoRandom ps(blockseed + 72202);
597 MapNode n_air(CONTENT_AIR);
598 MapNode n_lava(c_lava_source);
599 MapNode n_water(c_river_water_source);
601 const v3s16 &em = vm->m_area.getExtent();
603 // Cave blend distance near YMIN, YMAX
604 const float massive_cave_blend = 128.f;
605 // noise threshold for massive caves
606 const float massive_cave_threshold = 0.6f;
607 // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
609 float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
610 float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
611 bool made_a_big_one = false;
613 // Cache the tcave values as they only vary by altitude.
614 if (node_max.Y <= massive_cave_depth) {
615 noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
617 for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
618 float tcave = massive_cave_threshold;
621 float t = (yblmin - y) / massive_cave_blend;
622 tcave += MYSQUARE(t);
623 } else if (y > yblmax) {
624 float t = (y - yblmax) / massive_cave_blend;
625 tcave += MYSQUARE(t);
628 tcave_cache[y - node_min.Y + 1] = tcave;
632 // lava_depth varies between one and ten as you approach
633 // the bottom of the world.
634 s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
635 // This allows random lava spawns to be less common at the surface.
636 s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
637 // water_depth varies between ten and one on the way down.
638 s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
639 // This allows random water spawns to be more common at the surface.
640 s16 water_chance = MYCUBE(water_features_lim) * water_depth;
642 // Reduce the odds of overflows even further.
643 if (node_max.Y > water_level) {
649 for (s16 z = node_min.Z; z <= node_max.Z; z++)
650 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
651 Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
652 bool tunnel_air_above = false;
653 bool is_under_river = false;
654 bool underground = false;
655 u32 index_data = vm->m_area.index(x, node_max.Y, z);
656 u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
658 // Dig caves on down loop to check for air above.
659 // Don't excavate the overgenerated stone at node_max.Y + 1,
660 // this creates a 'roof' over the tunnel, preventing light in
661 // tunnels at mapchunk borders when generating mapchunks upwards.
662 // This 'roof' is removed when the mapchunk above is generated.
663 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
665 vm->m_area.add_y(em, index_data, -1)) {
667 float terrain = noise_terrain_height->result[index_2d];
670 if (y > terrain + 10)
673 if (y < terrain - 40)
676 // Dig massive caves.
677 if (node_max.Y <= massive_cave_depth
678 && noise_massive_caves->result[index_3d]
679 > tcave_cache[y - node_min.Y + 1]) {
680 vm->m_data[index_data] = n_air;
681 made_a_big_one = true;
685 content_t c = vm->m_data[index_data].getContent();
686 // Detect river water to place riverbed nodes in tunnels
687 if (c == biome->c_river_water)
688 is_under_river = true;
690 float d1 = contour(noise_cave1->result[index_3d]);
691 float d2 = contour(noise_cave2->result[index_3d]);
693 if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
695 vm->m_data[index_data] = n_air;
696 tunnel_air_above = true;
697 } else if (c == biome->c_filler || c == biome->c_stone) {
698 if (tunnel_air_above) {
699 // at the tunnel floor
700 s16 sr = ps.range(0, 39);
702 vm->m_area.add_y(em, j, 1);
704 if (sr > terrain - y) {
705 // Put biome nodes in tunnels near the surface
707 vm->m_data[index_data] = MapNode(biome->c_riverbed);
708 else if (underground)
709 vm->m_data[index_data] = MapNode(biome->c_filler);
711 vm->m_data[index_data] = MapNode(biome->c_top);
712 } else if (sr < 3 && underground) {
714 if (lava_features_lim > 0 && y <= lava_max_height
715 && c == biome->c_stone && sr < lava_chance)
716 vm->m_data[j] = n_lava;
720 // If sr < 0 then we should have already placed lava --
721 // don't immediately dump water on it.
722 if (water_features_lim > 0 && y <= cave_water_max_height
723 && sr >= 0 && sr < water_chance)
724 vm->m_data[j] = n_water;
728 tunnel_air_above = false;
731 tunnel_air_above = false;
736 if (node_max.Y <= large_cave_depth && !made_a_big_one) {
737 u32 bruises_count = ps.range(0, 2);
738 for (u32 i = 0; i < bruises_count; i++) {
739 CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
740 c_water_source, c_lava_source, lava_max_height);
742 cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);