-
-double surface_humidity_2d(u64 seed, v2s16 p)
-{
- double noise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
- seed+72384, 4, 0.66);
- noise = (noise + 1.0)/2.0;
- if(noise < 0.0)
- noise = 0.0;
- if(noise > 1.0)
- noise = 1.0;
- return noise;
-}
-
-#if 0
-double randomstone_amount_2d(u64 seed, v2s16 p)
-{
- double noise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+3829434, 5, 0.66);
- double zeroval = 0.1;
- if(noise < zeroval)
- return 0;
- else
- return 0.01 * (noise-zeroval) / (1.0-zeroval);
-}
-#endif
-
-double largestone_amount_2d(u64 seed, v2s16 p)
-{
- double noise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+14143242, 5, 0.66);
- double zeroval = 0.3;
- if(noise < zeroval)
- return 0;
- else
- return 0.005 * (noise-zeroval) / (1.0-zeroval);
-}
-
-/*
- Incrementally find ground level from 3d noise
-*/
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
- // Start a bit fuzzy to make averaging lower precision values
- // more useful
- s16 level = myrand_range(-precision/2, precision/2);
- s16 dec[] = {31000, 100, 20, 4, 1, 0};
- s16 i;
- for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
- {
- // First find non-ground by going upwards
- // Don't stop in caves.
- {
- s16 max = level+dec[i-1]*2;
- v3s16 p(p2d.X, level, p2d.Y);
- for(; p.Y < max; p.Y += dec[i])
- {
- if(!is_ground(seed, p))
- {
- level = p.Y;
- break;
- }
- }
- }
- // Then find ground by going downwards from there.
- // Go in caves, too, when precision is 1.
- {
- s16 min = level-dec[i-1]*2;
- v3s16 p(p2d.X, level, p2d.Y);
- for(; p.Y>min; p.Y-=dec[i])
- {
- bool ground = is_ground(seed, p);
- /*if(dec[i] == 1 && is_cave(seed, p))
- ground = false;*/
- if(ground)
- {
- level = p.Y;
- break;
- }
- }
- }
- }
-
- // This is more like the actual ground level
- level += dec[i-1]/2;
-
- return level;
-}
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
- v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
- v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
- double a = 0;
- a += find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_max.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_max.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_min.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
- a /= 5;
- return a;
-}
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
- v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
- v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
- double a = -31000;
- // Corners
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_max.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_max.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- // Center
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
- // Side middle points
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- return a;
-}
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
- v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
- v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
- double a = 31000;
- // Corners
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_max.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_max.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- // Center
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
- // Side middle points
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- return a;
-}
-
-bool block_is_underground(u64 seed, v3s16 blockpos)
-{
- s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- seed, v2s16(blockpos.X, blockpos.Z));
-
- if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
- return true;
- else
- return false;
-}
-
-#if 0
-#define AVERAGE_MUD_AMOUNT 4
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
- // The base ground level
- double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
- + 20. * noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- (seed>>32)+654879876, 6, 0.6);
-
- /*// A bit hillier one
- double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- (seed>>27)+90340, 6, 0.69);
- if(base2 > base)
- base = base2;*/
-#if 1
- // Higher ground level
- double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 5, 0.69);
- //higher = 30; // For debugging
-
- // Limit higher to at least base
- if(higher < base)
- higher = base;
-
- // Steepness factor of cliffs
- double b = 1.0 + 1.0 * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-932, 7, 0.7);
- b = rangelim(b, 0.0, 1000.0);
- b = pow(b, 5);
- b *= 7;
- b = rangelim(b, 3.0, 1000.0);
- //dstream<<"b="<<b<<std::endl;
- //double b = 20;
-
- // Offset to more low
- double a_off = -0.2;
- // High/low selector
- /*double a = 0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 6, 0.7));*/
- double a = (double)0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-359, 5, 0.60));
- // Limit
- a = rangelim(a, 0.0, 1.0);
-
- //dstream<<"a="<<a<<std::endl;
-
- double h = base*(1.0-a) + higher*a;
-#else
- double h = base;
-#endif
- return h;
-}
-
-double get_mud_add_amount(u64 seed, v2s16 p)
-{
- return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
- 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
- seed+91013, 3, 0.55));
-}
-#endif
-
-bool get_have_sand(u64 seed, v2s16 p2d)
-{
- // Determine whether to have sand here
- double sandnoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- seed+59420, 3, 0.50);
-
- return (sandnoise > -0.15);
-}
-
-/*
- Adds random objects to block, depending on the content of the block
-*/
-void add_random_objects(MapBlock *block)
-{
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- {
- bool last_node_walkable = false;
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- v3s16 p(x0,y0,z0);
- MapNode n = block->getNodeNoEx(p);
- if(n.getContent() == CONTENT_IGNORE)
- continue;
- if(content_features(n).liquid_type != LIQUID_NONE)
- continue;
- if(content_features(n).walkable)
- {
- last_node_walkable = true;
- continue;
- }
- if(last_node_walkable)
- {
- // If block contains light information
- if(content_features(n).param_type == CPT_LIGHT)
- {
- if(n.getLight(LIGHTBANK_DAY) <= 3)
- {
- if(myrand() % 300 == 0)
- {
- v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
- pos_f.Y -= BS*0.4;
- ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
- std::string data = obj->getStaticData();
- StaticObject s_obj(obj->getType(),
- obj->getBasePosition(), data);
- // Add some
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- block->m_static_objects.insert(0, s_obj);
- delete obj;
- }
- if(myrand() % 1000 == 0)
- {
- v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
- pos_f.Y -= BS*0.4;
- ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
- std::string data = obj->getStaticData();
- StaticObject s_obj(obj->getType(),
- obj->getBasePosition(), data);
- // Add one
- block->m_static_objects.insert(0, s_obj);
- delete obj;
- }
- }
- }
- }
- last_node_walkable = false;
- }
- }
- block->setChangedFlag();
-}
-
-void make_block(BlockMakeData *data)
-{
- if(data->no_op)
- {
- //dstream<<"makeBlock: no-op"<<std::endl;
- return;
- }
-
- v3s16 blockpos = data->blockpos;
-
- /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
- <<blockpos.Z<<")"<<std::endl;*/
-
- ManualMapVoxelManipulator &vmanip = *(data->vmanip);
- v3s16 blockpos_min = blockpos - v3s16(1,1,1);
- v3s16 blockpos_max = blockpos + v3s16(1,1,1);
- // Area of center block
- v3s16 node_min = blockpos*MAP_BLOCKSIZE;
- v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
- // Full allocated area
- v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
- v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
- // Area of a block
- double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
- v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
-
- /*
- Get average ground level from noise
- */
-
- s16 approx_groundlevel = (s16)get_sector_average_ground_level(
- data->seed, v2s16(blockpos.X, blockpos.Z));
- //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
-
- s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
-
- s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- data->seed, v2s16(blockpos.X, blockpos.Z));
- // Minimum amount of ground above the top of the central block
- s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
-
- s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
- data->seed, v2s16(blockpos.X, blockpos.Z), 1);
- // Maximum amount of ground above the bottom of the central block
- s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-
- #if 0
- /*
- Special case for high air or water: Just fill with air and water.
- */
- if(maximum_ground_depth < -20)
- {
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
- for(s16 y=node_min.Y; y<=node_max.Y; y++)
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- {
- if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
- else
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }
-
- data->vmanip->m_area.add_y(em, i, 1);
- }
- }
- }
-
- // We're done
- return;
- }
- #endif
-
- /*
- If block is deep underground, this is set to true and ground
- density noise is not generated, for speed optimization.
- */
- bool all_is_ground_except_caves = (minimum_ground_depth > 40);
-
- /*
- Create a block-specific seed
- */
- u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
- + full_node_min.Y*42123 + full_node_min.X*23;
-
- /*
- Make some 3D noise
- */
-
- //NoiseBuffer noisebuf1;
- //NoiseBuffer noisebuf2;
- NoiseBuffer noisebuf_cave;
- NoiseBuffer noisebuf_ground;
- NoiseBuffer noisebuf_ground_crumbleness;
- NoiseBuffer noisebuf_ground_wetness;
- {
- v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
- v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
-
- //TimeTaker timer("noisebuf.create");
-
- /*
- Cave noise
- */
-#if 1
- noisebuf_cave.create(get_cave_noise1_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
- 2, 2, 2);
- noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-#endif
-
- /*
- Ground noise
- */
-
- // Sample length
- v3f sl = v3f(4.0, 4.0, 4.0);
-
- /*
- Density noise
- */
- if(all_is_ground_except_caves == false)
- //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
- noisebuf_ground.create(get_ground_noise1_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
- sl.X, sl.Y, sl.Z);
-
- /*
- Ground property noise
- */
- sl = v3f(2.5, 2.5, 2.5);
- noisebuf_ground_crumbleness.create(
- get_ground_crumbleness_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
- sl.X, sl.Y, sl.Z);
- noisebuf_ground_wetness.create(
- get_ground_wetness_params(data->seed),
- minpos_f.X, minpos_f.Y, minpos_f.Z,
- maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
- sl.X, sl.Y, sl.Z);
- }
-
- /*
- Make base ground level
- */
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
- for(s16 y=node_min.Y; y<=node_max.Y; y++)
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- {
- // First priority: make air and water.
- // This avoids caves inside water.
- if(all_is_ground_except_caves == false
- && val_is_ground(noisebuf_ground.get(x,y,z),
- v3s16(x,y,z), data->seed) == false)
- {
- if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
- else
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }
- else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- else
- vmanip.m_data[i] = MapNode(CONTENT_STONE);
- }
-
- data->vmanip->m_area.add_y(em, i, 1);
- }
- }
- }
-
- /*
- Add minerals
- */
-
- {
- PseudoRandom mineralrandom(blockseed);
-
- /*
- Add meseblocks
- */
- for(s16 i=0; i<approx_ground_depth/4; i++)
- {
- if(mineralrandom.next()%50 == 0)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_MESE);
- }
-
- }
- }
- /*
- Add others
- */
- {
- u16 a = mineralrandom.range(0,15);
- a = a*a*a;
- u16 amount = 20 * a/1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-
- u8 base_content = CONTENT_STONE;
- MapNode new_content(CONTENT_IGNORE);
- u32 sparseness = 6;
-
- if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
- {
- new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
- }
- else
- {
- if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
- new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
- /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
- else
- vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
- }
- /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
- {
- }*/
-
- if(new_content.getContent() != CONTENT_IGNORE)
- {
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == base_content)
- {
- if(mineralrandom.next()%sparseness == 0)
- vmanip.m_data[vi] = new_content;
- }
- }
- }
- }
- }
- /*
- Add coal
- */
- //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
- //for(s16 i=0; i<50; i++)
- u16 coal_amount = 30;
- u16 coal_rareness = 60 / coal_amount;
- if(coal_rareness == 0)
- coal_rareness = 1;
- if(mineralrandom.next()%coal_rareness == 0)
- {
- u16 a = mineralrandom.next() % 16;
- u16 amount = coal_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
- }
- }
- }
- /*
- Add iron
- */
- u16 iron_amount = 8;
- u16 iron_rareness = 60 / iron_amount;
- if(iron_rareness == 0)
- iron_rareness = 1;
- if(mineralrandom.next()%iron_rareness == 0)
- {
- u16 a = mineralrandom.next() % 16;
- u16 amount = iron_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
- }
- }
- }
- }
-
- /*
- Add mud and sand and others underground (in place of stone)
- */
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
- for(s16 y=node_max.Y; y>=node_min.Y; y--)
- {
- if(vmanip.m_data[i].getContent() == CONTENT_STONE)
- {
- if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
- {
- if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
- else
- vmanip.m_data[i] = MapNode(CONTENT_SAND);
- }
- else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
- {
- if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
- vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
- }
- else if(noisebuf_ground_crumbleness.get(x,y,z) <
- -3.0 + MYMIN(0.1 * sqrt(MYMAX(0, -y)), 1.5))
- {
- vmanip.m_data[i] = MapNode(CONTENT_LAVASOURCE);
- for(s16 x1=-1; x1<=1; x1++)
- for(s16 y1=-1; y1<=1; y1++)
- for(s16 z1=-1; z1<=1; z1++)
- data->transforming_liquid.push_back(
- v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
- }
- }
-
- data->vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
-
- /*
- Add dungeons
- */
-
- //if(node_min.Y < approx_groundlevel)
- //if(myrand() % 3 == 0)
- //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
- //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
- //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
- float dungeon_rarity = 0.02;
- if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
- < dungeon_rarity
- && node_min.Y < approx_groundlevel)
- {
- // Dungeon generator doesn't modify places which have this set
- data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
- | VMANIP_FLAG_DUNGEON_PRESERVE);
-
- // Set all air and water to be untouchable to make dungeons open
- // to caves and open air
- for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
- for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
- for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
- {
- if(vmanip.m_data[i].getContent() == CONTENT_AIR)
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- else if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- data->vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
-
- PseudoRandom random(blockseed+2);
-
- // Add it
- make_dungeon1(vmanip, random);
-
- // Convert some cobble to mossy cobble
- for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
- for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
- for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
- {
- // (noisebuf not used because it doesn't contain the
- // full area)
- double wetness = noise3d_param(
- get_ground_wetness_params(data->seed), x,y,z);
- double d = noise3d_perlin((float)x/2.5,
- (float)y/2.5,(float)z/2.5,
- blockseed, 2, 1.4);
- if(vmanip.m_data[i].getContent() == CONTENT_COBBLE)
- {
- if(d < wetness/3.0)
- {
- vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE);
- }
- }
- /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
- {
- if(wetness > 1.2)
- vmanip.m_data[i].setContent(CONTENT_MUD);
- }*/
- data->vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
- }
-
- /*
- Add NC
- */
- {
- PseudoRandom ncrandom(blockseed+9324342);
- if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
- {
- make_nc(vmanip, ncrandom);
- }
- }
-
- /*
- Add top and bottom side of water to transforming_liquid queue
- */
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- bool water_found = false;
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
- for(s16 y=node_max.Y; y>=node_min.Y; y--)
- {
- if(water_found == false)
- {
- if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- data->transforming_liquid.push_back(p);
- water_found = true;
- }
- }
- else
- {
- // This can be done because water_found can only
- // turn to true and end up here after going through
- // a single block.
- if(vmanip.m_data[i+1].getContent() != CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
- data->transforming_liquid.push_back(p);
- water_found = false;
- }
- }
-
- data->vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
-
- /*
- If close to ground level
- */
-
- //if(abs(approx_ground_depth) < 30)
- if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
- {
- /*
- Add grass and mud
- */
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- bool possibly_have_sand = get_have_sand(data->seed, p2d);
- bool have_sand = false;
- u32 current_depth = 0;
- bool air_detected = false;
- bool water_detected = false;
- bool have_clay = false;
-
- // Use fast index incrementing
- s16 start_y = node_max.Y+2;
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
- for(s16 y=start_y; y>=node_min.Y-3; y--)
- {
- if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
- water_detected = true;
- if(vmanip.m_data[i].getContent() == CONTENT_AIR)
- air_detected = true;
-
- if((vmanip.m_data[i].getContent() == CONTENT_STONE
- || vmanip.m_data[i].getContent() == CONTENT_GRASS
- || vmanip.m_data[i].getContent() == CONTENT_MUD
- || vmanip.m_data[i].getContent() == CONTENT_SAND
- || vmanip.m_data[i].getContent() == CONTENT_GRAVEL
- ) && (air_detected || water_detected))
- {
- if(current_depth == 0 && y <= WATER_LEVEL+2
- && possibly_have_sand)
- have_sand = true;
-
- if(current_depth < 4)
- {
- if(have_sand)
- {
- // Determine whether to have clay in the sand here
- double claynoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- data->seed+4321, 6, 0.95) + 0.5;
-
- have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
- ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
- ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
- );
- if (have_clay)
- vmanip.m_data[i] = MapNode(CONTENT_CLAY);
- else
- vmanip.m_data[i] = MapNode(CONTENT_SAND);
- }
- #if 1
- else if(current_depth==0 && !water_detected
- && y >= WATER_LEVEL && air_detected)
- vmanip.m_data[i] = MapNode(CONTENT_GRASS);
- #endif
- else
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
- }
- else
- {
- if(vmanip.m_data[i].getContent() == CONTENT_MUD
- || vmanip.m_data[i].getContent() == CONTENT_GRASS)
- vmanip.m_data[i] = MapNode(CONTENT_STONE);
- }
-
- current_depth++;
-
- if(current_depth >= 8)
- break;
- }
- else if(current_depth != 0)
- break;
-
- data->vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
-
- /*
- Calculate some stuff
- */
-
- float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
- bool is_jungle = surface_humidity > 0.75;
- // Amount of trees
- u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
- if(is_jungle)
- tree_count *= 5;
-
- /*
- Add trees
- */
- PseudoRandom treerandom(blockseed);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
- {
- s16 x = treerandom.range(node_min.X, node_max.X);
- s16 z = treerandom.range(node_min.Z, node_max.Z);
- //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- // Make sure tree fits (only trees whose starting point is
- // at this block are added)
- if(y < node_min.Y || y > node_max.Y)
- continue;
- /*
- Find exact ground level
- */
- v3s16 p(x,y+6,z);
- bool found = false;
- for(; p.Y >= y-6; p.Y--)
- {
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
- if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE)
- {
- found = true;
- break;
- }
- }
- // If not found, handle next one
- if(found == false)
- continue;
-
- {
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
-
- if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND)
- continue;
-
- // Papyrus grows only on mud and in water
- if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL)
- {
- p.Y++;
- make_papyrus(vmanip, p);
- }
- // Trees grow only on mud and grass, on land
- else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2)
- {
- p.Y++;
- //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
- if(is_jungle == false)
- make_tree(vmanip, p);
- else
- make_jungletree(vmanip, p);
- }
- // Cactii grow only on sand, on land
- else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2)
- {
- p.Y++;
- make_cactus(vmanip, p);
- }
- }
- }
-
- /*
- Add jungle grass
- */
- if(is_jungle)
- {
- PseudoRandom grassrandom(blockseed);
- for(u32 i=0; i<surface_humidity*5*tree_count; i++)
- {
- s16 x = grassrandom.range(node_min.X, node_max.X);
- s16 z = grassrandom.range(node_min.Z, node_max.Z);
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
- if(y < WATER_LEVEL)
- continue;
- if(y < node_min.Y || y > node_max.Y)
- continue;
- /*
- Find exact ground level
- */
- v3s16 p(x,y+6,z);
- bool found = false;
- for(; p.Y >= y-6; p.Y--)
- {
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
- if(content_features(*n).is_ground_content
- || n->getContent() == CONTENT_JUNGLETREE)
- {
- found = true;
- break;
- }
- }
- // If not found, handle next one
- if(found == false)
- continue;
- p.Y++;
- if(vmanip.m_area.contains(p) == false)
- continue;
- if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
- continue;
- /*p.Y--;
- if(vmanip.m_area.contains(p))
- vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_MUD;
- p.Y++;*/
- if(vmanip.m_area.contains(p))
- vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS;
- }
- }
-
-#if 0
- /*
- Add some kind of random stones
- */
-
- u32 random_stone_count = block_area_nodes *
- randomstone_amount_2d(data->seed, p2d_center);
- // Put in random places on part of division
- for(u32 i=0; i<random_stone_count; i++)
- {
- s16 x = myrand_range(node_min.X, node_max.X);
- s16 z = myrand_range(node_min.Z, node_max.Z);
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
- // Don't add under water level
- /*if(y < WATER_LEVEL)
- continue;*/
- // Don't add if doesn't belong to this block
- if(y < node_min.Y || y > node_max.Y)
- continue;
- v3s16 p(x,y,z);
- // Filter placement
- /*{
- u32 i = data->vmanip->m_area.index(v3s16(p));
- MapNode *n = &data->vmanip->m_data[i];
- if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
- continue;
- }*/
- // Will be placed one higher
- p.Y++;
- // Add it
- make_randomstone(data->vmanip, p);
- }
-#endif
-
-#if 0
- /*
- Add larger stones
- */
-
- u32 large_stone_count = block_area_nodes *
- largestone_amount_2d(data->seed, p2d_center);
- //u32 large_stone_count = 1;
- // Put in random places on part of division
- for(u32 i=0; i<large_stone_count; i++)
- {
- s16 x = myrand_range(node_min.X, node_max.X);
- s16 z = myrand_range(node_min.Z, node_max.Z);
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
- // Don't add under water level
- /*if(y < WATER_LEVEL)
- continue;*/
- // Don't add if doesn't belong to this block
- if(y < node_min.Y || y > node_max.Y)
- continue;
- v3s16 p(x,y,z);
- // Filter placement
- /*{
- u32 i = data->vmanip->m_area.index(v3s16(p));
- MapNode *n = &data->vmanip->m_data[i];
- if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
- continue;
- }*/
- // Will be placed one lower
- p.Y--;
- // Add it
- make_largestone(data->vmanip, p);
- }
-#endif
- }
-
-}
-
-BlockMakeData::BlockMakeData():
- no_op(false),
- vmanip(NULL),
- seed(0)
-{}
-
-BlockMakeData::~BlockMakeData()
-{
- delete vmanip;
-}
-
-}; // namespace mapgen
-
-