#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;
// 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(
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);
}
steepness, height_select);
}
-
float MapgenIndev::baseTerrainLevelFromMap(int index) {
if (flags & MG_FLAT)
return water_level;
steepness, height_select);
}
-
-float MapgenIndev::getMudAmount(int index)
-{
+float MapgenIndev::getMudAmount(int index) {
if (flags & MG_FLAT)
return AVERAGE_MUD_AMOUNT;
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);
}