#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
#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_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};
-NoiseParams nparams_v6_def_humidity =
- {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
-NoiseParams nparams_v6_def_trees =
- {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
-NoiseParams nparams_v6_def_apple_trees =
- {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
-
+FlagDesc flagdesc_mapgen_v6[] = {
+ {"jungles", MGV6_JUNGLES},
+ {"biomeblend", MGV6_BIOMEBLEND},
+ {"mudflow", MGV6_MUDFLOW},
+ {NULL, 0}
+};
///////////////////////////////////////////////////////////////////////////////
-MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge;
+MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->ystride = csize.X; //////fix this
- this->seed = (int)params->seed;
- this->water_level = params->water_level;
- this->flags = params->flags;
- this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+ MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
+ this->spflags = sp->spflags;
+ this->freq_desert = sp->freq_desert;
+ this->freq_beach = sp->freq_beach;
- this->freq_desert = params->freq_desert;
- this->freq_beach = params->freq_beach;
+ np_cave = &sp->np_cave;
+ np_humidity = &sp->np_humidity;
+ np_trees = &sp->np_trees;
+ np_apple_trees = &sp->np_apple_trees;
- this->ystride = csize.X; //////fix this
-
- np_cave = ¶ms->np_cave;
- np_humidity = ¶ms->np_humidity;
- np_trees = ¶ms->np_trees;
- np_apple_trees = ¶ms->np_apple_trees;
+ //// Create noise objects
+ noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
+ noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
- noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
- noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
- noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
- noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
- noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
- noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
- noise_biome = new Noise(¶ms->np_biome, seed, csize.X, csize.Y);
+ //// 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_desert_sand = ndef->getId("mapgen_desert_sand");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ 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");
+ if (c_desert_sand == CONTENT_IGNORE)
+ c_desert_sand = c_sand;
+ if (c_desert_stone == CONTENT_IGNORE)
+ c_desert_stone = c_stone;
+ 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;
}
-MapgenV6::~MapgenV6() {
+MapgenV6::~MapgenV6()
+{
delete noise_terrain_base;
delete noise_terrain_higher;
delete noise_steepness;
}
+MapgenV6Params::MapgenV6Params()
+{
+ spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+ freq_desert = 0.45;
+ freq_beach = 0.15;
+
+ np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
+ np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
+ np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
+ np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
+ np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
+ np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
+ np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
+ np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
+ np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0);
+ np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
+ np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
+}
+
+
+void MapgenV6Params::readParams(Settings *settings)
+{
+ settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
+ settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
+ settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
+
+ settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+ settings->getNoiseParams("mgv6_np_steepness", np_steepness);
+ settings->getNoiseParams("mgv6_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv6_np_mud", np_mud);
+ settings->getNoiseParams("mgv6_np_beach", np_beach);
+ settings->getNoiseParams("mgv6_np_biome", np_biome);
+ settings->getNoiseParams("mgv6_np_cave", np_cave);
+ settings->getNoiseParams("mgv6_np_humidity", np_humidity);
+ settings->getNoiseParams("mgv6_np_trees", np_trees);
+ settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
+}
+
+
+void MapgenV6Params::writeParams(Settings *settings)
+{
+ settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+ settings->setFloat("mgv6_freq_desert", freq_desert);
+ settings->setFloat("mgv6_freq_beach", freq_beach);
+
+ settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+ settings->setNoiseParams("mgv6_np_steepness", np_steepness);
+ settings->setNoiseParams("mgv6_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv6_np_mud", np_mud);
+ settings->setNoiseParams("mgv6_np_beach", np_beach);
+ settings->setNoiseParams("mgv6_np_biome", np_biome);
+ settings->setNoiseParams("mgv6_np_cave", np_cave);
+ settings->setNoiseParams("mgv6_np_humidity", np_humidity);
+ settings->setNoiseParams("mgv6_np_trees", np_trees);
+ settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
+}
+
+
//////////////////////// Some helper functions for the map generator
// Returns Y one under area minimum if not found
-s16 MapgenV6::find_stone_level(v2s16 p2d) {
+s16 MapgenV6::find_stone_level(v2s16 p2d)
+{
v3s16 em = vm->m_area.getExtent();
s16 y_nodes_max = vm->m_area.MaxEdge.Y;
s16 y_nodes_min = vm->m_area.MinEdge.Y;
//////////////////////// Base terrain height functions
float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
- float steepness, float height_select) {
- float base = water_level + terrain_base;
- float higher = water_level + terrain_higher;
+ float steepness, float height_select)
+{
+ float base = 1 + terrain_base;
+ float higher = 1 + terrain_higher;
// Limit higher ground level to at least base
if(higher < base)
float a_off = -0.20; // Offset to more low
float a = 0.5 + b * (a_off + height_select);
a = rangelim(a, 0.0, 1.0); // Limit
-
+
return base * (1.0 - a) + higher * a;
}
-float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
+{
if (flags & MG_FLAT)
return water_level;
-
- float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
+
+ float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
- float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+ float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
p.X, 0.5, p.Y, 0.5, seed);
- float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
+ float steepness = NoisePerlin2D_PO(&noise_steepness->np,
p.X, 0.5, p.Y, 0.5, seed);
- float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+ float height_select = NoisePerlin2D_PO(&noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
}
-float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return baseTerrainLevelFromMap(index);
}
-float MapgenV6::baseTerrainLevelFromMap(int index) {
+float MapgenV6::baseTerrainLevelFromMap(int index)
+{
if (flags & MG_FLAT)
return water_level;
-
+
float terrain_base = noise_terrain_base->result[index];
float terrain_higher = noise_terrain_higher->result[index];
float steepness = noise_steepness->result[index];
float height_select = noise_height_select->result[index];
-
+
return baseTerrainLevel(terrain_base, terrain_higher,
steepness, height_select);
}
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
}
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV6::getGroundLevelAtPoint(v2s16 p)
+{
return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
}
//////////////////////// Noise functions
-float MapgenV6::getMudAmount(v2s16 p) {
+float MapgenV6::getMudAmount(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getMudAmount(index);
}
-bool MapgenV6::getHaveBeach(v2s16 p) {
+bool MapgenV6::getHaveBeach(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getHaveBeach(index);
}
-BiomeType MapgenV6::getBiome(v2s16 p) {
+BiomeV6Type MapgenV6::getBiome(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getBiome(index, p);
}
/*double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);*/
-
+
float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
float zeroval = -0.39;
if (noise < zeroval)
/*is_apple_tree = noise2d_perlin(
0.5+(float)p.X/100, 0.5+(float)p.Z/100,
data->seed+342902, 3, 0.45) > 0.2;*/
-
+
float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
-
+
return noise > 0.2;
}
{
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 noise_mud->result[index];
}
/*double sandnoise = noise2d_perlin(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);*/
-
+
float sandnoise = noise_beach->result[index];
return (sandnoise > freq_beach);
}
-BiomeType MapgenV6::getBiome(int index, v2s16 p)
+BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
// Just do something very simple as for now
/*double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);*/
-
+
float d = noise_biome->result[index];
if (d > freq_desert)
return BT_DESERT;
-
- if ((flags & MGV6_BIOME_BLEND) &&
+
+ if ((spflags & MGV6_BIOMEBLEND) &&
(d > freq_desert - 0.10) &&
((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
return BT_DESERT;
-
+
return BT_NORMAL;
}
//////////////////////// Map generator
-void MapgenV6::makeChunk(BlockMakeData *data) {
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
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);
-
+
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->ndef = data->nodedef;
-
+
// Hack: use minimum block coords for old code that assumes a single block
- v3s16 blockpos = data->blockpos_requested;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
// Make some noise
calculateNoise();
- 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_desert_sand = ndef->getId("mapgen_desert_sand");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- if (c_desert_sand == CONTENT_IGNORE)
- c_desert_sand = c_sand;
- if (c_desert_stone == CONTENT_IGNORE)
- c_desert_stone = c_stone;
-
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
s16 stone_surface_max_y;
addDirtGravelBlobs();
// Flow mud away from steep edges
- flowMud(mudflow_minpos, mudflow_maxpos);
+ if (spflags & MGV6_MUDFLOW)
+ flowMud(mudflow_minpos, mudflow_maxpos);
}
-
+
// Add dungeons
- if (flags & MG_DUNGEONS) {
- DungeonGen dgen(ndef, data->seed, water_level);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ 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 (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
+ 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 {
+ dp.c_cobble = c_sandbrick;
+ dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
+ dp.c_stair = c_stair_sandstone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ }
+
+ DungeonGen dgen(this, &dp);
+ dgen.generate(blockseed, full_node_min, full_node_max);
}
-
+
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Generate some trees, and add grass, if a jungle
if (flags & MG_TREES)
placeTreesAndJungleGrass();
-
+
// Generate the registered decorations
- for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
- Decoration *deco = emerge->decorations[i];
- deco->placeDeco(this, blockseed + i, node_min, node_max);
- }
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- for (unsigned int i = 0; i != emerge->ores.size(); i++) {
- Ore *ore = emerge->ores[i];
- ore->placeOre(this, blockseed + i, node_min, node_max);
- }
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Calculate lighting
- if (!(flags & MG_NOLIGHT))
- calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-
+ if (flags & MG_LIGHT)
+ calcLighting(node_min, node_max);
+
this->generating = false;
}
-void MapgenV6::calculateNoise() {
+void MapgenV6::calculateNoise()
+{
int x = node_min.X;
int z = node_min.Z;
- // Need to adjust for the original implementation's +.5 offset...
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_mud->perlinMap2D(
- x + 0.5 * noise_mud->np->spread.X,
- z + 0.5 * noise_mud->np->spread.Z);
- noise_mud->transformNoiseMap();
+ noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
}
- noise_beach->perlinMap2D(
- x + 0.2 * noise_beach->np->spread.X,
- 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);
+ noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
+ noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
}
-int MapgenV6::generateGround() {
+int MapgenV6::generateGround()
+{
//TimeTaker timer1("Generating ground level");
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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++) {
// Surface height
s16 surface_y = (s16)baseTerrainLevelFromMap(index);
-
+
// Log it
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- BiomeType bt = getBiome(index, v2s16(x, z));
-
+ BiomeV6Type bt = getBiome(index, v2s16(x, z));
+
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
- vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
+ vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
vm->m_data[i] = n_water_source;
vm->m_area.add_y(em, i, 1);
}
}
-
+
return stone_surface_max_y;
}
-void MapgenV6::addMud() {
+void MapgenV6::addMud()
+{
// 15ms @cs=8
//TimeTaker timer1("add mud");
MapNode n_dirt(c_dirt), n_gravel(c_gravel);
// Find ground level
s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
-
+
// Handle area not found
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
-
- BiomeType bt = getBiome(index, v2s16(x, z));
+
+ BiomeV6Type bt = getBiome(index, v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
}
-void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
+void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
+{
// 340ms @cs=8
TimeTaker timer1("flow mud");
}
-void MapgenV6::addDirtGravelBlobs() {
+void MapgenV6::addDirtGravelBlobs()
+{
if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
return;
-
+
PseudoRandom pr(blockseed + 983);
for (int i = 0; i < volume_nodes/10/10/10; i++) {
bool only_fill_cave = (myrand_range(0,1) != 0);
pr.range(node_min.Y, node_max.Y) - size.Y / 2,
pr.range(node_min.Z, node_max.Z) - size.Z / 2
);
-
+
MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
for (int z1 = 0; z1 < size.Z; z1++)
for (int y1 = 0; y1 < size.Y; y1++)
}
-void MapgenV6::placeTreesAndJungleGrass() {
+void MapgenV6::placeTreesAndJungleGrass()
+{
//TimeTaker t("placeTrees");
if (node_max.Y < water_level)
return;
-
+
PseudoRandom grassrandom(blockseed + 53);
content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
// if we don't have junglegrass, don't place cignore... that's bad
c_junglegrass = CONTENT_AIR;
MapNode n_junglegrass(c_junglegrass);
v3s16 em = vm->m_area.getExtent();
-
+
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;
double area = sidelen * sidelen;
-
+
// N.B. We must add jungle grass first, since tree leaves will
// obstruct the ground, giving us a false ground level
for (s16 z0 = 0; z0 < div; z0++)
node_min.X + sidelen + sidelen * x0 - 1,
node_min.Z + sidelen + sidelen * z0 - 1
);
-
+
// Amount of trees, jungle area
u32 tree_count = area * getTreeAmount(p2d_center);
-
+
float humidity;
bool is_jungle = false;
- if (flags & MGV6_JUNGLES) {
+ if (spflags & MGV6_JUNGLES) {
humidity = getHumidity(p2d_center);
if (humidity > 0.75) {
is_jungle = true;
}
// Add jungle grass
- if (is_jungle) {
+ if (is_jungle) {
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
-
+
s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
if (y < water_level || y < node_min.Y || y > node_max.Y)
continue;
-
+
u32 vi = vm->m_area.index(x, y, z);
// place on dirt_with_grass, since we know it is exposed to sunlight
if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
}
}
}
-
+
// Put trees in random places on part of division
for (u32 i = 0; i < tree_count; i++) {
s16 x = myrand_range(p2d_min.X, p2d_max.X);
// Don't make a tree so high that it doesn't fit
if(y < water_level || y > node_max.Y - 6)
continue;
-
+
v3s16 p(x,y,z);
// Trees grow only on mud and grass
{
continue;
}
p.Y++;
-
+
// Make a tree
if (is_jungle) {
treegen::make_jungletree(*vm, p, ndef, myrand());
}
-void MapgenV6::growGrass() {
+void MapgenV6::growGrass()
+{
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
// Find the lowest surface to which enough light ends up to make
}
-void MapgenV6::generateCaves(int max_stone_y) {
+void MapgenV6::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;
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);
CaveV6 cave(this, &ps, &ps2, large_cave);