/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"
-#include "util/directiontables.h"
FlagDesc flagdesc_mapgen_v5[] = {
- {"blobs", MGV5_BLOBS},
{NULL, 0}
};
-MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge_;
- this->bmgr = emerge->biomemgr;
-
- this->seed = (int)params->seed;
- this->water_level = params->water_level;
- this->flags = params->flags;
- this->gennotify = emerge->gennotify;
-
- this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
// amount of elements to skip for the next index
// for noise/height/biome maps (not vmanip)
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
+ this->heatmap = NULL;
+ this->humidmap = NULL;
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
- this->spflags = sp->spflags;
+ this->spflags = sp->spflags;
// Terrain noise
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
- noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
- noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
- noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
- noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
+ noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
- c_stone = ndef->getId("mapgen_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
- c_sand = ndef->getId("mapgen_sand");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_gravel = ndef->getId("mapgen_gravel");
- c_cobble = ndef->getId("mapgen_cobble");
- c_ice = ndef->getId("default:ice");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_sandbrick = ndef->getId("mapgen_sandstonebrick");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
+ c_stone = ndef->getId("mapgen_stone");
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_ice = ndef->getId("mapgen_ice");
+ c_sandstone = ndef->getId("mapgen_sandstone");
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+
if (c_ice == CONTENT_IGNORE)
c_ice = CONTENT_AIR;
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
- if (c_sandbrick == CONTENT_IGNORE)
- c_sandbrick = c_desert_stone;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
- if (c_stair_sandstone == CONTENT_IGNORE)
- c_stair_sandstone = c_sandbrick;
+ if (c_sandstonebrick == CONTENT_IGNORE)
+ c_sandstonebrick = c_sandstone;
+ if (c_stair_sandstonebrick == CONTENT_IGNORE)
+ c_stair_sandstonebrick = c_sandstone;
}
-MapgenV5::~MapgenV5() {
+MapgenV5::~MapgenV5()
+{
delete noise_filler_depth;
delete noise_factor;
delete noise_height;
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
- delete noise_crumble;
- delete noise_wetness;
delete noise_heat;
delete noise_humidity;
-
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
+
delete[] heightmap;
delete[] biomemap;
}
-MapgenV5Params::MapgenV5Params() {
- spflags = MGV5_BLOBS;
+MapgenV5Params::MapgenV5Params()
+{
+ spflags = 0;
- np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7);
- np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45);
- np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5);
- np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5);
- np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5);
- np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55);
- np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3);
- np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1);
+ np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
+ np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
+ np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
+ np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
}
-// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
+//#define CAVE_NOISE_SCALE 12.0
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
-//#define CAVE_NOISE_SCALE 12.0 < original default
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
-
-
-void MapgenV5Params::readParams(Settings *settings) {
+void MapgenV5Params::readParams(const Settings *settings)
+{
settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_ground", np_ground);
- settings->getNoiseParams("mgv5_np_crumble", np_crumble);
- settings->getNoiseParams("mgv5_np_wetness", np_wetness);
}
-void MapgenV5Params::writeParams(Settings *settings) {
- settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
+void MapgenV5Params::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv5_np_factor", np_factor);
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_ground", np_ground);
- settings->setNoiseParams("mgv5_np_crumble", np_crumble);
- settings->setNoiseParams("mgv5_np_wetness", np_wetness);
}
-int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV5::getGroundLevelAtPoint(v2s16 p)
+{
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
- float f = 0.55 + NoisePerlin2D(noise_factor->np, p.X, p.Y, seed);
- if(f < 0.01)
+ float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
+ if (f < 0.01)
f = 0.01;
- else if(f >= 1.0)
+ else if (f >= 1.0)
f *= 1.6;
- float h = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);
-
- s16 search_top = water_level + 15;
- s16 search_base = water_level;
- // Use these 2 lines instead for a slower search returning highest ground level
- //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
- //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
-
- s16 level = -31000;
- for (s16 y = search_top; y >= search_base; y--) {
- float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
- if(n_ground * f > y - h) {
- if(y >= search_top - 7)
- break;
+ float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
+
+ s16 search_start = 128; // Only bother searching this range, actual
+ s16 search_end = -128; // ground level is rarely higher or lower.
+
+ for (s16 y = search_start; y >= search_end; y--) {
+ float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+ // If solid
+ if (n_ground * f > y - h) {
+ // If either top 2 nodes of search are solid this is inside a
+ // mountain or floatland with no space for the player to spawn.
+ if (y >= search_start - 1)
+ return MAX_MAP_GENERATION_LIMIT;
else
- level = y;
- break;
+ return y; // Ground below at least 2 nodes of space
}
}
//printf("getGroundLevelAtPoint: %dus\n", t.stop());
- return level;
+ return -MAX_MAP_GENERATION_LIMIT;
}
-void MapgenV5::makeChunk(BlockMakeData *data) {
+void MapgenV5::makeChunk(BlockMakeData *data)
+{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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);
-
- generating = true;
- vm = data->vmanip;
- ndef = data->nodedef;
+
+ this->generating = true;
+ this->vm = data->vmanip;
+ this->ndef = data->nodedef;
//TimeTaker t("makeChunk");
-
+
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
- blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
-
+ blockseed = getBlockSeed2(full_node_min, seed);
+
// Make some noise
calculateNoise();
// Generate base terrain
- generateBaseTerrain();
- updateHeightmap(node_min, node_max);
+ s16 stone_surface_max_y = generateBaseTerrain();
- // Generate underground dirt, sand, gravel and lava blobs
- if (spflags & MGV5_BLOBS) {
- generateBlobs();
- }
+ // Create heightmap
+ updateHeightmap(node_min, node_max);
- // Calculate biomes
+ // Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
-
+
// Actually place the biome-specific nodes
- generateBiomes();
+ MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
+
+ // Generate caves
+ if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
+ generateCaves(stone_surface_max_y);
// Generate dungeons and desert temples
- if (flags & MG_DUNGEONS) {
- DungeonGen dgen(this, NULL);
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (stone_type == STONE) {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ } else if (stone_type == DESERT_STONE) {
+ dp.c_cobble = c_desert_stone;
+ dp.c_moss = c_desert_stone;
+ dp.c_stair = c_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else if (stone_type == SANDSTONE) {
+ dp.c_cobble = c_sandstonebrick;
+ dp.c_moss = c_sandstonebrick;
+ dp.c_stair = c_sandstonebrick;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.roomsize = v3s16(2, 0, 2);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
+
+ DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// Generate the registered decorations
- emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-
+
// Calculate lighting
- if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(0, 1, 0) - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(0, 1, 0) + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-
+ if (flags & MG_LIGHT) {
+ calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+ full_node_min, full_node_max);
+ }
+
this->generating = false;
}
-void MapgenV5::calculateNoise() {
+void MapgenV5::calculateNoise()
+{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
-
- noise_filler_depth->perlinMap2D(x, z);
+
noise_factor->perlinMap2D(x, z);
noise_height->perlinMap2D(x, z);
- noise_height->transformNoiseMap();
-
- noise_cave1->perlinMap3D(x, y, z, true);
- noise_cave1->transformNoiseMap();
- noise_cave2->perlinMap3D(x, y, z, true);
- noise_cave2->transformNoiseMap();
- noise_ground->perlinMap3D(x, y, z, true);
- noise_ground->transformNoiseMap();
-
- if (spflags & MGV5_BLOBS) {
- noise_crumble->perlinMap3D(x, y, z, true);
- noise_wetness->perlinMap3D(x, y, z, false);
+ noise_ground->perlinMap3D(x, y, z);
+
+ if (flags & MG_CAVES) {
+ noise_cave1->perlinMap3D(x, y, z);
+ noise_cave2->perlinMap3D(x, y, z);
}
+ noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
+ noise_heat_blend->perlinMap2D(x, z);
+ noise_humidity_blend->perlinMap2D(x, z);
+ for (s32 i = 0; i < csize.X * csize.Z; i++) {
+ noise_heat->result[i] += noise_heat_blend->result[i];
+ noise_humidity->result[i] += noise_humidity_blend->result[i];
+ }
+
+ heatmap = noise_heat->result;
+ humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
// return d1*d2 > CAVE_NOISE_THRESHOLD;
//}
-
//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
// double f = 0.55 + noise_factor->result[index2d];
// if(f < 0.01)
//}
-// Make base ground level
-void MapgenV5::generateBaseTerrain() {
+int MapgenV5::generateBaseTerrain()
+{
u32 index = 0;
u32 index2d = 0;
+ int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
- for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+ for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+ for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
- if(vm->m_data[i].getContent() != CONTENT_IGNORE)
+ for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+ if (vm->m_data[i].getContent() != CONTENT_IGNORE)
continue;
float f = 0.55 + noise_factor->result[index2d];
- if(f < 0.01)
+ if (f < 0.01)
f = 0.01;
- else if(f >= 1.0)
+ else if (f >= 1.0)
f *= 1.6;
- float h = water_level + noise_height->result[index2d];
- float d1 = contour(noise_cave1->result[index]);
- float d2 = contour(noise_cave2->result[index]);
+ float h = noise_height->result[index2d];
- if(noise_ground->result[index] * f < y - h) {
- if(y <= water_level)
+ if (noise_ground->result[index] * f < y - h) {
+ if (y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
else
vm->m_data[i] = MapNode(CONTENT_AIR);
- } else if(d1*d2 > 0.2) {
- vm->m_data[i] = MapNode(CONTENT_AIR);
} else {
vm->m_data[i] = MapNode(c_stone);
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
}
}
- index2d = index2d - ystride;
+ index2d -= ystride;
}
- index2d = index2d + ystride;
+ index2d += ystride;
}
+
+ return stone_surface_max_y;
}
-// Add mud and sand and others underground (in place of stone)
-void MapgenV5::generateBlobs() {
+MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
+{
+ v3s16 em = vm->m_area.getExtent();
u32 index = 0;
+ MgStoneType stone_type = STONE;
- for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
- u32 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
- content_t c = vm->m_data[i].getContent();
- if(c != c_stone)
- continue;
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = NULL;
+ u16 depth_top = 0;
+ u16 base_filler = 0;
+ u16 depth_water_top = 0;
+ u32 vi = vm->m_area.index(x, node_max.Y, z);
+
+ // Check node at base of mapchunk above, either a node of a previously
+ // generated mapchunk or if not, a node of overgenerated base terrain.
+ content_t c_above = vm->m_data[vi + em.X].getContent();
+ bool air_above = c_above == CONTENT_AIR;
+ bool water_above = c_above == c_water_source;
+
+ // If there is air or water above enable top/filler placement, otherwise force
+ // nplaced to stone level by setting a number exceeding any possible filler depth.
+ u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
- if(noise_crumble->result[index] > 1.3) {
- if(noise_wetness->result[index] > 0.0)
- vm->m_data[i] = MapNode(c_dirt);
- else
- vm->m_data[i] = MapNode(c_sand);
- } else if(noise_crumble->result[index] > 0.7) {
- if(noise_wetness->result[index] < -0.6)
- vm->m_data[i] = MapNode(c_gravel);
- } else if(noise_crumble->result[index] < -3.5 +
- MYMIN(0.1 *
- sqrt((float)MYMAX(0, -y)), 1.5)) {
- vm->m_data[i] = MapNode(c_lava_source);
+ for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[vi].getContent();
+
+ // Biome is recalculated each time an upper surface is detected while
+ // working down a column. The selected biome then remains in effect for
+ // all nodes below until the next surface and biome recalculation.
+ // Biome is recalculated:
+ // 1. At the surface of stone below air or water.
+ // 2. At the surface of water below air.
+ // 3. When stone or water is detected but biome has not yet been calculated.
+ if ((c == c_stone && (air_above || water_above || !biome)) ||
+ (c == c_water_source && (air_above || !biome))) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ depth_top = biome->depth_top;
+ base_filler = MYMAX(depth_top + biome->depth_filler
+ + noise_filler_depth->result[index], 0);
+ depth_water_top = biome->depth_water_top;
+
+ // Detect stone type for dungeons during every biome calculation.
+ // This is more efficient than detecting per-node and will not
+ // miss any desert stone or sandstone biomes.
+ if (biome->c_stone == c_desert_stone)
+ stone_type = DESERT_STONE;
+ else if (biome->c_stone == c_sandstone)
+ stone_type = SANDSTONE;
+ }
+
+ if (c == c_stone) {
+ content_t c_below = vm->m_data[vi - em.X].getContent();
+
+ // If the node below isn't solid, make this node stone, so that
+ // any top/filler nodes above are structurally supported.
+ // This is done by aborting the cycle of top/filler placement
+ // immediately by forcing nplaced to stone level.
+ if (c_below == CONTENT_AIR || c_below == c_water_source)
+ nplaced = U16_MAX;
+
+ if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ vm->m_data[vi] = MapNode(biome->c_stone);
}
+
+ air_above = false;
+ water_above = false;
+ } else if (c == c_water_source) {
+ vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
+ biome->c_water_top : biome->c_water);
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = false;
+ water_above = true;
+ } else if (c == CONTENT_AIR) {
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = true;
+ water_above = false;
+ } else { // Possible various nodes overgenerated from neighbouring mapchunks
+ nplaced = U16_MAX; // Disable top/filler placement
+ air_above = false;
+ water_above = false;
}
+
+ vm->m_area.add_y(em, vi, -1);
}
}
+
+ return stone_type;
}
-void MapgenV5::generateBiomes() {
- if (node_max.Y < water_level)
- return;
+void MapgenV5::generateCaves(int max_stone_y)
+{
+ if (max_stone_y >= node_min.Y) {
+ u32 index = 0;
- MapNode n_air(CONTENT_AIR);
- MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ u32 i = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
+ float d1 = contour(noise_cave1->result[index]);
+ float d2 = contour(noise_cave2->result[index]);
+ if (d1 * d2 > 0.125f) {
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
+ continue;
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->get(biomemap[index]);
- s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
- s16 y0_top = biome->depth_top;
- s16 y0_filler = biome->depth_top + dfiller;
-
- s16 nplaced = 0;
- u32 i = vm->m_area.index(x, node_max.Y, z);
-
- content_t c_above = vm->m_data[i + em.X].getContent();
- bool have_air = c_above == CONTENT_AIR;
-
- for (s16 y = node_max.Y; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
- bool is_replaceable_content =
- c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
- c == c_sand || c == c_lava_source || c == c_gravel;
-
- if (is_replaceable_content && have_air) {
- content_t c_below = vm->m_data[i - em.X].getContent();
-
- if (c_below != CONTENT_AIR) {
- if (nplaced < y0_top) {
- // A hack to prevent dirt_with_grass from being
- // placed below water. TODO: fix later
- content_t c_place = ((y < water_level) &&
- (biome->c_top ==
- c_dirt_with_grass)) ?
- c_dirt : biome->c_top;
-
- vm->m_data[i] = MapNode(c_place);
- nplaced++;
- } else if (nplaced < y0_filler && nplaced >= y0_top) {
- vm->m_data[i] = MapNode(biome->c_filler);
- nplaced++;
- } else {
- have_air = false;
- nplaced = 0;
- }
+ vm->m_data[i] = MapNode(CONTENT_AIR);
}
- } else if (c == c_water_source) {
- have_air = true;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_water);
- } else if (c == CONTENT_AIR) {
- have_air = true;
- nplaced = 0;
}
-
- vm->m_area.add_y(em, i, -1);
}
}
+
+ if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
+ return;
+
+ PseudoRandom ps(blockseed + 21343);
+ u32 bruises_count = ps.range(0, 2);
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveV5 cave(this, &ps);
+ cave.makeCave(node_min, node_max, max_stone_y);
+ }
}
-void MapgenV5::dustTopNodes() {
+
+void MapgenV5::dustTopNodes()
+{
+ if (node_max.Y < water_level)
+ return;
+
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
-
- if (water_level > node_max.Y)
- return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->get(biomemap[index]);
-
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
+
if (biome->c_dust == CONTENT_IGNORE)
continue;
- s16 y = node_max.Y + 1;
- u32 vi = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
+ u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+ content_t c_full_max = vm->m_data[vi].getContent();
+ s16 y_start;
+
+ if (c_full_max == CONTENT_AIR) {
+ y_start = full_node_max.Y - 1;
+ } else if (c_full_max == CONTENT_IGNORE) {
+ vi = vm->m_area.index(x, node_max.Y + 1, z);
+ content_t c_max = vm->m_data[vi].getContent();
+
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
+ continue;
+ }
+
+ vi = vm->m_area.index(x, y_start, z);
+ for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, vi, -1);
}
-
+
content_t c = vm->m_data[vi].getContent();
- if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
- if (y < node_min.Y - 1)
- continue;
-
- vm->m_data[vi] = MapNode(biome->c_dust_water);
- } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
- && c != biome->c_dust) {
- if (y == node_max.Y + 1)
- continue;
-
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}
}
}
-