X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v6.cpp;h=ff0d93496a568e5a841b1e45d4fff66d4a1f1715;hb=5b338638e0e5743d8acfb48b72e17b671968722f;hp=11491b6b633c5a35af8ca1925a2bd6698180f980;hpb=bbae8eb7514be2fef4d3931c3cec37c04c415786;p=dragonfireclient.git diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 11491b6b6..ff0d93496 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -1,6 +1,6 @@ /* Minetest -Copyright (C) 2010-2013 celeron55, Perttu Ahola +Copyright (C) 2010-2015 celeron55, Perttu Ahola 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 @@ -17,6 +17,7 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ + #include "mapgen.h" #include "voxel.h" #include "noise.h" @@ -26,76 +27,109 @@ with this program; if not, write to the Free Software Foundation, Inc., //#include "serverobject.h" #include "content_sao.h" #include "nodedef.h" -#include "content_mapnode.h" // For content_mapnode_get_new_name #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 "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}; - - -/////////////////////////////////////////////////////////////////////////////// - - -MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) { - this->generating = false; - this->id = mapgenid; - this->emerge = emerge; - - 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; +FlagDesc flagdesc_mapgen_v6[] = { + {"jungles", MGV6_JUNGLES}, + {"biomeblend", MGV6_BIOMEBLEND}, + {"mudflow", MGV6_MUDFLOW}, + {"snowbiomes", MGV6_SNOWBIOMES}, + {"flat", MGV6_FLAT}, + {"trees", MGV6_TREES}, + {NULL, 0} +}; + + +///////////////////////////////////////////////////////////////////////////// + + +MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + this->m_emerge = emerge; + this->ystride = csize.X; //////fix this + + this->heightmap = new s16[csize.X * csize.Z]; + + this->spflags = params->spflags; this->freq_desert = params->freq_desert; this->freq_beach = params->freq_beach; - 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(¶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); + noise_biome = new Noise(¶ms->np_biome, seed, + csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE); + noise_humidity = new Noise(¶ms->np_humidity, seed, + csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE); + + //// 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_desert_stone = ndef->getId("mapgen_desert_stone"); + c_desert_sand = ndef->getId("mapgen_desert_sand"); + c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow"); + c_snow = ndef->getId("mapgen_snow"); + c_snowblock = ndef->getId("mapgen_snowblock"); + c_ice = ndef->getId("mapgen_ice"); + + if (c_gravel == CONTENT_IGNORE) + c_gravel = c_stone; + if (c_desert_stone == CONTENT_IGNORE) + c_desert_stone = c_stone; + if (c_desert_sand == CONTENT_IGNORE) + c_desert_sand = c_sand; + if (c_dirt_with_snow == CONTENT_IGNORE) + c_dirt_with_snow = c_dirt_with_grass; + if (c_snow == CONTENT_IGNORE) + c_snow = CONTENT_AIR; + if (c_snowblock == CONTENT_IGNORE) + c_snowblock = c_dirt_with_grass; + if (c_ice == CONTENT_IGNORE) + c_ice = c_water_source; + + c_cobble = ndef->getId("mapgen_cobble"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone"); + + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_stair_desert_stone == CONTENT_IGNORE) + c_stair_desert_stone = c_desert_stone; } -MapgenV6::~MapgenV6() { +MapgenV6::~MapgenV6() +{ delete noise_terrain_base; delete noise_terrain_higher; delete noise_steepness; @@ -103,14 +137,79 @@ MapgenV6::~MapgenV6() { delete noise_mud; delete noise_beach; delete noise_biome; + delete noise_humidity; + + delete[] heightmap; } -//////////////////////// Some helper functions for the map generator +MapgenV6Params::MapgenV6Params() +{ + spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES | + 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(500.0, 500.0, 500.0), 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, 3, 0.50, 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(const 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) const +{ + settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX); + 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; @@ -118,10 +217,8 @@ s16 MapgenV6::find_stone_level(v2s16 p2d) { s16 y; for (y = y_nodes_max; y >= y_nodes_min; y--) { - MapNode &n = vm->m_data[i]; - content_t c = n.getContent(); - if (c != CONTENT_IGNORE && ( - c == c_stone || c == c_desert_stone)) + content_t c = vm->m_data[i].getContent(); + if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone)) break; vm->m_area.add_y(em, i, -1); @@ -138,7 +235,7 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) // Nah, this is just a heuristic, just return something s16 minimum_groundlevel = water_level; - if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) + if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; else return false; @@ -148,7 +245,8 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) //////////////////////// Base terrain height functions float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, - float steepness, float height_select) { + float steepness, float height_select) +{ float base = 1 + terrain_base; float higher = 1 + terrain_higher; @@ -169,75 +267,95 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, 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) { - if (flags & MG_FLAT) +float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) +{ + if (spflags & MGV6_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, - steepness, height_select); + steepness, height_select); } -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) { - if (flags & MG_FLAT) +float MapgenV6::baseTerrainLevelFromMap(int index) +{ + if (spflags & MGV6_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); + steepness, height_select); +} + + +s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) +{ + return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT; } -s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { - return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; +int MapgenV6::getGroundLevelAtPoint(v2s16 p) +{ + return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT; } -int MapgenV6::getGroundLevelAtPoint(v2s16 p) { - return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; +int MapgenV6::getSpawnLevelAtPoint(v2s16 p) +{ + s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT; + if (level_at_point <= water_level || + level_at_point > water_level + 16) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + else + return level_at_point; } //////////////////////// 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) { - int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); +BiomeV6Type MapgenV6::getBiome(v2s16 p) +{ + int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE) + + (p.X - full_node_min.X); return getBiome(index, p); } @@ -249,7 +367,9 @@ float MapgenV6::getHumidity(v2s16 p) seed+72384, 4, 0.66); noise = (noise + 1.0)/2.0;*/ - float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed); + int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE) + + (p.X - full_node_min.X); + float noise = noise_humidity->result[index]; if (noise < 0.0) noise = 0.0; @@ -264,13 +384,13 @@ float MapgenV6::getTreeAmount(v2s16 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) return 0; else - return 0.04 * (noise-zeroval) / (1.0-zeroval); + return 0.04 * (noise - zeroval) / (1.0 - zeroval); } @@ -279,22 +399,22 @@ bool MapgenV6::getHaveAppleTree(v2s16 p) /*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; } float MapgenV6::getMudAmount(int index) { - if (flags & MG_FLAT) - return AVERAGE_MUD_AMOUNT; - + if (spflags & MGV6_FLAT) + return MGV6_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]; } @@ -305,69 +425,92 @@ bool MapgenV6::getHaveBeach(int 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) && - (d > freq_desert - 0.10) && - ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0)) - return BT_DESERT; - - return BT_NORMAL; + float h = noise_humidity->result[index]; + + if (spflags & MGV6_SNOWBIOMES) { + float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0; + + if (d > MGV6_FREQ_HOT + blend) { + if (h > MGV6_FREQ_JUNGLE + blend) + return BT_JUNGLE; + else + return BT_DESERT; + } else if (d < MGV6_FREQ_SNOW + blend) { + if (h > MGV6_FREQ_TAIGA + blend) + return BT_TAIGA; + else + return BT_TUNDRA; + } else { + return BT_NORMAL; + } + } else { + if (d > freq_desert) + return BT_DESERT; + + 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; + + if ((spflags & MGV6_JUNGLES) && h > 0.75) + return BT_JUNGLE; + else + return BT_NORMAL; + } } u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) { - s32 x=p.X, y=p.Y, z=p.Z; - return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23; + s32 x = p.X, y = p.Y, z = p.Z; + return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23; } //////////////////////// Map generator -void MapgenV6::makeChunk(BlockMakeData *data) { +void MapgenV6::makeChunk(BlockMakeData *data) +{ + // Pre-conditions assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && - data->blockpos_requested.Y >= data->blockpos_min.Y && - data->blockpos_requested.Z >= data->blockpos_min.Z); + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); 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); - + 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; // Area of central chunk - node_min = blockpos_min*MAP_BLOCKSIZE; - node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); + node_min = blockpos_min * MAP_BLOCKSIZE; + node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); // Full allocated area - full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; - full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); + full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; + full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); - central_area_size = node_max - node_min + v3s16(1,1,1); + central_area_size = node_max - node_min + v3s16(1, 1, 1); assert(central_area_size.X == central_area_size.Z); int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) @@ -383,33 +526,6 @@ void MapgenV6::makeChunk(BlockMakeData *data) { // 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"); - 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; - // Maximum height of the stone surface and obstacles. // This is used to guide the cave generation s16 stone_surface_max_y; @@ -417,7 +533,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) { // Generate general ground level to full area stone_surface_max_y = generateGround(); - generateExperimental(); + // Create initial heightmap to limit caves + updateHeightmap(node_min, node_max); const s16 max_spread_amount = MAP_BLOCKSIZE; // Limit dirt flow area by 1 because mud is flown into neighbors. @@ -434,146 +551,150 @@ void MapgenV6::makeChunk(BlockMakeData *data) { // Add mud to the central chunk addMud(); - // Add blobs of dirt and gravel underground - addDirtGravelBlobs(); - // Flow mud away from steep edges - flowMud(mudflow_minpos, mudflow_maxpos); + if (spflags & MGV6_MUDFLOW) + flowMud(mudflow_minpos, mudflow_maxpos); } - + + // Update heightmap after mudflow + updateHeightmap(node_min, node_max); + // Add dungeons - if (flags & MG_DUNGEONS) { + 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.seed = seed; + dp.c_water = c_water_source; + dp.c_river_water = c_water_source; + + dp.only_in_ground = true; + dp.corridor_len_min = 1; + dp.corridor_len_max = 13; + dp.rooms_min = 2; + dp.rooms_max = 16; + dp.y_min = -MAX_MAP_GENERATION_LIMIT; + dp.y_max = MAX_MAP_GENERATION_LIMIT; + + dp.np_density + = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0); + dp.np_alt_wall + = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); + + if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) { + dp.c_wall = c_desert_stone; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_stair_desert_stone; + + dp.diagonal_dirs = true; + dp.holesize = v3s16(2, 3, 2); + dp.room_size_min = v3s16(6, 9, 6); + dp.room_size_max = v3s16(10, 11, 10); + dp.room_size_large_min = v3s16(10, 13, 10); + dp.room_size_large_max = v3s16(18, 21, 18); + dp.notifytype = GENNOTIFY_TEMPLE; } 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.c_wall = c_cobble; + dp.c_alt_wall = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.holesize = v3s16(1, 2, 1); + dp.room_size_min = v3s16(4, 4, 4); + dp.room_size_max = v3s16(8, 6, 8); + dp.room_size_large_min = v3s16(8, 8, 8); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.notifytype = GENNOTIFY_DUNGEON; } - DungeonGen dgen(ndef, data->seed, water_level, &dp); + DungeonGen dgen(ndef, &gennotify, &dp); dgen.generate(vm, 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); - // Grow grass + // Add surface nodes growGrass(); // Generate some trees, and add grass, if a jungle - if (flags & MG_TREES) + if (spflags & MGV6_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); - } + if (flags & MG_DECORATIONS) + 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)) + if (flags & MG_LIGHT) calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE, - node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); - + node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, + full_node_min, full_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(); + int fx = full_node_min.X; + int fz = full_node_min.Z; + + if (!(spflags & MGV6_FLAT)) { + 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_beach->perlinMap2D_PO(x, 0.2, z, 0.7); - noise_biome->perlinMap2D( - x + 0.6 * noise_biome->np->spread.X, - z + 0.2 * noise_biome->np->spread.Z); + noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2); + noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0); + // Humidity map does not need range limiting 0 to 1, + // only humidity at point does } -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; + MapNode n_ice(c_ice); + int stone_surface_max_y = -MAX_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(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 >= MGV6_DESERT_STONE_BASE + && bt == BT_DESERT) ? n_desert_stone : n_stone; } else if (y <= water_level) { - vm->m_data[i] = n_water_source; + vm->m_data[i] = (y >= MGV6_ICE_BASE + && bt == BT_TUNDRA) ? + n_ice : n_water_source; } else { vm->m_data[i] = n_air; } @@ -581,12 +702,13 @@ int MapgenV6::generateGround() { 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); @@ -601,12 +723,12 @@ void MapgenV6::addMud() { // 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(v2s16(x, z)); addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt; if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) { @@ -614,25 +736,25 @@ void MapgenV6::addMud() { } else if (mud_add_amount <= 0) { mud_add_amount = 1 - mud_add_amount; addnode = n_gravel; - } else if (bt == BT_NORMAL && getHaveBeach(index) && + } else if (bt != BT_DESERT && getHaveBeach(index) && surface_y + mud_add_amount <= water_level + 2) { addnode = n_sand; } - if (bt == BT_DESERT && surface_y > 20) + if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20) mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5); - // If topmost node is grass, change it to mud. It might be if it was + /* If topmost node is grass, change it to mud. It might be if it was // flown to there from a neighboring chunk and then converted. u32 i = vm->m_area.index(x, surface_y, z); if (vm->m_data[i].getContent() == c_dirt_with_grass) - vm->m_data[i] = n_dirt; + vm->m_data[i] = n_dirt;*/ // Add mud on ground s16 mudcount = 0; v3s16 em = vm->m_area.getExtent(); s16 y_start = surface_y + 1; - i = vm->m_area.index(x, y_start, z); + u32 i = vm->m_area.index(x, y_start, z); for (s16 y = y_start; y <= node_max.Y; y++) { if (mudcount >= mud_add_amount) break; @@ -646,12 +768,13 @@ void MapgenV6::addMud() { } -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"); + //TimeTaker timer1("flow mud"); // Iterate a few times - for(s16 k = 0; k < 3; k++) { + for (s16 k = 0; k < 3; k++) { for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++) for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) { // Invert coordinates every 2nd iteration @@ -667,18 +790,16 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y); s16 y = node_max.Y; - while(y >= node_min.Y) - { + while (y >= node_min.Y) { - for(;; y--) - { + for (;; y--) { MapNode *n = NULL; // Find mud - for(; y >= node_min.Y; y--) { + for (; y >= node_min.Y; y--) { n = &vm->m_data[i]; if (n->getContent() == c_dirt || - n->getContent() == c_dirt_with_grass || - n->getContent() == c_gravel) + n->getContent() == c_dirt_with_grass || + n->getContent() == c_gravel) break; vm->m_area.add_y(em, i, -1); @@ -690,8 +811,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { break; if (n->getContent() == c_dirt || - n->getContent() == c_dirt_with_grass) - { + n->getContent() == c_dirt_with_grass) { // Make it exactly mud n->setContent(c_dirt); @@ -700,32 +820,36 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { u32 i2 = i; vm->m_area.add_y(em, i2, -1); // Cancel if out of area - if(vm->m_area.contains(i2) == false) + if (vm->m_area.contains(i2) == false) continue; MapNode *n2 = &vm->m_data[i2]; if (n2->getContent() != c_dirt && - n2->getContent() != c_dirt_with_grass) + n2->getContent() != c_dirt_with_grass) continue; } } v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left + v3s16(0, 0, 1), // back + v3s16(1, 0, 0), // right + v3s16(0, 0, -1), // front + v3s16(-1, 0, 0), // left }; - // Check that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place + // Check that upper is walkable. Cancel + // dropping if upper keeps it in place. u32 i3 = i; vm->m_area.add_y(em, i3, 1); - if (vm->m_area.contains(i3) == true && - ndef->get(vm->m_data[i3]).walkable) - continue; + MapNode *n3 = NULL; + + if (vm->m_area.contains(i3)) { + n3 = &vm->m_data[i3]; + if (ndef->get(*n3).walkable) + continue; + } // Drop mud on side - for(u32 di=0; di<4; di++) { + for (u32 di = 0; di < 4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; // Move to side @@ -750,8 +874,8 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { vm->m_area.add_y(em, i2, -1); n2 = &vm->m_data[i2]; // if out of known area - if(vm->m_area.contains(i2) == false || - n2->getContent() == CONTENT_IGNORE) { + if (vm->m_area.contains(i2) == false || + n2->getContent() == CONTENT_IGNORE) { dropped_to_unknown = true; break; } @@ -765,10 +889,18 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { if (!dropped_to_unknown) { *n2 = *n; // Set old place to be air (or water) - if(old_is_water) + if (old_is_water) { *n = MapNode(c_water_source); - else + } else { *n = MapNode(CONTENT_AIR); + // Upper (n3) is not walkable or is NULL. If it is + // not NULL and not air and not water it is a + // decoration that needs removing, to avoid + // unsupported decorations. + if (n3 && n3->getContent() != CONTENT_AIR && + n3->getContent() != c_water_source) + *n3 = MapNode(CONTENT_AIR); + } } // Done @@ -781,49 +913,12 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { } -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); - v3s16 size( - pr.range(1, 8), - pr.range(1, 8), - pr.range(1, 8) - ); - v3s16 p0( - pr.range(node_min.X, node_max.X) - size.X / 2, - 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++) - for (int x1 = 0; x1 < size.X; x1++) { - v3s16 p = p0 + v3s16(x1, y1, z1); - u32 i = vm->m_area.index(p); - if (!vm->m_area.contains(i)) - continue; - // Cancel if not stone and not cave air - if (vm->m_data[i].getContent() != c_stone && - !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) - continue; - if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) - continue; - vm->m_data[i] = n1; - } - } -} - - -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 @@ -831,12 +926,12 @@ void MapgenV6::placeTreesAndJungleGrass() { 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++) @@ -856,31 +951,33 @@ void MapgenV6::placeTreesAndJungleGrass() { 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) { - humidity = getHumidity(p2d_center); - if (humidity > 0.75) { - is_jungle = true; + + // Get biome at center position of part of division + BiomeV6Type bt = getBiome(p2d_center); + + // Amount of trees + u32 tree_count; + if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) { + tree_count = area * getTreeAmount(p2d_center); + if (bt == BT_JUNGLE) tree_count *= 4; - } + } else { + tree_count = 0; } // Add jungle grass - if (is_jungle) { + if (bt == BT_JUNGLE) { + float humidity = getHumidity(p2d_center); 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) + int mapindex = central_area_size.X * (z - node_min.Z) + + (x - node_min.X); + s16 y = heightmap[mapindex]; + if (y < water_level) 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) { @@ -889,34 +986,40 @@ void MapgenV6::placeTreesAndJungleGrass() { } } } - + // 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); s16 z = myrand_range(p2d_min.Y, p2d_max.Y); - s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this! + int mapindex = central_area_size.X * (z - node_min.Z) + + (x - node_min.X); + s16 y = heightmap[mapindex]; // Don't make a tree under water level // Don't make a tree so high that it doesn't fit - if(y < water_level || y > node_max.Y - 6) + if (y < water_level || y > node_max.Y - 6) continue; - - v3s16 p(x,y,z); - // Trees grow only on mud and grass + + v3s16 p(x, y, z); + // Trees grow only on mud and grass and snowblock { u32 i = vm->m_area.index(p); - MapNode *n = &vm->m_data[i]; - if (n->getContent() != c_dirt && - n->getContent() != c_dirt_with_grass) + content_t c = vm->m_data[i].getContent(); + if (c != c_dirt && + c != c_dirt_with_grass && + c != c_dirt_with_snow && + c != c_snowblock) continue; } p.Y++; - + // Make a tree - if (is_jungle) { + if (bt == BT_JUNGLE) { treegen::make_jungletree(*vm, p, ndef, myrand()); - } else { + } else if (bt == BT_TAIGA) { + treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand()); + } else if (bt == BT_NORMAL) { bool is_apple_tree = (myrand_range(0, 3) == 0) && - getHaveAppleTree(v2s16(x, z)); + getHaveAppleTree(v2s16(x, z)); treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand()); } } @@ -925,36 +1028,60 @@ void MapgenV6::placeTreesAndJungleGrass() { } -void MapgenV6::growGrass() { +void MapgenV6::growGrass() // Add surface nodes +{ + MapNode n_dirt_with_grass(c_dirt_with_grass); + MapNode n_dirt_with_snow(c_dirt_with_snow); + MapNode n_snowblock(c_snowblock); + MapNode n_snow(c_snow); + v3s16 em = vm->m_area.getExtent(); + + u32 index = 0; 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++) { + for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) { // Find the lowest surface to which enough light ends up to make // grass grow. Basically just wait until not air and not leaves. s16 surface_y = 0; { - v3s16 em = vm->m_area.getExtent(); u32 i = vm->m_area.index(x, node_max.Y, z); s16 y; // Go to ground level for (y = node_max.Y; y >= full_node_min.Y; y--) { MapNode &n = vm->m_data[i]; if (ndef->get(n).param_type != CPT_LIGHT || - ndef->get(n).liquid_type != LIQUID_NONE) + ndef->get(n).liquid_type != LIQUID_NONE || + n.getContent() == c_ice) break; vm->m_area.add_y(em, i, -1); } surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y; } + BiomeV6Type bt = getBiome(index, v2s16(x, z)); u32 i = vm->m_area.index(x, surface_y, z); - MapNode *n = &vm->m_data[i]; - if (n->getContent() == c_dirt && surface_y >= water_level - 20) - n->setContent(c_dirt_with_grass); + content_t c = vm->m_data[i].getContent(); + if (surface_y >= water_level - 20) { + if (bt == BT_TAIGA && c == c_dirt) { + vm->m_data[i] = n_snowblock; + vm->m_area.add_y(em, i, -1); + vm->m_data[i] = n_dirt_with_snow; + } else if (bt == BT_TUNDRA) { + if (c == c_dirt) { + vm->m_data[i] = n_dirt_with_snow; + } else if (c == c_stone && surface_y < node_max.Y) { + vm->m_area.add_y(em, i, 1); + vm->m_data[i] = n_snow; + } + } else if (c == c_dirt) { + vm->m_data[i] = n_dirt_with_grass; + } + } } } -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; @@ -963,19 +1090,20 @@ void MapgenV6::generateCaves(int max_stone_y) { 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); + CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source); - cave.makeCave(node_min, node_max, max_stone_y); + bool large_cave = (i >= caves_count); + cave.makeCave(vm, node_min, node_max, &ps, &ps2, + large_cave, max_stone_y, heightmap); } }