Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
+#include "biome.h"
#include "mapblock.h"
+#include "mapnode.h"
#include "map.h"
//#include "serverobject.h"
#include "content_sao.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
+#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
+#include "treegen.h"
+NoiseParams nparams_mtdefault =
+ {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain
+NoiseParams nparams_def_bgroup =
+ {0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1
+NoiseParams nparams_def_heat =
+ {25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
+NoiseParams nparams_def_humidity =
+ {50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+/*
+Mapgen::Mapgen(BiomeDefManager *biomedef) {
+ Mapgen(0, 0, biomedef);
+}*/
+
+
+Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
+ initMapgen(biomedef, mapgenid, seed,
+ &nparams_mtdefault, &nparams_def_bgroup,
+ &nparams_def_heat, &nparams_def_humidity);
+}
+
+
+Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+ NoiseParams *np_terrain, NoiseParams *np_bgroup,
+ NoiseParams *np_heat, NoiseParams *np_humidity) {
+ initMapgen(biomedef, mapgenid, seed,
+ np_terrain, np_bgroup, np_heat, np_humidity);
+}
+
+void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+ NoiseParams *np_terrain, NoiseParams *np_bgroup,
+ NoiseParams *np_heat, NoiseParams *np_humidity) {
+ this->generating = false;
+ this->id = mapgenid;
+ this->seed = (int)seed;
+ this->biomedef = biomedef;
+ this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
+ this->water_level = g_settings->getS16("default_water_level"); ////fix this!
+
+ this->np_terrain = np_terrain;
+ this->np_bgroup = np_bgroup;
+ this->np_heat = np_heat;
+ this->np_humidity = np_humidity;
+ noise_terrain = new Noise(np_terrain, seed, csize.X, csize.Y);
+ noise_bgroup = new Noise(np_bgroup, seed, csize.X, csize.Y);
+ noise_heat = new Noise(np_heat, seed, csize.X, csize.Y);
+ noise_humidity = new Noise(np_humidity, seed, csize.X, csize.Y);
+
+ this->ndef = biomedef->ndef;
+ n_air = MapNode(ndef->getId("mapgen_air"));
+ n_water = MapNode(ndef->getId("mapgen_water_source"));
+ n_lava = MapNode(ndef->getId("mapgen_lava_source"));
+}
+
+
+Mapgen::~Mapgen() {
+ delete noise_terrain;
+ delete noise_bgroup;
+ delete noise_heat;
+ delete noise_humidity;
+}
+
+
+void Mapgen::makeChunk(BlockMakeData *data) {
+ if (data->no_op)
+ return;
+
+ //printf("generating...\n");//////////////
+
+ assert(data->vmanip);
+ assert(data->nodedef);
+ assert(data->blockpos_requested.X >= data->blockpos_min.X &&
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
+ assert(data->blockpos_requested.X <= data->blockpos_max.X &&
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+ this->generating = true;
+
+ this->data = data;
+ this->vmanip = data->vmanip;
+ v3s16 em = vmanip->m_area.getExtent();
+ this->ystride = em.X;
+ this->zstride = em.Y * em.X;
+
+ node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
+ node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+ v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
+ v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1);
+
+ int y1 = node_min.Y;
+ int y2 = node_max.Y;
+ int x = node_min.X;
+ int z = node_min.Z;
+ //printf("full_node_min.X: %d | full_node_min.Z: %d | MinEdge: %d | MaxEdge: %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z);
+ TimeTaker timer("Generating terrain");
+ map_terrain = noise_terrain->perlinMap2D(x, z);
+ map_bgroup = noise_bgroup->perlinMap2D(x, z);
+ map_heat = noise_heat->perlinMap2D(x, z);
+ map_humidity = noise_humidity->perlinMap2D(x, z);
+
+ int i = 0;
+ for (x = node_min.X; x <= node_max.X; x++) {
+ for (z = node_min.Z; z <= node_max.Z; z++) {
+ Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
+ biome->genColumn(this, x, z, y1, y2);
+ i++;
+ }
+ }
+ timer.stop();
+
+ //genCave();
+ //genDungeon();
+ //add blobs of dirt and gravel underground
+ //decorateChunk();
+ //updateLiquid(full_node_min, full_node_max);
+ updateLighting(node_min, node_max);
+
+ this->generating = false;
+ //printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);//////////
+}
+
+
+void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
+ bool isliquid, wasliquid;
+ u32 i;
+ content_t c;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++) {
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ v2s16 p2d(x, z);
+ wasliquid = true;
+ v3s16 em = vmanip->m_area.getExtent();
+ i = vmanip->m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+
+ for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+ isliquid = ndef->get(vmanip->m_data[i]).isLiquid();
+ //there was a change between liquid and nonliquid, add to queue
+ if (isliquid != wasliquid)
+ data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y));
+
+ wasliquid = isliquid;
+ vmanip->m_area.add_y(em, i, -1);
+ }
+ }
+ }
+}
+
+
+void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
+ enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+
+ VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1,0,1) * MAP_BLOCKSIZE);
+ bool block_is_underground = (water_level > node_max.Y);
+ bool sunlight = !block_is_underground;
+
+ ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+ for (int i = 0; i < 2; i++) {
+ enum LightBank bank = banks[i];
+ core::map<v3s16, bool> light_sources;
+ core::map<v3s16, u8> unlight_from;
+
+ voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
+ light_sources, unlight_from);
+ voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
+ printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
+ vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
+ vmanip->spreadLight(bank, light_sources, ndef);
+ }
+}
+
+
+/*class EmergeManager {
+public:
+ int seed;
+ int water_level;
+ BiomeDefManager *biomedef;
+
+ //mapgen objects here
+
+ void addBlockToQueue();
+
+
+ //mapgen helper methods
+ int getGroundLevelAtPoint(u64 mseed, v2s16 p);
+ bool isBlockUnderground(u64 mseed, v3s16 blockpos);
+ u32 getBlockSeed(u64 mseed, v3s16 p);
+};*/
+
+EmergeManager::EmergeManager(IGameDef *gamedef) {
+ this->seed = 0;
+ this->water_level = 0;
+ this->np_terrain = &nparams_mtdefault;
+ this->np_bgroup = &nparams_def_bgroup;
+ this->np_heat = &nparams_def_heat;
+ this->np_humidity = &nparams_def_humidity;
+
+ this->biomedef = new BiomeDefManager(gamedef);
+}
+
+
+EmergeManager::~EmergeManager() {
+ delete biomedef;
+}
+
+
+void EmergeManager::addBlockToQueue() {
+
+}
+
+
+Biome *EmergeManager::getBiomeAtPoint(v3s16 p) {
+ float bgroup = NoisePerlin2D(np_bgroup, p.X, p.Y, seed);
+ float heat = NoisePerlin2D(np_heat, p.X, p.Y, seed);
+ float humidity = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
+ return biomedef->getBiome(bgroup, heat, humidity);
+}
+
+
+//FIXME: This assumes y == 0, that is, always in a non-hell/non-sky biome
+int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
+ float terrain = NoisePerlin2D(np_terrain, p.X, p.Y, seed);
+ Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0));
+ return biome->getSurfaceHeight(terrain);
+}
+
+
+bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
+ /*
+ v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
+ (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
+ int ground_level = getGroundLevelAtPoint(p);
+ return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
+ */
+
+ //yuck, but then again, should i bother being accurate?
+ //the height of the nodes in a single block is quite variable
+ return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
+}
+
+
+u32 EmergeManager::getBlockSeed(v3s16 p) {
+ return (u32)(seed & 0xFFFFFFFF) +
+ p.Z * 38134234 +
+ p.Y * 42123 +
+ p.Y * 23;
+}
+
+
+/////////////////////////////////// legacy static functions for farmesh
+
+
+s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+ //just need to return something
+ s16 level = 5;
+ return level;
+}
+
+
+bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
+ double sandnoise = noise2d_perlin(
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
+ seed+59420, 3, 0.50);
+
+ return (sandnoise > 0.15);
+}
+
+
+double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+ seed+2, 4, 0.66);
+ double zeroval = -0.39;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+
+#if 0 /// BIG COMMENT
namespace mapgen
{
return y_nodes_min - 1;
}
+#if 0
// Returns Y one under area minimum if not found
static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
INodeDefManager *ndef)
{
+ if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
+ return vmanip.m_area.MinEdge.Y-1;
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
- content_t c_tree = LEGN(ndef, "CONTENT_TREE");
- content_t c_leaves = LEGN(ndef, "CONTENT_LEAVES");
+ content_t c_tree = ndef->getId("mapgen_tree");
+ content_t c_leaves = ndef->getId("mapgen_leaves");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
else
return y_nodes_min - 1;
}
+#endif
// Returns Y one under area minimum if not found
static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
- content_t c_stone = LEGN(ndef, "CONTENT_STONE");
+ content_t c_stone = ndef->getId("mapgen_stone");
+ content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
- if(n.getContent() == c_stone)
+ content_t c = n.getContent();
+ if(c != CONTENT_IGNORE && (
+ c == c_stone || c == c_desert_stone))
break;
vmanip.m_area.add_y(em, i, -1);
}
#endif
-void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
- bool is_apple_tree, INodeDefManager *ndef)
-{
- MapNode treenode(LEGN(ndef, "CONTENT_TREE"));
- MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
- MapNode applenode(LEGN(ndef, "CONTENT_APPLE"));
-
- s16 trunk_h = myrand_range(4, 5);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- p1.Y++;
- }
-
- // p1 is now the last piece of the trunk
- p1.Y -= 1;
-
- VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
- //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
- Buffer<u8> leaves_d(leaves_a.getVolume());
- for(s32 i=0; i<leaves_a.getVolume(); i++)
- leaves_d[i] = 0;
-
- // Force leaves at near the end of the trunk
- {
- s16 d = 1;
- for(s16 z=-d; z<=d; z++)
- for(s16 y=-d; y<=d; y++)
- for(s16 x=-d; x<=d; x++)
- {
- leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
- }
- }
-
- // Add leaves randomly
- for(u32 iii=0; iii<7; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
- myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
- myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
- }
- }
- // Blit leaves to vmanip
- for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
- for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
- for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p1;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1) {
- bool is_apple = myrand_range(0,99) < 10;
- if(is_apple_tree && is_apple) {
- vmanip.m_data[vi] = applenode;
- } else {
- vmanip.m_data[vi] = leavesnode;
- }
- }
- }
-}
-
-static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
- INodeDefManager *ndef)
-{
- MapNode treenode(LEGN(ndef, "CONTENT_JUNGLETREE"));
- MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
-
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- if(myrand_range(0, 2) == 0)
- continue;
- v3s16 p1 = p0 + v3s16(x,0,z);
- v3s16 p2 = p0 + v3s16(x,-1,z);
- if(vmanip.m_area.contains(p2)
- && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
- vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
- else if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- }
-
- s16 trunk_h = myrand_range(8, 12);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- p1.Y++;
- }
-
- // p1 is now the last piece of the trunk
- p1.Y -= 1;
-
- VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
- //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
- Buffer<u8> leaves_d(leaves_a.getVolume());
- for(s32 i=0; i<leaves_a.getVolume(); i++)
- leaves_d[i] = 0;
-
- // Force leaves at near the end of the trunk
- {
- s16 d = 1;
- for(s16 z=-d; z<=d; z++)
- for(s16 y=-d; y<=d; y++)
- for(s16 x=-d; x<=d; x++)
- {
- leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
- }
- }
-
- // Add leaves randomly
- for(u32 iii=0; iii<30; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
- myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
- myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
- }
- }
-
- // Blit leaves to vmanip
- for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
- for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
- for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p1;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1)
- vmanip.m_data[vi] = leavesnode;
- }
-}
+#if 0
-void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
+static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
- MapNode papyrusnode(LEGN(ndef, "CONTENT_PAPYRUS"));
+ MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
s16 trunk_h = myrand_range(2, 3);
v3s16 p1 = p0;
}
}
-void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
+static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
- MapNode cactusnode(LEGN(ndef, "CONTENT_CACTUS"));
+ MapNode cactusnode(ndef->getId("mapgen_cactus"));
s16 trunk_h = 3;
v3s16 p1 = p0;
p1.Y++;
}
}
+#endif
+#if 0
/*
Dungeon making routines
*/
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
-
+
// Make +-Z walls
for(s16 x=0; x<roomsize.X; x++)
for(s16 y=0; y<roomsize.Y; y++)
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
-
+
// Make +-Y walls (floor and ceiling)
for(s16 z=0; z<roomsize.Z; z++)
for(s16 x=0; x<roomsize.X; x++)
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+ vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
-
+
// Fill with air
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
{
make_hole1(vmanip, doorplace, ndef);
// Place torch (for testing)
- //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
+ //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
}
static v3s16 rand_ortho_dir(PseudoRandom &random)
if(make_stairs)
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
else
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
make_hole1(vmanip, p, ndef);
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);*/
if(partcount >= partlength)
{
partcount = 0;
-
+
dir = random_turn(random, dir);
-
+
partlength = random.range(1,length);
make_stairs = 0;
{
m_dir = dir;
}
-
+
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
for(u32 i=0; i<100; i++)
continue;
}
if(vmanip.getNodeNoExNoEmerge(p).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE")
+ == m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p1).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE"))
+ == m_ndef->getId("mapgen_cobble"))
{
// Found wall, this is a good place!
result_place = p;
*/
// Jump one up if the actual space is there
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE")
+ == m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR")
+ == CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR"))
+ == CONTENT_AIR)
p += v3s16(0,1,0);
// Jump one down if the actual space is there
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == LEGN(m_ndef, "CONTENT_COBBLE")
+ == m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR")
+ == CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
- == LEGN(m_ndef, "CONTENT_AIR"))
+ == CONTENT_AIR)
p += v3s16(0,-1,0);
// Check if walking is now possible
if(vmanip.getNodeNoExNoEmerge(p).getContent()
- != LEGN(m_ndef, "CONTENT_AIR")
+ != CONTENT_AIR
|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- != LEGN(m_ndef, "CONTENT_AIR"))
+ != CONTENT_AIR)
{
// Cannot continue walking here
randomizeDir();
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
#endif
-
+
// Check fit
bool fits = true;
for(s16 z=1; z<roomsize.Z-1; z++)
v3s16 areasize = vmanip.m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
-
+
/*
Find place for first room
*/
// No place found
if(fits == false)
return;
-
+
/*
Stores the center position of the last room made, so that
a new corridor can be started from the last room instead of
the new room, if chosen so.
*/
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
-
+
u32 room_count = random.range(2,7);
for(u32 i=0; i<room_count; i++)
{
// Make a room to the determined place
make_room1(vmanip, roomsize, roomplace, ndef);
-
+
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
// Place torch at room center (for testing)
- //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
+ //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
// Quit if last room
if(i == room_count-1)
break;
-
+
// Determine walker start position
bool start_in_last_room = (random.range(0,2)!=0);
// Store center of current room as the last one
last_room_center = room_center;
}
-
+
// Create walker and find a place for a door
RoomWalker walker(vmanip, walker_start_place, random, ndef);
v3s16 doorplace;
bool r = walker.findPlaceForDoor(doorplace, doordir);
if(r == false)
return;
-
+
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
doorplace -= doordir;
-
+
// Make a random corridor starting from the door
v3s16 corridor_end;
v3s16 corridor_end_dir;
make_corridor(vmanip, doorplace, doordir, corridor_end,
corridor_end_dir, random, ndef);
-
+
// Find a place for a random sized room
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
walker.setPos(corridor_end);
else
// Don't actually make a door
roomplace -= doordir;
-
+
}
}
+#endif
+#if 0
static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
INodeDefManager *ndef)
{
16+random.range(0,15),
16+random.range(0,15),
16+random.range(0,15));
- vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC"), facedir_i);
+ vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
u32 length = random.range(3,15);
for(u32 j=0; j<length; j++)
{
p -= dir;
- vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC_RB"));
+ vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
}
}
+#endif
/*
Noise functions. Make sure seed is mangled differently in each one.
}
}
}
-
+
// This is more like the actual ground level
level += dec[i-1]/2;
seed, v2s16(blockpos.X, blockpos.Z));*/
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = WATER_LEVEL;
-
+
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
seed-932, 5, 0.7);
b = rangelim(b, 0.0, 1000.0);
- b = pow(b, 7);
+ b = b*b*b*b*b*b*b;
b *= 5;
b = rangelim(b, 0.5, 1000.0);
// Values 1.5...100 give quite horrible looking slopes
seed+91013, 3, 0.55));
}
-bool get_have_sand(u64 seed, v2s16 p2d)
+bool get_have_beach(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,
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);
- return (sandnoise > -0.15);
+ return (sandnoise > 0.15);
+}
+
+enum BiomeType
+{
+ BT_NORMAL,
+ BT_DESERT
+};
+
+BiomeType get_biome(u64 seed, v2s16 p2d)
+{
+ // Just do something very simple as for now
+ double d = noise2d_perlin(
+ 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
+ seed+9130, 3, 0.50);
+ if(d > 0.45)
+ return BT_DESERT;
+ if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
+ return BT_DESERT;
+ return BT_NORMAL;
+};
+
+u32 get_blockseed(u64 seed, v3s16 p)
+{
+ s32 x=p.X, y=p.Y, z=p.Z;
+ return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
}
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
// Hack: use minimum block coordinates for old code that assumes
// a single block
v3s16 blockpos = data->blockpos_requested;
-
+
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
v3s16 blockpos_max = data->blockpos_max;
v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
-
+
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
// Area of central chunk
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
* (blockpos_max.Y - blockpos_min.Y + 1)
* (blockpos_max.Z - blockpos_max.Z + 1);
-
+
int volume_nodes = volume_blocks *
MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
+
// Generated surface area
//double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
/*
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;*/
-
+ u32 blockseed = get_blockseed(data->seed, full_node_min);
+
/*
Cache some ground type values for speed
*/
// Creates variables c_name=id and n_name=node
#define CONTENT_VARIABLE(ndef, name)\
- content_t c_##name = ndef->getId(#name);\
+ content_t c_##name = ndef->getId("mapgen_" #name);\
MapNode n_##name(c_##name);
+// Default to something else if was CONTENT_IGNORE
+#define CONTENT_VARIABLE_FALLBACK(name, dname)\
+ if(c_##name == CONTENT_IGNORE){\
+ c_##name = c_##dname;\
+ n_##name = n_##dname;\
+ }
CONTENT_VARIABLE(ndef, stone);
CONTENT_VARIABLE(ndef, air);
CONTENT_VARIABLE(ndef, stone_with_coal);
CONTENT_VARIABLE(ndef, stone_with_iron);
CONTENT_VARIABLE(ndef, mese);
+ CONTENT_VARIABLE(ndef, desert_sand);
+ CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
+ CONTENT_VARIABLE(ndef, desert_stone);
+ CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
{
#if 1
TimeTaker timer1("Generating 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 = v2s16(x,z);
-
+
/*
Skip of already generated
*/
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(data->seed, p2d);
-
+
/*// Experimental stuff
{
float a = highlands_level_2d(data->seed, p2d);
// Convert to integer
s16 surface_y = (s16)surface_y_f;
-
+
// Log it
if(surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
+ BiomeType bt = get_biome(data->seed, p2d);
/*
Fill ground with stone
*/
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++)
{
- if(y <= surface_y)
- vmanip.m_data[i] = MapNode(c_stone);
- else if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(c_water_source);
- else
- vmanip.m_data[i] = MapNode(c_air);
-
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
+ if(y <= surface_y){
+ if(y > WATER_LEVEL && bt == BT_DESERT)
+ vmanip.m_data[i] = n_desert_stone;
+ else
+ vmanip.m_data[i] = n_stone;
+ } else if(y <= WATER_LEVEL){
+ vmanip.m_data[i] = MapNode(c_water_source);
+ } else {
+ vmanip.m_data[i] = MapNode(c_air);
+ }
+ }
vmanip.m_area.add_y(em, i, 1);
}
}
}
#endif
-
+
}//timer1
// Limit dirt flow area by 1 because mud is flown into neighbors.
/*
Make caves (this code is relatively horrible)
*/
- u32 caves_count = volume_nodes / 100000 + 1;
- u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000;
- if(stone_surface_max_y < WATER_LEVEL - 20)
- bruises_count = 0;
- /*u32 caves_count = 0;
- u32 bruises_count = 0;*/
+ double cave_amount = 6.0 + 6.0 * noise2d_perlin(
+ 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
+ data->seed+34329, 3, 0.50);
+ cave_amount = MYMAX(0.0, cave_amount);
+ u32 caves_count = cave_amount * volume_nodes / 50000;
+ u32 bruises_count = 1;
+ PseudoRandom ps(blockseed+21343);
+ PseudoRandom ps2(blockseed+1032);
+ if(ps.range(1, 6) == 1)
+ bruises_count = ps.range(0, ps.range(0, 2));
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
+ caves_count /= 3;
+ bruises_count /= 3;
+ }
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
+ bool large_cave = (jj >= caves_count);
s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = 5;
- u16 tunnel_routepoints = 20;
-
- v3f main_direction(0,0,0);
-
- bool bruise_surface = (jj > caves_count);
-
- if(bruise_surface)
- {
+ s16 max_tunnel_diameter = ps.range(2,6);
+ int dswitchint = ps.range(1,14);
+ u16 tunnel_routepoints = 0;
+ int part_max_length_rs = 0;
+ if(large_cave){
+ part_max_length_rs = ps.range(2,4);
+ tunnel_routepoints = ps.range(5, ps.range(15,30));
min_tunnel_diameter = 5;
- max_tunnel_diameter = myrand_range(10, myrand_range(30,50));
- /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
- max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
- data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
-
- tunnel_routepoints = 5;
- }
- else
- {
+ max_tunnel_diameter = ps.range(7, ps.range(8,24));
+ } else {
+ part_max_length_rs = ps.range(2,9);
+ tunnel_routepoints = ps.range(10, ps.range(15,30));
}
+ bool large_cave_is_flat = (ps.range(0,1) == 0);
+
+ v3f main_direction(0,0,0);
// Allowed route area size in nodes
v3s16 ar = central_area_size;
s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
-
+
s16 route_y_min = 0;
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
/*// If caves, don't go through surface too often
- if(bruise_surface == false)
- route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+ if(large_cave == false)
+ route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
- if(bruise_surface)
+ if(large_cave)
{
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
// Minimum is at y=max_tunnel_diameter/4
//route_y_min = -of.Y + max_tunnel_diameter/4;
//s16 min = -of.Y + max_tunnel_diameter/4;
- s16 min = -of.Y + 0;
- route_y_min = myrand_range(min, min + max_tunnel_diameter);
+ //s16 min = -of.Y + 0;
+ s16 min = 0;
+ if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
+ {
+ min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
+ route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
+ }
+ route_y_min = ps.range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
s16 route_start_y_max = route_y_max;
// Start every 4th cave from surface when applicable
- bool coming_from_surface = false;
+ /*bool coming_from_surface = false;
if(node_min.Y <= 0 && node_max.Y >= 0){
- coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+ coming_from_surface = (jj % 4 == 0 && large_cave == false);
if(coming_from_surface)
route_start_y_min = -of.Y + stone_surface_max_y + 10;
- }
-
+ }*/
+
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
// Randomize starting position
v3f orp(
- (float)(myrand()%ar.X)+0.5,
- (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
- (float)(myrand()%ar.Z)+0.5
+ (float)(ps.next()%ar.X)+0.5,
+ (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+ (float)(ps.next()%ar.Z)+0.5
);
+ v3s16 startp(orp.X, orp.Y, orp.Z);
+ startp += of;
+
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
-
+ MapNode lavanode(c_lava_source);
+
/*
Generate some tunnel starting from orp
*/
-
+
for(u16 j=0; j<tunnel_routepoints; j++)
{
- if(j%7==0 && bruise_surface == false)
+ if(j%dswitchint==0 && large_cave == false)
{
main_direction = v3f(
- ((float)(myrand()%20)-(float)10)/10,
- ((float)(myrand()%20)-(float)10)/30,
- ((float)(myrand()%20)-(float)10)/10
+ ((float)(ps.next()%20)-(float)10)/10,
+ ((float)(ps.next()%20)-(float)10)/30,
+ ((float)(ps.next()%20)-(float)10)/10
);
- main_direction *= (float)myrand_range(1, 3);
+ main_direction *= (float)ps.range(0, 10)/10;
}
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
- s16 rs = myrand_range(min_d, max_d);
-
+ s16 rs = ps.range(min_d, max_d);
+
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
v3s16 maxlen;
- if(bruise_surface)
+ if(large_cave)
{
- maxlen = v3s16(rs*7,rs*2,rs*7);
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ rs*part_max_length_rs/2,
+ rs*part_max_length_rs
+ );
}
else
{
- maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ ps.range(1, rs*part_max_length_rs),
+ rs*part_max_length_rs
+ );
}
v3f vec;
-
- if(coming_from_surface && j < 3)
- {
- vec = v3f(
- (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
- (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
- (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
- );
- }
- else
+
+ vec = v3f(
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
+ );
+
+ // Jump downward sometimes
+ if(!large_cave && ps.range(0,12) == 0)
{
vec = v3f(
- (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
- (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
- (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
}
-
- if(bruise_surface){
+
+ /*if(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip,
v2s16(p.X, p.Z), ndef);
route_y_min = h - rs/3;
route_y_max = h + rs;
- }
+ }*/
vec += main_direction;
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
- fp.X += 0.1*myrand_range(-10,10);
- fp.Z += 0.1*myrand_range(-10,10);
+ fp.X += 0.1*ps.range(-10,10);
+ fp.Z += 0.1*ps.range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
+ s16 d1 = d0 + rs;
+ if(randomize_xz){
+ d0 += ps.range(-1,1);
+ d1 += ps.range(-1,1);
+ }
for(s16 z0=d0; z0<=d1; z0++)
{
- s16 si = rs - MYMAX(0, abs(z0)-rs/4);
- //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
- for(s16 x0=-si; x0<=si-1; x0++)
+ s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+ for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
- s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
- //s16 si2 = rs - abs(x0);
- for(s16 y0=-si2; y0<=si2-1; y0++)
+ s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+ for(s16 y0=-si2; y0<=si2; y0++)
{
- // Make better floors
- if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1)
- continue;
+ /*// Make better floors in small caves
+ if(y0 <= -rs/2 && rs<=7)
+ continue;*/
+ if(large_cave_is_flat){
+ // Make large caves not so tall
+ if(rs > 7 && abs(y0) >= rs/3)
+ continue;
+ }
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
- /*if(isInArea(p, ar) == false)
- continue;*/
- // Check only height
- if(y < 0 || y >= ar.Y)
- continue;
p += of;
-
- //assert(vmanip.m_area.contains(p));
+
if(vmanip.m_area.contains(p) == false)
- {
- dstream<<"WARNING: "<<__FUNCTION_NAME
- <<":"<<__LINE__<<": "
- <<"point not in area"
- <<std::endl;
continue;
- }
-
- // Just set it to air, it will be changed to
- // water afterwards
+
u32 i = vmanip.m_area.index(p);
- if(bruise_surface){
- if(p.Y <= WATER_LEVEL)
- vmanip.m_data[i] = waternode;
- else
+
+ if(large_cave)
+ {
+ if(full_node_min.Y < WATER_LEVEL &&
+ full_node_max.Y > WATER_LEVEL){
+ if(p.Y <= WATER_LEVEL)
+ vmanip.m_data[i] = waternode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else if(full_node_max.Y < WATER_LEVEL){
+ if(p.Y < startp.Y - 2)
+ vmanip.m_data[i] = lavanode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else {
vmanip.m_data[i] = airnode;
+ }
} else {
+ // Don't replace air or water or lava or ignore
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
+ vmanip.m_data[i].getContent() == CONTENT_AIR ||
+ vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source)
+ continue;
+
vmanip.m_data[i] = airnode;
- }
- if(bruise_surface == false)
- {
// Set tunnel flag
vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
}
orp = rp;
}
-
+
}
}//timer1
#endif
-
+
#if 1
{
// 15ms @cs=8
/*
Add mud to the central chunk
*/
-
+
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
-
- MapNode addnode(c_dirt);
// Randomize mud amount
- s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
-
- if(mud_add_amount <= 0){
- mud_add_amount = 1 - mud_add_amount;
- addnode = MapNode(c_gravel);
- }
+ s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
// Find ground level
s16 surface_y = find_stone_level(vmanip, p2d, ndef);
if(surface_y == vmanip.m_area.MinEdge.Y - 1)
continue;
+ MapNode addnode(c_dirt);
+ BiomeType bt = get_biome(data->seed, p2d);
+
+ if(bt == BT_DESERT)
+ addnode = MapNode(c_desert_sand);
+
+ if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
+ addnode = MapNode(c_sand);
+ } else if(mud_add_amount <= 0){
+ mud_add_amount = 1 - mud_add_amount;
+ addnode = MapNode(c_gravel);
+ } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
+ surface_y + mud_add_amount <= WATER_LEVEL+2){
+ addnode = MapNode(c_sand);
+ }
+
+ if(bt == BT_DESERT){
+ if(surface_y > 20){
+ mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
+ }
+ }
+
/*
If topmost node is grass, change it to mud.
It might be if it was flown to there from a neighboring
{
if(mudcount >= mud_add_amount)
break;
-
+
MapNode &n = vmanip.m_data[i];
n = addnode;
mudcount++;
}//timer1
#endif
+ /*
+ Add blobs of dirt and gravel underground
+ */
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
+ {
+ PseudoRandom pr(blockseed+983);
+ for(int i=0; i<volume_nodes/10/10/10; i++)
+ {
+ bool only_fill_cave = (myrand_range(0,1) != 0);
+ v3s16 size(
+ pr.range(1, 8),
+ pr.range(1, 8),
+ pr.range(1, 8)
+ );
+ v3s16 p0(
+ pr.range(node_min.X, node_max.X)-size.X/2,
+ pr.range(node_min.Y, node_max.Y)-size.Y/2,
+ pr.range(node_min.Z, node_max.Z)-size.Z/2
+ );
+ MapNode n1;
+ if(p0.Y > -32 && pr.range(0,1) == 0)
+ n1 = MapNode(c_dirt);
+ else
+ n1 = MapNode(c_gravel);
+ for(int x1=0; x1<size.X; x1++)
+ for(int y1=0; y1<size.Y; y1++)
+ for(int z1=0; z1<size.Z; z1++)
+ {
+ v3s16 p = p0 + v3s16(x1,y1,z1);
+ u32 i = vmanip.m_area.index(p);
+ if(!vmanip.m_area.contains(i))
+ continue;
+ // Cancel if not stone and not cave air
+ if(vmanip.m_data[i].getContent() != c_stone &&
+ !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ vmanip.m_data[i] = n1;
+ }
+ }
+ }
+
#if 1
{
// 340ms @cs=8
/*
Flow mud away from steep edges
*/
-
+
// Iterate a few times
for(s16 k=0; k<3; k++)
{
// Node position in 2d
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
-
+
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
s16 y=node_max.Y;
+ while(y >= node_min.Y)
+ {
+
for(;; y--)
{
MapNode *n = NULL;
//if(content_walkable(n->d))
// break;
if(n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass)
+ n->getContent() == c_dirt_with_grass ||
+ n->getContent() == c_gravel)
break;
-
+
vmanip.m_area.add_y(em, i, -1);
}
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
- /*
- Don't flow it if the stuff under it is not mud
- */
+ if(n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass)
{
- u32 i2 = i;
- vmanip.m_area.add_y(em, i2, -1);
- // Cancel if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- MapNode *n2 = &vmanip.m_data[i2];
- if(n2->getContent() != c_dirt &&
- n2->getContent() != c_dirt_with_grass)
- continue;
+ // Make it exactly mud
+ n->setContent(c_dirt);
+
+ /*
+ Don't flow it if the stuff under it is not mud
+ */
+ {
+ u32 i2 = i;
+ vmanip.m_area.add_y(em, i2, -1);
+ // Cancel if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(n2->getContent() != c_dirt &&
+ n2->getContent() != c_dirt_with_grass)
+ continue;
+ }
}
- // Make it exactly mud
- n->setContent(c_dirt);
-
/*s16 recurse_count = 0;
mudflow_recurse:*/
}
// Drop mud on side
-
+
for(u32 di=0; di<4; di++)
{
v3s16 dirp = dirs4[di];
// Loop one up so that we're in air
vmanip.m_area.add_y(em, i2, 1);
n2 = &vmanip.m_data[i2];
-
+
bool old_is_water = (n->getContent() == c_water_source);
// Move mud to new place
- if(!dropped_to_unknown)
+ if(!dropped_to_unknown) {
*n2 = *n;
- // Set old place to be air (or water)
- if(old_is_water)
- *n = MapNode(c_water_source);
- else
- *n = MapNode(CONTENT_AIR);
+ // Set old place to be air (or water)
+ if(old_is_water)
+ *n = MapNode(c_water_source);
+ else
+ *n = MapNode(CONTENT_AIR);
+ }
// Done
break;
}
}
+ }
}
-
+
}
}//timer1
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(water_found == false)
+ if(y == full_node_max.Y){
+ water_found =
+ (vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source);
+ }
+ else if(water_found == false)
{
- if(vmanip.m_data[i].getContent() == c_water_source)
+ if(vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source)
{
v3s16 p = v3s16(p2d.X, y, p2d.Y);
data->transforming_liquid.push_back(p);
// 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() != c_water_source)
+ if(vmanip.m_data[i+1].getContent() != c_water_source ||
+ vmanip.m_data[i+1].getContent() != c_lava_source)
{
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
data->transforming_liquid.push_back(p);
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
-
+
/*
Find the lowest surface to which enough light ends up
to make grass grow.
else
surface_y = full_node_min.Y;
}
-
+
u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
MapNode *n = &vmanip.m_data[i];
- if(n->getContent() == c_dirt)
+ if(n->getContent() == c_dirt){
+ // Well yeah, this can't be overground...
+ if(surface_y < WATER_LEVEL - 20)
+ continue;
n->setContent(c_dirt_with_grass);
+ }
}
/*
}
p.Y++;
// Make a tree
- make_tree(vmanip, p, false, ndef);
+ treegen::make_tree(vmanip, p, false, ndef);
}
}
}
else
vmanip.m_data[i] = n_stone;
}
-
+
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)
// Dungeon generator doesn't modify places which have this set
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++)
}
}
}
-
+
PseudoRandom random(blockseed+2);
// Add it
make_dungeon1(vmanip, random, ndef);
-
+
// 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++)
make_nc(vmanip, ncrandom, ndef);
}
}
-
+
/*
Add top and bottom side of water to transforming_liquid queue
*/
// Node position
v2s16 p2d(x,z);
{
- bool possibly_have_sand = get_have_sand(data->seed, p2d);
+ bool possibly_have_sand = get_have_beach(data->seed, p2d);
bool have_sand = false;
u32 current_depth = 0;
bool air_detected = false;
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(c_clay);
- else
- vmanip.m_data[i] = MapNode(c_sand);
+ vmanip.m_data[i] = MapNode(c_sand);
}
#if 1
else if(current_depth==0 && !water_detected
/*
Calculate some stuff
*/
-
+
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
bool is_jungle = surface_humidity > 0.75;
// Amount of trees
/*
Add some kind of random stones
*/
-
+
u32 random_stone_count = gen_area_nodes *
randomstone_amount_2d(data->seed, p2d_center);
// Put in random places on part of division
/*
Add larger stones
*/
-
+
u32 large_stone_count = gen_area_nodes *
largestone_amount_2d(data->seed, p2d_center);
//u32 large_stone_count = 1;
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(c_mese);
}
-
+
}
}
/*
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from);
-
+
bool inexistent_top_provides_sunlight = !block_is_underground;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight,
}
}
+#endif ///BIG COMMENT
+
BlockMakeData::BlockMakeData():
no_op(false),
vmanip(NULL),
delete vmanip;
}
-}; // namespace mapgen
+//}; // namespace mapgen