#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
+#include "mapgen_v6.h"
-/*
-#define AVERAGE_MUD_AMOUNT 4
-
+/////////////////// Mapgen V6 perlin noise default values
NoiseParams nparams_v6_def_terrain_base =
{-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
NoiseParams nparams_v6_def_terrain_higher =
- {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85309, 5, 0.6};
+ {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
NoiseParams nparams_v6_def_steepness =
{0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
NoiseParams nparams_v6_def_height_select =
{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
-MapgenV6Params mg_def_params_v6 = {
- 0,
- 1,
- 5,
- MG_TREES | MG_CAVES | MGV6_BIOME_BLEND,
- 0.45,
- 0.15,
- &nparams_v6_def_terrain_base,
- &nparams_v6_def_terrain_higher,
- &nparams_v6_def_steepness,
- &nparams_v6_def_height_select,
- &nparams_v6_def_trees,
- &nparams_v6_def_mud,
- &nparams_v6_def_beach,
- &nparams_v6_def_biome,
- &nparams_v6_def_cave
-};
-*/
-
///////////////////////////////////////////////////////////////////////////////
this->generating = false;
this->id = mapgenid;
- this->seed = params->seed;
+ this->seed = (int)params->seed;
this->water_level = params->water_level;
- this->flags = flags;
+ this->flags = params->flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
this->freq_desert = params->freq_desert;
this->ystride = csize.X; //////fix this
+ np_cave = params->np_cave;
+
noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
delete noise_mud;
delete noise_beach;
delete noise_biome;
- delete noise_cave;
}
double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
{
+ if (flags & MG_FLAT)
+ return water_level;
+
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
// The base ground level
return h;
}
+double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
+ if (flags & MG_FLAT)
+ return water_level;
+
+ double base = water_level +
+ NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
+ double higher = water_level +
+ NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
+
+ if (higher < base)
+ higher = base;
+
+ double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
+ b = rangelim(b, 0.0, 1000.0);
+ b = b*b*b*b*b*b*b;
+ b *= 5;
+ b = rangelim(b, 0.5, 1000.0);
+
+ if(b > 1.5 && b < 100.0){
+ if(b < 10.0)
+ b = 1.5;
+ else
+ b = 100.0;
+ }
+
+ double a_off = -0.20;
+ double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
+ noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
+ a = rangelim(a, 0.0, 1.0);
+
+ return base * (1.0 - a) + higher * a;
+}
+
+
s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
- return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+ return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
}
double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
{
+ if (flags & MG_FLAT)
+ return AVERAGE_MUD_AMOUNT;
+
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));*/
return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
}
+
+int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
+ return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+}
+
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
void MapgenV6::makeChunk(BlockMakeData *data)
int z = node_min.Z;
// Need to adjust for the original implementation's +.5 offset...
- noise_terrain_base->perlinMap2D(
- x + 0.5 * noise_terrain_base->np->spread.X,
- z + 0.5 * noise_terrain_base->np->spread.Z);
- noise_terrain_base->transformNoiseMap();
-
- noise_terrain_higher->perlinMap2D(
- x + 0.5 * noise_terrain_higher->np->spread.X,
- z + 0.5 * noise_terrain_higher->np->spread.Z);
- noise_terrain_higher->transformNoiseMap();
-
- noise_steepness->perlinMap2D(
- x + 0.5 * noise_steepness->np->spread.X,
- z + 0.5 * noise_steepness->np->spread.Z);
- noise_steepness->transformNoiseMap();
-
- 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)) {
+ noise_terrain_base->perlinMap2D(
+ x + 0.5 * noise_terrain_base->np->spread.X,
+ z + 0.5 * noise_terrain_base->np->spread.Z);
+ noise_terrain_base->transformNoiseMap();
+
+ noise_terrain_higher->perlinMap2D(
+ x + 0.5 * noise_terrain_higher->np->spread.X,
+ z + 0.5 * noise_terrain_higher->np->spread.Z);
+ noise_terrain_higher->transformNoiseMap();
+
+ noise_steepness->perlinMap2D(
+ x + 0.5 * noise_steepness->np->spread.X,
+ z + 0.5 * noise_steepness->np->spread.Z);
+ noise_steepness->transformNoiseMap();
+
+ noise_height_select->perlinMap2D(
+ x + 0.5 * noise_height_select->np->spread.X,
+ z + 0.5 * noise_height_select->np->spread.Z);
+ }
+
noise_trees->perlinMap2D(
x + 0.5 * noise_trees->np->spread.X,
z + 0.5 * noise_trees->np->spread.Z);
-
- noise_mud->perlinMap2D(
- x + 0.5 * noise_mud->np->spread.X,
- z + 0.5 * noise_mud->np->spread.Z);
- noise_mud->transformNoiseMap();
-
+
+ if (!(flags & MG_FLAT)) {
+ noise_mud->perlinMap2D(
+ x + 0.5 * noise_mud->np->spread.X,
+ z + 0.5 * noise_mud->np->spread.Z);
+ noise_mud->transformNoiseMap();
+ }
noise_beach->perlinMap2D(
x + 0.2 * noise_beach->np->spread.X,
z + 0.7 * noise_beach->np->spread.Z);
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
data->seed+34329, 3, 0.50);*/
- double cave_amount = np_cave->offset + np_cave->scale * noise2d_perlin(
- 0.5 + (double)node_min.X / np_cave->spread.X,
- 0.5 + (double)node_min.Y / np_cave->spread.Y,
- data->seed + np_cave->seed, np_cave->octaves, np_cave->persist);
+ double cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, data->seed);
const u32 age_loops = 2;
for(u32 i_age=0; i_age<age_loops; i_age++)
}
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
- int avg_height = (int)
+ if (!(flags & MG_CAVES))
+ continue;
+
+ /*int avg_height = (int)
((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
if ((node_max.Y + node_min.Y) / 2 > avg_height)
- break;
+ break;*/
+
bool large_cave = (jj >= caves_count);
s16 min_tunnel_diameter = 2;
s16 max_tunnel_diameter = ps.range(2,6);
Generate some trees
*/
assert(central_area_size.X == central_area_size.Z);
- {
+ if (flags & MG_TREES) {
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;