#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
+#include "mapgen_v6.h"
+
+/////////////////// 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), 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 =
+ {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
+NoiseParams nparams_v6_def_trees =
+ {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
+NoiseParams nparams_v6_def_mud =
+ {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
+NoiseParams nparams_v6_def_beach =
+ {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
+NoiseParams nparams_v6_def_biome =
+ {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
+NoiseParams nparams_v6_def_cave =
+ {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
///////////////////////////////////////////////////////////////////////////////
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));*/
int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
- return base_rock_level_2d(seed, p) + AVERAGE_MUD_AMOUNT;
+ 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);