X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v5.cpp;h=f23dad4ecb635e2d58dca0c118f657998f3ae404;hb=79e2647556773d46cc0299e73ca23c41a153ff2a;hp=e220455bf71af1841ba81c383335d4a527ea9690;hpb=7289d61e99625b46eb2c4d6b90a2a5de42f207e6;p=minetest.git diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index e220455bf..f23dad4ec 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -27,9 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_sao.h" #include "nodedef.h" #include "voxelalgorithms.h" -#include "profiler.h" #include "settings.h" // For g_settings -#include "main.h" // For g_profiler #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" @@ -42,7 +40,6 @@ with this program; if not, write to the Free Software Foundation, Inc., FlagDesc flagdesc_mapgen_v5[] = { - {"blobs", MGV5_BLOBS}, {NULL, 0} }; @@ -60,6 +57,8 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) 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; @@ -70,42 +69,42 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) 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(¶ms->np_biome_heat, seed, csize.X, csize.Z); - noise_humidity = new Noise(¶ms->np_biome_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; } @@ -117,11 +116,11 @@ MapgenV5::~MapgenV5() 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; @@ -130,35 +129,22 @@ MapgenV5::~MapgenV5() MapgenV5Params::MapgenV5Params() { - spflags = MGV5_BLOBS; + spflags = 0; 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, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED); - np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED); + 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); - np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED); - np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0); } -// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude - -// 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 +//#define CAVE_NOISE_SCALE 12.0 +//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125 -void MapgenV5Params::readParams(Settings *settings) +void MapgenV5Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); @@ -168,12 +154,10 @@ void MapgenV5Params::readParams(Settings *settings) 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) +void MapgenV5Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1); @@ -183,8 +167,6 @@ void MapgenV5Params::writeParams(Settings *settings) 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); } @@ -193,23 +175,20 @@ 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) + 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); + float h = 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 = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); - if(n_ground * f > y - h) { - if(y >= search_top - 7) + if (n_ground * f > y - h) { + if (y >= search_top - 7) break; else level = y; @@ -224,6 +203,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) void MapgenV5::makeChunk(BlockMakeData *data) { + // Pre-conditions assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && @@ -254,23 +234,61 @@ void MapgenV5::makeChunk(BlockMakeData *data) // Generate base terrain s16 stone_surface_max_y = generateBaseTerrain(); + // Create heightmap updateHeightmap(node_min, node_max); - // Generate underground dirt, sand, gravel and lava blobs - if (spflags & MGV5_BLOBS) { - generateBlobs(); - } - - // 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) && (stone_surface_max_y >= node_min.Y)) { - DungeonGen dgen(this, NULL); + 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); } @@ -305,22 +323,28 @@ void MapgenV5::calculateNoise() 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_cave1->perlinMap3D(x, y, z); - noise_cave2->perlinMap3D(x, y, z); noise_ground->perlinMap3D(x, y, z); - if (spflags & MGV5_BLOBS) { - noise_crumble->perlinMap3D(x, y, z); - noise_wetness->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()); } @@ -331,7 +355,6 @@ void MapgenV5::calculateNoise() // 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) @@ -343,189 +366,212 @@ void MapgenV5::calculateNoise() //} -// Make base ground level int MapgenV5::generateBaseTerrain() { u32 index = 0; u32 index2d = 0; int stone_surface_max_y = -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)-1; - 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)-1; + + 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)-1; // Disable top/filler placement + air_above = false; + water_above = false; } + + vm->m_area.add_y(em, vi, -1); } } + + return stone_type; } -void MapgenV5::generateBiomes() +void MapgenV5::generateCaves(int max_stone_y) { - if (node_max.Y < water_level) - return; - - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); - - 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 shore_max = water_level + biome->height_shore; - s16 depth_water_top = biome->depth_water_top; - - s16 nplaced = 0; - u32 i = vm->m_area.index(x, node_max.Y, z); + if (max_stone_y >= node_min.Y) { + u32 index = 0; - content_t c_above = vm->m_data[i + em.X].getContent(); - bool have_air = c_above == CONTENT_AIR; + 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 > 0.125) { + content_t c = vm->m_data[i].getContent(); + if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) + continue; - 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) { - if(y < water_level) - vm->m_data[i] = MapNode(biome->c_underwater); - else if(y <= shore_max) - vm->m_data[i] = MapNode(biome->c_shore_top); - else - vm->m_data[i] = MapNode(biome->c_top); - nplaced++; - } else if (nplaced < y0_filler && nplaced >= y0_top) { - if(y < water_level) - vm->m_data[i] = MapNode(biome->c_underwater); - else if(y <= shore_max) - vm->m_data[i] = MapNode(biome->c_shore_filler); - else - vm->m_data[i] = MapNode(biome->c_filler); - nplaced++; - } else if (c == c_stone) { - have_air = false; - nplaced = 0; - vm->m_data[i] = MapNode(biome->c_stone); - } else { - have_air = false; - nplaced = 0; - } - } else if (c == c_stone) { - have_air = false; - nplaced = 0; - vm->m_data[i] = MapNode(biome->c_stone); + vm->m_data[i] = MapNode(CONTENT_AIR); } - } else if (c == c_stone) { - have_air = false; - nplaced = 0; - vm->m_data[i] = MapNode(biome->c_stone); - } else if (c == c_water_source) { - have_air = true; - nplaced = 0; - if(y > water_level - depth_water_top) - vm->m_data[i] = MapNode(biome->c_water_top); - else - 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 > LARGE_CAVE_DEPTH) + return; + + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0; + for (u32 i = 0; i < bruises_count; i++) { + CaveV5 cave(this, &ps); + cave.makeCave(node_min, node_max, max_stone_y); + } } 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; @@ -533,11 +579,7 @@ void MapgenV5::dustTopNodes() } content_t c = vm->m_data[vi].getContent(); - 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); }