minetest/src/mapgen/mapgen_v7.cpp

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/*
Minetest
Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2014-2018 paramat
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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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
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 <cmath>
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#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
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#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
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#include "mapgen_v7.h"
FlagDesc flagdesc_mapgen_v7[] = {
{"mountains", MGV7_MOUNTAINS},
{"ridges", MGV7_RIDGES},
{"floatlands", MGV7_FLOATLANDS},
{"caverns", MGV7_CAVERNS},
{NULL, 0}
};
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////////////////////////////////////////////////////////////////////////////////
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MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(MAPGEN_V7, params, emerge)
{
spflags = params->spflags;
mount_zero_level = params->mount_zero_level;
float_mount_density = params->float_mount_density;
float_mount_exponent = params->float_mount_exponent;
floatland_level = params->floatland_level;
shadow_limit = params->shadow_limit;
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cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_flooded = params->large_cave_flooded;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
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// This is to avoid a divide-by-zero.
// Parameter will be saved to map_meta.txt in limited form.
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params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
float_mount_height = params->float_mount_height;
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// 2D noise
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noise_terrain_base =
new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt =
new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist =
new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select =
new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth =
new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
if (spflags & MGV7_MOUNTAINS)
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noise_mount_height =
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
if (spflags & MGV7_FLOATLANDS) {
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noise_floatland_base =
new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
noise_float_base_height =
new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
}
if (spflags & MGV7_RIDGES) {
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noise_ridge_uwater =
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
noise_ridge =
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}
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// 3D noise, 1 up, 1 down overgeneration
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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noise_mountain =
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
// 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
MapgenBasic::np_dungeons = params->np_dungeons;
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}
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MapgenV7::~MapgenV7()
{
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delete noise_terrain_base;
delete noise_terrain_alt;
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delete noise_terrain_persist;
delete noise_height_select;
delete noise_filler_depth;
if (spflags & MGV7_MOUNTAINS)
delete noise_mount_height;
if (spflags & MGV7_FLOATLANDS) {
delete noise_floatland_base;
delete noise_float_base_height;
}
if (spflags & MGV7_RIDGES) {
delete noise_ridge_uwater;
delete noise_ridge;
}
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
delete noise_mountain;
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}
MapgenV7Params::MapgenV7Params():
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np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
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{
}
void MapgenV7Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
settings->getFloatNoEx("mgv7_cave_width", cave_width);
settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
settings->getS16NoEx("mgv7_floatland_level", floatland_level);
settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
}
void MapgenV7Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
settings->setFloat("mgv7_cave_width", cave_width);
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
settings->setFloat("mgv7_float_mount_density", float_mount_density);
settings->setFloat("mgv7_float_mount_height", float_mount_height);
settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
settings->setS16("mgv7_floatland_level", floatland_level);
settings->setS16("mgv7_shadow_limit", shadow_limit);
settings->setS16("mgv7_cavern_limit", cavern_limit);
settings->setS16("mgv7_cavern_taper", cavern_taper);
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
}
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////////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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{
// If rivers are enabled, first check if in a river
if (spflags & MGV7_RIDGES) {
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float width = 0.2f;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
2.0f;
if (std::fabs(uwatern) <= width)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Terrain noise 'offset' is the average level of that terrain.
// At least 50% of terrain will be below the higher of base and alt terrain
// 'offset's.
// Raising the maximum spawn level above 'water_level + 16' is necessary
// for when terrain 'offset's are set much higher than water_level.
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s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
noise_terrain_base->np.offset),
water_level + 16);
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// If mountains are disabled, terrain level is base terrain level.
// Avoids mid-air spawn where mountain terrain would have been.
if (!(spflags & MGV7_MOUNTAINS)) {
if (y < water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface level and due to biome 'dust'
return y + 2;
}
// Search upwards for first node without mountain terrain
int iters = 256;
while (iters > 0 && y <= max_spawn_y) {
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
if (y <= water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 1 due to biome 'dust'
return y + 1;
}
y++;
iters--;
}
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
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}
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void MapgenV7::makeChunk(BlockMakeData *data)
{
// Pre-conditions
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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);
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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);
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//TimeTaker t("makeChunk");
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * 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);
blockseed = getBlockSeed2(full_node_min, seed);
// Generate base and mountain terrain
s16 stone_surface_max_y = generateTerrain();
// Generate rivers
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
if (flags & MG_BIOMES) {
biomegen->calcBiomeNoise(node_min);
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = false;
if (spflags & MGV7_CAVERNS)
near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y,
-MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
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// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Generate dungeons
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y);
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// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting.
// Limit floatland shadow.
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max, propagate_shadow);
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this->generating = false;
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//printf("makeChunk: %lums\n", t.stop());
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}
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////////////////////////////////////////////////////////////////////////////////
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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hselect = rangelim(hselect, 0.0f, 1.0f);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
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noise_terrain_alt->np.persist = persist;
float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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if (height_alt > height_base)
return height_alt;
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return (height_base * hselect) + (height_alt * (1.0f - hselect));
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}
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float MapgenV7::baseTerrainLevelFromMap(int index)
{
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float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
float height_base = noise_terrain_base->result[index];
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float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
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return (height_base * hselect) + (height_alt * (1.0f - hselect));
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}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
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{
float mnt_h_n =
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std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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return mnt_n + density_gradient >= 0.0f;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mounthn);
float mountn = noise_mountain->result[idx_xyz];
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return mountn + density_gradient >= 0.0f;
}
bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
-std::pow((float)(y - floatland_level) / float_mount_height,
float_mount_exponent) :
-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
float_mount_exponent);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
return floatn + density_gradient >= 0.0f;
}
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void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
int idx_xz)
{
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
s16 base_max = MAX_MAP_GENERATION_LIMIT;
float n_base = noise_floatland_base->result[idx_xz];
if (n_base > 0.0f) {
float n_base_height =
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std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
float amp = n_base * n_base_height;
float ridge = n_base_height / 3.0f;
base_min = floatland_level - amp / 1.5f;
if (amp > ridge * 2.0f) {
// Lake bed
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
} else {
// Hills and ridges
float diff = std::fabs(amp - ridge) / ridge;
// Smooth ridges using the 'smoothstep function'
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
base_max = floatland_level + ridge - smooth_diff * ridge;
}
}
*float_base_min = base_min;
*float_base_max = base_max;
}
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int MapgenV7::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
//// Calculate noise for terrain generation
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}
if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
}
if (spflags & MGV7_FLOATLANDS) {
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
}
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
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// Get extent of floatland base terrain
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
if (spflags & MGV7_FLOATLANDS)
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
y++,
index3d += ystride,
VoxelArea::add_y(em, vi, 1)) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
if (y <= surface_y) {
vm->m_data[vi] = n_stone; // Base terrain
} else if ((spflags & MGV7_MOUNTAINS) &&
getMountainTerrainFromMap(index3d, index2d, y)) {
vm->m_data[vi] = n_stone; // Mountain terrain
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if ((spflags & MGV7_FLOATLANDS) &&
((y >= float_base_min && y <= float_base_max) ||
getFloatlandMountainFromMap(index3d, index2d, y))) {
vm->m_data[vi] = n_stone; // Floatland terrain
stone_surface_max_y = node_max.Y;
} else if (y <= water_level) {
vm->m_data[vi] = n_water; // Ground level water
} else if ((spflags & MGV7_FLOATLANDS) &&
(y >= float_base_max && y <= floatland_level)) {
vm->m_data[vi] = n_water; // Floatland water
} else {
vm->m_data[vi] = n_air;
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}
}
}
return stone_surface_max_y;
}
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void MapgenV7::generateRidgeTerrain()
{
if (node_max.Y < water_level - 16 ||
((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
return;
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
MapNode n_water(c_water_source);
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MapNode n_air(CONTENT_AIR);
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u32 index3d = 0;
float width = 0.2f;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
if (std::fabs(uwatern) > width)
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continue;
// Optimises, but also avoids removing nodes placed by mods in
// 'on-generated', when generating outside mapchunk.
content_t c = vm->m_data[vi].getContent();
if (c != c_stone)
continue;
float altitude = y - water_level;
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float height_mod = (altitude + 17.0f) / 2.5f;
float width_mod = width - std::fabs(uwatern);
float nridge = noise_ridge->result[index3d] *
std::fmax(altitude, 0.0f) / 7.0f;
if (nridge + width_mod * height_mod < 0.6f)
continue;
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
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}
}
}