]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_indev.cpp
make formspec textarea wordwrap
[dragonfireclient.git] / src / mapgen_indev.cpp
index 4de4fd55fedff812de47c723cc19664d7d9bc099..f01547156c27b6b94df93c357e1ce388b787c888 100644 (file)
@@ -19,80 +19,78 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapgen_indev.h"
 #include "constants.h"
+#include "map.h"
+#include "main.h"
+#include "util/numeric.h"
 #include "log.h"
 
-/////////////////// Mapgen Indev perlin noise default values
-
-NoiseIndevParams nparams_indev_def_terrain_base
-       (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_terrain_higher
-       (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_steepness
-       (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
-NoiseIndevParams nparams_indev_def_mud
-       (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
-
 ///////////////////////////////////////////////////////////////////////////////
 
-void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
-       Noise::init((NoiseParams*)np, seed, sx, sy, sz);
-       this->npindev   = np;
+void NoiseIndev::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
+       Noise::init(np, seed, sx, sy, sz);
+       this->npindev = (NoiseIndevParams*) np;
 }
 
-
 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
         init(np, seed, sx, sy, 1);
 }
 
-
 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
         init(np, seed, sx, sy, sz);
 }
 
+float farscale(float scale, float z) {
+       return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z))                     ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
+}
+
+float farscale(float scale, float x, float z) {
+       return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z))           ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
+}
 
 float farscale(float scale, float x, float y, float z) {
        return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
 }
 
 void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
-        // more correct use distantion from 0,0,0 via pow, but + is faster
-        //float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) );
-        // dstream << "TNM rs="  << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl;
         int i = 0;
         for (int z = 0; z != sz; z++) {
                 for (int y = 0; y != sy; y++) {
                         for (int x = 0; x != sx; x++) {
-                                //result[i] = result[i] * npindev->scale * farscale + npindev->offset;
-                                result[i] = result[i] * npindev->scale * farscale(npindev->farscale,xx,yy,zz) + npindev->offset;
+                                result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
                                 i++;
                         }
                 }
         }
 }
 
-MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
-        noiseindev_terrain_base   = new NoiseIndev(params->npindev_terrain_base,   seed, csize.X, csize.Y);
-        noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y);
-        noiseindev_steepness      = new NoiseIndev(params->npindev_steepness,      seed, csize.X, csize.Y);
-//        noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
-//        noise_trees          = new Noise(params->np_trees,          seed, csize.X, csize.Y);
-        noiseindev_mud            = new NoiseIndev(params->npindev_mud,            seed, csize.X, csize.Y);
-//        noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
-//        noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
+MapgenIndev::MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge) 
+       : MapgenV6(mapgenid, params, emerge)
+{
+       MapgenIndevParams *sp = (MapgenIndevParams *)params->sparams;
+
+       float_islands = sp->float_islands;
+
+       noiseindev_terrain_base    = new NoiseIndev(&sp->npindev_terrain_base,   seed, csize.X, csize.Z);
+       noiseindev_terrain_higher  = new NoiseIndev(&sp->npindev_terrain_higher, seed, csize.X, csize.Z);
+       noiseindev_steepness       = new NoiseIndev(&sp->npindev_steepness,      seed, csize.X, csize.Z);
+       noiseindev_mud             = new NoiseIndev(&sp->npindev_mud,            seed, csize.X, csize.Z);
+       noiseindev_float_islands1  = new NoiseIndev(&sp->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
+       noiseindev_float_islands2  = new NoiseIndev(&sp->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
+       noiseindev_float_islands3  = new NoiseIndev(&sp->npindev_float_islands3, seed, csize.X, csize.Z);
+       noiseindev_biome           = new NoiseIndev(&sp->npindev_biome,          seed, csize.X, csize.Z);
 }
 
 MapgenIndev::~MapgenIndev() {
        delete noiseindev_terrain_base;
        delete noiseindev_terrain_higher;
        delete noiseindev_steepness;
-       //delete noise_height_select;
-       //delete noise_trees;
        delete noiseindev_mud;
-       //delete noise_beach;
-       //delete noise_biome;
+       delete noiseindev_float_islands1;
+       delete noiseindev_float_islands2;
+       delete noiseindev_float_islands3;
+       delete noiseindev_biome;
 }
 
-
 void MapgenIndev::calculateNoise() {
        int x = node_min.X;
        int y = node_min.Y;
@@ -100,31 +98,46 @@ void MapgenIndev::calculateNoise() {
        // Need to adjust for the original implementation's +.5 offset...
        if (!(flags & MG_FLAT)) {
                noiseindev_terrain_base->perlinMap2D(
-                       x + 0.5 * noiseindev_terrain_base->npindev->spread.X,
-                       z + 0.5 * noiseindev_terrain_base->npindev->spread.Z);
+                       x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
+                       z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
                noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
-               //noise_terrain_base->transformNoiseMap();
 
                noiseindev_terrain_higher->perlinMap2D(
-                       x + 0.5 * noiseindev_terrain_higher->npindev->spread.X,
-                       z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z);
+                       x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
+                       z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
                noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
-               //noise_terrain_higher->transformNoiseMap();
 
                noiseindev_steepness->perlinMap2D(
-                       x + 0.5 * noiseindev_steepness->npindev->spread.X,
-                       z + 0.5 * noiseindev_steepness->npindev->spread.Z);
+                       x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
+                       z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
                noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
 
                noise_height_select->perlinMap2D(
                        x + 0.5 * noise_height_select->np->spread.X,
                        z + 0.5 * noise_height_select->np->spread.Z);
-       }
-       
-       if (!(flags & MG_FLAT)) {
+
+               noiseindev_float_islands1->perlinMap3D(
+                       x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
+                       y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
+                       z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
+               );
+               noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
+
+               noiseindev_float_islands2->perlinMap3D(
+                       x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
+                       y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
+                       z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
+               );
+               noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
+
+               noiseindev_float_islands3->perlinMap2D(
+                       x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
+                       z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
+               noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
+
                noiseindev_mud->perlinMap2D(
-                       x + 0.5 * noiseindev_mud->npindev->spread.X,
-                       z + 0.5 * noiseindev_mud->npindev->spread.Z);
+                       x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
+                       z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
                noiseindev_mud->transformNoiseMapFarScale(x, y, z);
        }
        noise_beach->perlinMap2D(
@@ -132,45 +145,50 @@ void MapgenIndev::calculateNoise() {
                z + 0.7 * noise_beach->np->spread.Z);
 
        noise_biome->perlinMap2D(
-               x + 0.6 * noise_biome->np->spread.X,
-               z + 0.2 * noise_biome->np->spread.Z);
+               x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
+               z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
+}
+
+MapgenIndevParams::MapgenIndevParams() {
+       float_islands = 500;
+       npindev_terrain_base    = NoiseIndevParams(-4,   20,  v3f(250, 250, 250), 82341, 5, 0.6,  10,  10);
+       npindev_terrain_higher  = NoiseIndevParams(20,   16,  v3f(500, 500, 500), 85039, 5, 0.6,  10,  10);
+       npindev_steepness       = NoiseIndevParams(0.85, 0.5, v3f(125, 125, 125), -932,  5, 0.7,  2,   10);
+       npindev_mud             = NoiseIndevParams(4,    2,   v3f(200, 200, 200), 91013, 3, 0.55, 1,   1);
+       npindev_biome           = NoiseIndevParams(0,    1,   v3f(250, 250, 250), 9130,  3, 0.50, 1,   10);
+       npindev_float_islands1  = NoiseIndevParams(0,    1,   v3f(256, 256, 256), 3683,  6, 0.6,  1,   1.5);
+       npindev_float_islands2  = NoiseIndevParams(0,    1,   v3f(8,   8,   8  ), 9292,  2, 0.5,  1,   1.5);
+       npindev_float_islands3  = NoiseIndevParams(0,    1,   v3f(256, 256, 256), 6412,  2, 0.5,  1,   0.5);
 }
 
-bool MapgenIndevParams::readParams(Settings *settings) {
-        freq_desert = settings->getFloat("mgv6_freq_desert");
-        freq_beach  = settings->getFloat("mgv6_freq_beach");
+void MapgenIndevParams::readParams(Settings *settings) {
+       MapgenV6Params::readParams(settings);
 
-        npindev_terrain_base   = settings->getNoiseIndevParams("mgindev_np_terrain_base");
-        npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
-        npindev_steepness      = settings->getNoiseIndevParams("mgindev_np_steepness");
-        np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
-        np_trees          = settings->getNoiseParams("mgv6_np_trees");
-        npindev_mud            = settings->getNoiseIndevParams("mgindev_np_mud");
-        np_beach          = settings->getNoiseParams("mgv6_np_beach");
-        np_biome          = settings->getNoiseParams("mgv6_np_biome");
-        np_cave           = settings->getNoiseParams("mgv6_np_cave");
+       settings->getS16NoEx("mgindev_float_islands", float_islands);
 
-        bool success =
-                npindev_terrain_base  && npindev_terrain_higher && npindev_steepness &&
-                np_height_select && np_trees          && npindev_mud       &&
-                np_beach         && np_biome          && np_cave;
-        return success;
+       settings->getNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
+       settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
+       settings->getNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
+       settings->getNoiseIndevParams("mgindev_np_mud",            npindev_mud);
+       settings->getNoiseIndevParams("mgindev_np_biome",          npindev_biome);
+       settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
+       settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
+       settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
 }
 
-
 void MapgenIndevParams::writeParams(Settings *settings) {
-        settings->setFloat("mgv6_freq_desert", freq_desert);
-        settings->setFloat("mgv6_freq_beach",  freq_beach);
-
-        settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
-        settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
-        settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
-        settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
-        settings->setNoiseParams("mgv6_np_trees",          np_trees);
-        settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
-        settings->setNoiseParams("mgv6_np_beach",          np_beach);
-        settings->setNoiseParams("mgv6_np_biome",          np_biome);
-        settings->setNoiseParams("mgv6_np_cave",           np_cave);
+       MapgenV6Params::writeParams(settings);
+
+       settings->setS16("mgindev_float_islands", float_islands);
+
+       settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
+       settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
+       settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
+       settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
+       settings->setNoiseIndevParams("mgindev_np_biome",          npindev_biome);
+       settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
+       settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
+       settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
 }
 
 
@@ -191,7 +209,6 @@ float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
                                                        steepness,    height_select);
 }
 
-
 float MapgenIndev::baseTerrainLevelFromMap(int index) {
        if (flags & MG_FLAT)
                return water_level;
@@ -205,9 +222,7 @@ float MapgenIndev::baseTerrainLevelFromMap(int index) {
                                                        steepness,    height_select);
 }
 
-
-float MapgenIndev::getMudAmount(int index)
-{
+float MapgenIndev::getMudAmount(int index) {
        if (flags & MG_FLAT)
                return AVERAGE_MUD_AMOUNT;
                
@@ -218,32 +233,151 @@ float MapgenIndev::getMudAmount(int index)
        return noiseindev_mud->result[index];
 }
 
+void MapgenIndev::generateCaves(int max_stone_y) {
+       float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
+       int volume_nodes = (node_max.X - node_min.X + 1) *
+                                          (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+       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 (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+               caves_count   /= 3;
+               bruises_count /= 3;
+       }
+       
+       for (u32 i = 0; i < caves_count + bruises_count; i++) {
+               bool large_cave = (i >= caves_count);
+               CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
+
+               cave.makeCave(node_min, node_max, max_stone_y);
+       }
+}
 
-void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
-       cave.min_tunnel_diameter = 2;
-       cave.max_tunnel_diameter = ps.range(2,6);
-       cave.dswitchint = ps.range(1,14);
-       //cave.tunnel_routepoints = 0;
-       //cave.part_max_length_rs = 0;
-       cave.flooded = large_cave && ps.range(0,4);
-       if(large_cave){
-               cave.part_max_length_rs = ps.range(2,4);
-//dstream<<"try:"<<farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30<<std::endl;
-               if (node_min.Y < -500 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
-                       cave.flooded = ps.range(0, 1);
-//dstream<<"HUGE:"<<cave.flooded<<std::endl;
-                       cave.tunnel_routepoints = ps.range(5, 1522);
-                       cave.min_tunnel_diameter = 30;
-                       cave.max_tunnel_diameter = ps.range(30, ps.range(80,120));
+CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+                               v3s16 node_min, bool is_large_cave) {
+       this->mg = mg;
+       this->vm = mg->vm;
+       this->ndef = mg->ndef;
+       this->water_level = mg->water_level;
+       this->large_cave = is_large_cave;
+       this->ps  = ps;
+       this->ps2 = ps2;
+       this->c_water_source = mg->c_water_source;
+       this->c_lava_source  = mg->c_lava_source;
+
+       min_tunnel_diameter = 2;
+       max_tunnel_diameter = ps->range(2,6);
+       dswitchint = ps->range(1,14);
+       flooded = large_cave && ps->range(0,4);
+       if (large_cave) {
+               part_max_length_rs = ps->range(2,4);
+               float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
+               if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
+                       flooded = !ps->range(0, 3);
+                       tunnel_routepoints = ps->range(5, 30);
+                       min_tunnel_diameter = 30;
+                       max_tunnel_diameter = ps->range(40, ps->range(80, 150));
                } else {
-//dstream<<"large:"<<cave.flooded<<std::endl;
-                       cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
-                       cave.min_tunnel_diameter = 5;
-                       cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
+                       tunnel_routepoints = ps->range(5, ps->range(15,30));
+                       min_tunnel_diameter = 5;
+                       max_tunnel_diameter = ps->range(7, ps->range(8,24));
                }
        } else {
-               cave.part_max_length_rs = ps.range(2,9);
-               cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
+               part_max_length_rs = ps->range(2,9);
+               tunnel_routepoints = ps->range(10, ps->range(15,30));
+       }
+       large_cave_is_flat = (ps->range(0,1) == 0);
+}
+
+/*
+// version with one perlin3d. use with good params like
+settings->setDefault("mgindev_np_float_islands1",  "-9.5, 10,  (20,  50,  50 ), 45123, 5, 0.6,  1.5, 5");
+void MapgenIndev::generateFloatIslands(int min_y) {
+       if (node_min.Y < min_y) return;
+       v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+       MapNode n1(c_stone), n2(c_desert_stone);
+       int xl = node_max.X - node_min.X;
+       int yl = node_max.Y - node_min.Y;
+       int zl = node_max.Z - node_min.Z;
+       u32 index = 0;
+       for (int x1 = 0; x1 <= xl; x1++)
+       {
+               //int x = x1 + node_min.Y;
+               for (int z1 = 0; z1 <= zl; z1++)
+               {
+                       //int z = z1 + node_min.Z;
+                       for (int y1 = 0; y1 <= yl; y1++, index++)
+                       {
+                               //int y = y1 + node_min.Y;
+                               float noise = noiseindev_float_islands1->result[index];
+                               //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
+                               if (noise > 0 ) {
+                                       v3s16 p = p0 + v3s16(x1, y1, z1);
+                                       u32 i = vm->m_area.index(p);
+                                       if (!vm->m_area.contains(i))
+                                               continue;
+                                       // Cancel if not  air
+                                       if (vm->m_data[i].getContent() != CONTENT_AIR)
+                                               continue;
+                                       vm->m_data[i] = noise > 1 ? n1 : n2;
+                               }
+                       }
+               }
+       }
+}
+*/
+
+void MapgenIndev::generateFloatIslands(int min_y) {
+       if (node_min.Y < min_y) return;
+       PseudoRandom pr(blockseed + 985);
+       // originally from http://forum.minetest.net/viewtopic.php?id=4776
+       float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
+       float AMPY = 24; // 24; // Amplitude of island centre y variation.
+       float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
+       float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
+
+       v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+       MapNode n1(c_stone);
+
+       float xl = node_max.X - node_min.X;
+       float yl = node_max.Y - node_min.Y;
+       float zl = node_max.Z - node_min.Z;
+       u32 zstride = xl + 1;
+       float midy = node_min.Y + yl * 0.5;
+       u32 index = 0;
+       for (int z1 = 0; z1 <= zl; ++z1)
+       for (int y1 = 0; y1 <= yl; ++y1)
+       for (int x1 = 0; x1 <= xl; ++x1, ++index) {
+               int y = y1 + node_min.Y;
+               u32 index2d = z1 * zstride + x1;
+               float noise3 = noiseindev_float_islands3->result[index2d];
+               float pmidy = midy + noise3 / 1.5 * AMPY;
+               float noise1 = noiseindev_float_islands1->result[index];
+               float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+               float noise1off = noise1 - offset - RAR;
+               if (noise1off > 0 && noise1off < 0.7) {
+                       float noise2 = noiseindev_float_islands2->result[index];
+                       if (noise2 - noise1off > -0.7) {
+                               v3s16 p = p0 + v3s16(x1, y1, z1);
+                               u32 i = vm->m_area.index(p);
+                               if (!vm->m_area.contains(i))
+                                       continue;
+                               // Cancel if not  air
+                               if (vm->m_data[i].getContent() != CONTENT_AIR)
+                                       continue;
+                               vm->m_data[i] = n1;
+                       }
+               }
        }
-       cave.large_cave_is_flat = (ps.range(0,1) == 0);
+}
+
+void MapgenIndev::generateExperimental() {
+       if (float_islands)
+               generateFloatIslands(float_islands);
 }