/* Minetest-c55 Copyright (C) 2010-2011 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 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 "voxel.h" #include "noise.h" #include "biome.h" #include "mapblock.h" #include "mapnode.h" #include "map.h" //#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 "settings.h" // For g_settings #include "main.h" // For g_profiler #include "treegen.h" #include "mapgen_v6.h" /////////////////////////////////////////////////////////////////////////////// /////////////////////////////// Emerge Manager //////////////////////////////// EmergeManager::EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef) { //register built-in mapgens registerMapgen("v6", new MapgenFactoryV6()); //the order of these assignments is pretty important this->biomedef = bdef ? bdef : new BiomeDefManager(gamedef); this->params = NULL; this->mapgen = NULL; } EmergeManager::~EmergeManager() { delete biomedef; delete mapgen; delete params; } void EmergeManager::initMapgens(MapgenParams *mgparams) { if (mapgen) return; this->params = mgparams; this->mapgen = getMapgen(); //only one mapgen for now! } Mapgen *EmergeManager::getMapgen() { if (!mapgen) { mapgen = createMapgen(params->mg_name, 0, params, this); if (!mapgen) { infostream << "EmergeManager: falling back to mapgen v6" << std::endl; delete params; params = createMapgenParams("v6"); mapgen = createMapgen("v6", 0, params, this); } } return mapgen; } void EmergeManager::addBlockToQueue() { //STUB } int EmergeManager::getGroundLevelAtPoint(v2s16 p) { if (!mapgen) return 0; return mapgen->getGroundLevelAtPoint(p); } bool EmergeManager::isBlockUnderground(v3s16 blockpos) { /* v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2, (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2); int ground_level = getGroundLevelAtPoint(p); return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level); */ //yuck, but then again, should i bother being accurate? //the height of the nodes in a single block is quite variable return blockpos.Y * (MAP_BLOCKSIZE + 1) <= params->water_level; } u32 EmergeManager::getBlockSeed(v3s16 p) { return (u32)(params->seed & 0xFFFFFFFF) + p.Z * 38134234 + p.Y * 42123 + p.Y * 23; } Mapgen *EmergeManager::createMapgen(std::string mgname, int mgid, MapgenParams *mgparams, EmergeManager *emerge) { std::map::const_iterator iter = mglist.find(mgname); if (iter == mglist.end()) { errorstream << "EmergeManager; mapgen " << mgname << " not registered" << std::endl; return NULL; } MapgenFactory *mgfactory = iter->second; return mgfactory->createMapgen(mgid, mgparams, emerge); } MapgenParams *EmergeManager::createMapgenParams(std::string mgname) { std::map::const_iterator iter = mglist.find(mgname); if (iter == mglist.end()) { errorstream << "EmergeManager: mapgen " << mgname << " not registered" << std::endl; return NULL; } MapgenFactory *mgfactory = iter->second; return mgfactory->createMapgenParams(); } MapgenParams *EmergeManager::getParamsFromSettings(Settings *settings) { std::string mg_name = settings->get("mg_name"); MapgenParams *mgparams = createMapgenParams(mg_name); mgparams->mg_name = mg_name; mgparams->seed = settings->getU64(settings == g_settings ? "fixed_map_seed" : "seed"); mgparams->water_level = settings->getS16("water_level"); mgparams->chunksize = settings->getS16("chunksize"); mgparams->flags = settings->getS32("mg_flags"); if (!mgparams->readParams(settings)) { delete mgparams; return NULL; } return mgparams; } bool EmergeManager::registerMapgen(std::string mgname, MapgenFactory *mgfactory) { mglist.insert(std::make_pair(mgname, mgfactory)); infostream << "EmergeManager: registered mapgen " << mgname << std::endl; } ///////////////////// bool MapgenV6Params::readParams(Settings *settings) { freq_desert = settings->getFloat("mgv6_freq_desert"); freq_beach = settings->getFloat("mgv6_freq_beach"); np_terrain_base = settings->getNoiseParams("mgv6_np_terrain_base"); np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher"); np_steepness = settings->getNoiseParams("mgv6_np_steepness"); np_height_select = settings->getNoiseParams("mgv6_np_height_select"); np_trees = settings->getNoiseParams("mgv6_np_trees"); np_mud = settings->getNoiseParams("mgv6_np_mud"); np_beach = settings->getNoiseParams("mgv6_np_beach"); np_biome = settings->getNoiseParams("mgv6_np_biome"); np_cave = settings->getNoiseParams("mgv6_np_cave"); bool success = np_terrain_base && np_terrain_higher && np_steepness && np_height_select && np_trees && np_mud && np_beach && np_biome && np_cave; return success; } void MapgenV6Params::writeParams(Settings *settings) { 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_trees", np_trees); 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); } /////////////////////////////////// legacy static functions for farmesh s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { //just need to return something s16 level = 5; return level; } bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) { double sandnoise = noise2d_perlin( 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250, seed+59420, 3, 0.50); return (sandnoise > 0.15); } double Mapgen::tree_amount_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/125, 0.5+(float)p.Y/125, seed+2, 4, 0.66); double zeroval = -0.39; if(noise < zeroval) return 0; else return 0.04 * (noise-zeroval) / (1.0-zeroval); } #if 0 /// BIG COMMENT namespace mapgen { /* Some helper functions for the map generator */ #if 1 // Returns Y one under area minimum if not found static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(ndef->get(n).walkable) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min - 1; } #if 0 // Returns Y one under area minimum if not found static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef) { if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y))) return vmanip.m_area.MinEdge.Y-1; v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; content_t c_tree = ndef->getId("mapgen_tree"); content_t c_leaves = ndef->getId("mapgen_leaves"); for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(ndef->get(n).walkable && n.getContent() != c_tree && n.getContent() != c_leaves) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min - 1; } #endif // Returns Y one under area minimum if not found static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; content_t c_stone = ndef->getId("mapgen_stone"); content_t c_desert_stone = ndef->getId("mapgen_desert_stone"); for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; content_t c = n.getContent(); if(c != CONTENT_IGNORE && ( c == c_stone || c == c_desert_stone)) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min - 1; } #endif #if 0 static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0, INodeDefManager *ndef) { MapNode papyrusnode(ndef->getId("mapgen_papyrus")); s16 trunk_h = myrand_range(2, 3); v3s16 p1 = p0; for(s16 ii=0; iigetId("mapgen_cactus")); s16 trunk_h = 3; v3s16 p1 = p0; for(s16 ii=0; iigetId("mapgen_cobble")); } { v3s16 p = roomplace + v3s16(roomsize.X-1,y,z); if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); } } // Make +-Z walls for(s16 x=0; xgetId("mapgen_cobble")); } { v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1); if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); } } // Make +-Y walls (floor and ceiling) for(s16 z=0; zgetId("mapgen_cobble")); } { v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z); if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); } } // Fill with air for(s16 z=1; zgetId("mapgen_torch")); } static v3s16 rand_ortho_dir(PseudoRandom &random) { if(random.next()%2==0) return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0); else return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1); } static v3s16 turn_xz(v3s16 olddir, int t) { v3s16 dir; if(t == 0) { // Turn right dir.X = olddir.Z; dir.Z = -olddir.X; dir.Y = olddir.Y; } else { // Turn left dir.X = -olddir.Z; dir.Z = olddir.X; dir.Y = olddir.Y; } return dir; } static v3s16 random_turn(PseudoRandom &random, v3s16 olddir) { int turn = random.range(0,2); v3s16 dir; if(turn == 0) { // Go straight dir = olddir; } else if(turn == 1) // Turn right dir = turn_xz(olddir, 0); else // Turn left dir = turn_xz(olddir, 1); return dir; } static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir, v3s16 &result_place, v3s16 &result_dir, PseudoRandom &random, INodeDefManager *ndef) { make_hole1(vmanip, doorplace, ndef); v3s16 p0 = doorplace; v3s16 dir = doordir; u32 length; if(random.next()%2) length = random.range(1,13); else length = random.range(1,6); length = random.range(1,13); u32 partlength = random.range(1,13); u32 partcount = 0; s16 make_stairs = 0; if(random.next()%2 == 0 && partlength >= 3) make_stairs = random.next()%2 ? 1 : -1; for(u32 i=0; igetId("mapgen_cobble")), 0); make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); } else { make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3), VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0); make_hole1(vmanip, p, ndef); /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);*/ } p0 = p; } else { // Can't go here, turn away dir = turn_xz(dir, random.range(0,1)); make_stairs = -make_stairs; partcount = 0; partlength = random.range(1,length); continue; } partcount++; if(partcount >= partlength) { partcount = 0; dir = random_turn(random, dir); partlength = random.range(1,length); make_stairs = 0; if(random.next()%2 == 0 && partlength >= 3) make_stairs = random.next()%2 ? 1 : -1; } } result_place = p0; result_dir = dir; } class RoomWalker { public: RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random, INodeDefManager *ndef): vmanip(vmanip_), m_pos(pos), m_random(random), m_ndef(ndef) { randomizeDir(); } void randomizeDir() { m_dir = rand_ortho_dir(m_random); } void setPos(v3s16 pos) { m_pos = pos; } void setDir(v3s16 dir) { m_dir = dir; } bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) { for(u32 i=0; i<100; i++) { v3s16 p = m_pos + m_dir; v3s16 p1 = p + v3s16(0,1,0); if(vmanip.m_area.contains(p) == false || vmanip.m_area.contains(p1) == false || i % 4 == 0) { randomizeDir(); continue; } if(vmanip.getNodeNoExNoEmerge(p).getContent() == m_ndef->getId("mapgen_cobble") && vmanip.getNodeNoExNoEmerge(p1).getContent() == m_ndef->getId("mapgen_cobble")) { // Found wall, this is a good place! result_place = p; result_dir = m_dir; // Randomize next direction randomizeDir(); return true; } /* Determine where to move next */ // Jump one up if the actual space is there if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == m_ndef->getId("mapgen_cobble") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) p += v3s16(0,1,0); // Jump one down if the actual space is there if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == m_ndef->getId("mapgen_cobble") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR) p += v3s16(0,-1,0); // Check if walking is now possible if(vmanip.getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR) { // Cannot continue walking here randomizeDir(); continue; } // Move there m_pos = p; } return false; } bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, v3s16 &result_doordir, v3s16 &result_roomplace) { for(s16 trycount=0; trycount<30; trycount++) { v3s16 doorplace; v3s16 doordir; bool r = findPlaceForDoor(doorplace, doordir); if(r == false) continue; v3s16 roomplace; // X east, Z north, Y up #if 1 if(doordir == v3s16(1,0,0)) // X+ roomplace = doorplace + v3s16(0,-1,m_random.range(-roomsize.Z+2,-2)); if(doordir == v3s16(-1,0,0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2)); if(doordir == v3s16(0,0,1)) // Z+ roomplace = doorplace + v3s16(m_random.range(-roomsize.X+2,-2),-1,0); if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1); #endif #if 0 if(doordir == v3s16(1,0,0)) // X+ roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2); if(doordir == v3s16(-1,0,0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2); if(doordir == v3s16(0,0,1)) // Z+ roomplace = doorplace + v3s16(-roomsize.X/2,-1,0); if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1); #endif // Check fit bool fits = true; for(s16 z=1; zgetId("mapgen_torch")); // Quit if last room if(i == room_count-1) break; // Determine walker start position bool start_in_last_room = (random.range(0,2)!=0); //bool start_in_last_room = true; v3s16 walker_start_place; if(start_in_last_room) { walker_start_place = last_room_center; } else { walker_start_place = room_center; // Store center of current room as the last one last_room_center = room_center; } // Create walker and find a place for a door RoomWalker walker(vmanip, walker_start_place, random, ndef); v3s16 doorplace; v3s16 doordir; bool r = walker.findPlaceForDoor(doorplace, doordir); if(r == false) return; if(random.range(0,1)==0) // Make the door make_door1(vmanip, doorplace, doordir, ndef); else // Don't actually make a door doorplace -= doordir; // Make a random corridor starting from the door v3s16 corridor_end; v3s16 corridor_end_dir; make_corridor(vmanip, doorplace, doordir, corridor_end, corridor_end_dir, random, ndef); // Find a place for a random sized room roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); walker.setPos(corridor_end); walker.setDir(corridor_end_dir); r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); if(r == false) return; if(random.range(0,1)==0) // Make the door make_door1(vmanip, doorplace, doordir, ndef); else // Don't actually make a door roomplace -= doordir; } } #endif #if 0 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random, INodeDefManager *ndef) { v3s16 dir; u8 facedir_i = 0; s32 r = random.range(0, 3); if(r == 0){ dir = v3s16( 1, 0, 0); facedir_i = 3; } if(r == 1){ dir = v3s16(-1, 0, 0); facedir_i = 1; } if(r == 2){ dir = v3s16( 0, 0, 1); facedir_i = 2; } if(r == 3){ dir = v3s16( 0, 0,-1); facedir_i = 0; } v3s16 p = vmanip.m_area.MinEdge + v3s16( 16+random.range(0,15), 16+random.range(0,15), 16+random.range(0,15)); vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i); u32 length = random.range(3,15); for(u32 j=0; jgetId("mapgen_nyancat_rainbow")); } } #endif /* Noise functions. Make sure seed is mangled differently in each one. */ #if 0 /* 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 //#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) NoiseParams get_cave_noise1_params(u64 seed) { /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7, 200, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3, 100, CAVE_NOISE_SCALE);*/ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5, 50, CAVE_NOISE_SCALE); //return NoiseParams(NOISE_CONSTANT_ONE); } NoiseParams get_cave_noise2_params(u64 seed) { /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7, 200, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3, 100, CAVE_NOISE_SCALE);*/ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5, 50, CAVE_NOISE_SCALE); //return NoiseParams(NOISE_CONSTANT_ONE); } NoiseParams get_ground_noise1_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+983240, 4, 0.55, 80.0, 40.0); } NoiseParams get_ground_crumbleness_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+34413, 3, 1.3, 20.0, 1.0); } NoiseParams get_ground_wetness_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+32474, 4, 1.1, 40.0, 1.0); } bool is_cave(u64 seed, v3s16 p) { double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z); double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z); return d1*d2 > CAVE_NOISE_THRESHOLD; } /* Ground density noise shall be interpreted by using this. TODO: No perlin noises here, they should be outsourced and buffered NOTE: The speed of these actually isn't terrible */ bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed) { //return ((double)p.Y < ground_noise1_val); double f = 0.55 + noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+920381, 3, 0.45); if(f < 0.01) f = 0.01; else if(f >= 1.0) f *= 1.6; double h = WATER_LEVEL + 10 * noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+84174, 4, 0.5); /*double f = 1; double h = 0;*/ return ((double)p.Y - h < ground_noise1_val * f); } /* Queries whether a position is ground or not. */ bool is_ground(u64 seed, v3s16 p) { double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); return val_is_ground(val1, p, seed); } #endif // Amount of trees per area in nodes double tree_amount_2d(u64 seed, v2s16 p) { /*double noise = noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Y/250, seed+2, 5, 0.66);*/ double noise = noise2d_perlin( 0.5+(float)p.X/125, 0.5+(float)p.Y/125, seed+2, 4, 0.66); double zeroval = -0.39; if(noise < zeroval) return 0; else return 0.04 * (noise-zeroval) / (1.0-zeroval); } #if 0 double surface_humidity_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/500, 0.5+(float)p.Y/500, seed+72384, 4, 0.66); noise = (noise + 1.0)/2.0; if(noise < 0.0) noise = 0.0; if(noise > 1.0) noise = 1.0; return noise; } /* Incrementally find ground level from 3d noise */ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { // Start a bit fuzzy to make averaging lower precision values // more useful s16 level = myrand_range(-precision/2, precision/2); s16 dec[] = {31000, 100, 20, 4, 1, 0}; s16 i; for(i = 1; dec[i] != 0 && precision <= dec[i]; i++) { // First find non-ground by going upwards // Don't stop in caves. { s16 max = level+dec[i-1]*2; v3s16 p(p2d.X, level, p2d.Y); for(; p.Y < max; p.Y += dec[i]) { if(!is_ground(seed, p)) { level = p.Y; break; } } } // Then find ground by going downwards from there. // Go in caves, too, when precision is 1. { s16 min = level-dec[i-1]*2; v3s16 p(p2d.X, level, p2d.Y); for(; p.Y>min; p.Y-=dec[i]) { bool ground = is_ground(seed, p); /*if(dec[i] == 1 && is_cave(seed, p)) ground = false;*/ if(ground) { level = p.Y; break; } } } } // This is more like the actual ground level level += dec[i-1]/2; return level; } double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4); double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p) { v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = 0; a += find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_min.X, node_max.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_max.X, node_max.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_max.X, node_min.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p); a /= 5; return a; } double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4); double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) { v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = -31000; // Corners a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); // Center a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); // Side middle points a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4); double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) { v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = 31000; // Corners a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); // Center a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); // Side middle points a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } #endif // Required by mapgen.h bool block_is_underground(u64 seed, v3s16 blockpos) { /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( seed, v2s16(blockpos.X, blockpos.Z));*/ // Nah, this is just a heuristic, just return something s16 minimum_groundlevel = WATER_LEVEL; if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; else return false; } #define AVERAGE_MUD_AMOUNT 4 double base_rock_level_2d(u64 seed, v2s16 p) { // The base ground level double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + 20. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+82341, 5, 0.6); /*// A bit hillier one double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+93413, 6, 0.69); if(base2 > base) base = base2;*/ #if 1 // Higher ground level double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., seed+85039, 5, 0.6); //higher = 30; // For debugging // Limit higher to at least base if(higher < base) higher = base; // Steepness factor of cliffs double b = 0.85 + 0.5 * noise2d_perlin( 0.5+(float)p.X/125., 0.5+(float)p.Y/125., seed-932, 5, 0.7); b = rangelim(b, 0.0, 1000.0); b = b*b*b*b*b*b*b; b *= 5; b = rangelim(b, 0.5, 1000.0); // Values 1.5...100 give quite horrible looking slopes if(b > 1.5 && b < 100.0){ if(b < 10.0) b = 1.5; else b = 100.0; } //dstream<<"b="<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); 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); INodeDefManager *ndef = data->nodedef; // Hack: use minimum block coordinates for old code that assumes // a single block v3s16 blockpos = data->blockpos_requested; /*dstream<<"makeBlock(): ("<blockpos_min; v3s16 blockpos_max = data->blockpos_max; v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1); v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); ManualMapVoxelManipulator &vmanip = *(data->vmanip); // Area of central chunk v3s16 node_min = blockpos_min*MAP_BLOCKSIZE; v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); // Full allocated area v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); const s16 max_spread_amount = MAP_BLOCKSIZE; int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) * (blockpos_max.Y - blockpos_min.Y + 1) * (blockpos_max.Z - blockpos_max.Z + 1); int volume_nodes = volume_blocks * MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; // Generated surface area //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; // Horribly wrong heuristic, but better than nothing bool block_is_underground = (WATER_LEVEL > node_max.Y); /* Create a block-specific seed */ u32 blockseed = get_blockseed(data->seed, full_node_min); /* Cache some ground type values for speed */ // Creates variables c_name=id and n_name=node #define CONTENT_VARIABLE(ndef, name)\ content_t c_##name = ndef->getId("mapgen_" #name);\ MapNode n_##name(c_##name); // Default to something else if was CONTENT_IGNORE #define CONTENT_VARIABLE_FALLBACK(name, dname)\ if(c_##name == CONTENT_IGNORE){\ c_##name = c_##dname;\ n_##name = n_##dname;\ } CONTENT_VARIABLE(ndef, stone); CONTENT_VARIABLE(ndef, air); CONTENT_VARIABLE(ndef, water_source); CONTENT_VARIABLE(ndef, dirt); CONTENT_VARIABLE(ndef, sand); CONTENT_VARIABLE(ndef, gravel); CONTENT_VARIABLE(ndef, clay); CONTENT_VARIABLE(ndef, lava_source); CONTENT_VARIABLE(ndef, cobble); CONTENT_VARIABLE(ndef, mossycobble); CONTENT_VARIABLE(ndef, dirt_with_grass); CONTENT_VARIABLE(ndef, junglegrass); CONTENT_VARIABLE(ndef, stone_with_coal); CONTENT_VARIABLE(ndef, stone_with_iron); CONTENT_VARIABLE(ndef, mese); CONTENT_VARIABLE(ndef, desert_sand); CONTENT_VARIABLE_FALLBACK(desert_sand, sand); CONTENT_VARIABLE(ndef, desert_stone); CONTENT_VARIABLE_FALLBACK(desert_stone, stone); // Maximum height of the stone surface and obstacles. // This is used to guide the cave generation s16 stone_surface_max_y = 0; /* Generate general ground level to full area */ { #if 1 TimeTaker timer1("Generating ground level"); for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d = v2s16(x,z); /* Skip of already generated */ /*{ v3s16 p(p2d.X, node_min.Y, p2d.Y); if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) continue; }*/ // Ground height at this point float surface_y_f = 0.0; // Use perlin noise for ground height surface_y_f = base_rock_level_2d(data->seed, p2d); /*// Experimental stuff { float a = highlands_level_2d(data->seed, p2d); if(a > surface_y_f) surface_y_f = a; }*/ // Convert to integer s16 surface_y = (s16)surface_y_f; // Log it if(surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; BiomeType bt = get_biome(data->seed, p2d); /* Fill ground with stone */ { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); for(s16 y=node_min.Y; y<=node_max.Y; y++) { if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){ if(y <= surface_y){ if(y > WATER_LEVEL && bt == BT_DESERT) vmanip.m_data[i] = n_desert_stone; else vmanip.m_data[i] = n_stone; } else if(y <= WATER_LEVEL){ vmanip.m_data[i] = MapNode(c_water_source); } else { vmanip.m_data[i] = MapNode(c_air); } } vmanip.m_area.add_y(em, i, 1); } } } #endif }//timer1 // Limit dirt flow area by 1 because mud is flown into neighbors. assert(central_area_size.X == central_area_size.Z); s16 mudflow_minpos = 0-max_spread_amount+1; s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2; /* Loop this part, it will make stuff look older and newer nicely */ const u32 age_loops = 2; for(u32 i_age=0; i_ageseed+34329, 3, 0.50); cave_amount = MYMAX(0.0, cave_amount); u32 caves_count = cave_amount * volume_nodes / 50000; 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(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){ caves_count /= 3; bruises_count /= 3; } for(u32 jj=0; jj= caves_count); s16 min_tunnel_diameter = 2; s16 max_tunnel_diameter = ps.range(2,6); int dswitchint = ps.range(1,14); u16 tunnel_routepoints = 0; int part_max_length_rs = 0; if(large_cave){ part_max_length_rs = ps.range(2,4); tunnel_routepoints = ps.range(5, ps.range(15,30)); min_tunnel_diameter = 5; max_tunnel_diameter = ps.range(7, ps.range(8,24)); } else { part_max_length_rs = ps.range(2,9); tunnel_routepoints = ps.range(10, ps.range(15,30)); } bool large_cave_is_flat = (ps.range(0,1) == 0); v3f main_direction(0,0,0); // Allowed route area size in nodes v3s16 ar = central_area_size; // Area starting point in nodes v3s16 of = node_min; // Allow a bit more //(this should be more than the maximum radius of the tunnel) //s16 insure = 5; // Didn't work with max_d = 20 s16 insure = 10; s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; s16 route_y_min = 0; // Allow half a diameter + 7 over stone surface s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; /*// If caves, don't go through surface too often if(large_cave == false) route_y_max -= ps.range(0, max_tunnel_diameter*2);*/ // Limit maximum to area route_y_max = rangelim(route_y_max, 0, ar.Y-1); if(large_cave) { /*// Minimum is at y=0 route_y_min = -of.Y - 0;*/ // Minimum is at y=max_tunnel_diameter/4 //route_y_min = -of.Y + max_tunnel_diameter/4; //s16 min = -of.Y + max_tunnel_diameter/4; //s16 min = -of.Y + 0; s16 min = 0; if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL) { min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y; route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y; } route_y_min = ps.range(min, min + max_tunnel_diameter); route_y_min = rangelim(route_y_min, 0, route_y_max); } /*dstream<<"route_y_min = "<seed, p2d) / 2.0 + 0.5; // Find ground level s16 surface_y = find_stone_level(vmanip, p2d, ndef); // Handle area not found if(surface_y == vmanip.m_area.MinEdge.Y - 1) continue; MapNode addnode(c_dirt); BiomeType bt = get_biome(data->seed, p2d); if(bt == BT_DESERT) addnode = MapNode(c_desert_sand); if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){ addnode = MapNode(c_sand); } else if(mud_add_amount <= 0){ mud_add_amount = 1 - mud_add_amount; addnode = MapNode(c_gravel); } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) && surface_y + mud_add_amount <= WATER_LEVEL+2){ addnode = MapNode(c_sand); } if(bt == BT_DESERT){ if(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 flown to there from a neighboring chunk and then converted. */ { u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); MapNode *n = &vmanip.m_data[i]; if(n->getContent() == c_dirt_with_grass) *n = MapNode(c_dirt); } /* Add mud on ground */ { s16 mudcount = 0; v3s16 em = vmanip.m_area.getExtent(); s16 y_start = surface_y+1; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y<=node_max.Y; y++) { if(mudcount >= mud_add_amount) break; MapNode &n = vmanip.m_data[i]; n = addnode; mudcount++; vmanip.m_area.add_y(em, i, 1); } } } }//timer1 #endif /* Add blobs of dirt and gravel underground */ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL) { PseudoRandom pr(blockseed+983); for(int i=0; i -32 && pr.range(0,1) == 0) n1 = MapNode(c_dirt); else n1 = MapNode(c_gravel); for(int x1=0; x1= node_min.Y) { for(;; y--) { MapNode *n = NULL; // Find mud for(; y>=node_min.Y; y--) { n = &vmanip.m_data[i]; //if(content_walkable(n->d)) // break; if(n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass || n->getContent() == c_gravel) break; vmanip.m_area.add_y(em, i, -1); } // Stop if out of area //if(vmanip.m_area.contains(i) == false) if(y < node_min.Y) break; /*// If not mud, do nothing to it MapNode *n = &vmanip.m_data[i]; if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) continue;*/ if(n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) { // Make it exactly mud n->setContent(c_dirt); /* Don't flow it if the stuff under it is not mud */ { u32 i2 = i; vmanip.m_area.add_y(em, i2, -1); // Cancel if out of area if(vmanip.m_area.contains(i2) == false) continue; MapNode *n2 = &vmanip.m_data[i2]; if(n2->getContent() != c_dirt && n2->getContent() != c_dirt_with_grass) continue; } } /*s16 recurse_count = 0; mudflow_recurse:*/ v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; // Theck that upper is air or doesn't exist. // Cancel dropping if upper keeps it in place u32 i3 = i; vmanip.m_area.add_y(em, i3, 1); if(vmanip.m_area.contains(i3) == true && ndef->get(vmanip.m_data[i3]).walkable) { continue; } // Drop mud on side for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; // Move to side vmanip.m_area.add_p(em, i2, dirp); // Fail if out of area if(vmanip.m_area.contains(i2) == false) continue; // Check that side is air MapNode *n2 = &vmanip.m_data[i2]; if(ndef->get(*n2).walkable) continue; // Check that under side is air vmanip.m_area.add_y(em, i2, -1); if(vmanip.m_area.contains(i2) == false) continue; n2 = &vmanip.m_data[i2]; if(ndef->get(*n2).walkable) continue; /*// Check that under that is air (need a drop of 2) vmanip.m_area.add_y(em, i2, -1); if(vmanip.m_area.contains(i2) == false) continue; n2 = &vmanip.m_data[i2]; if(content_walkable(n2->d)) continue;*/ // Loop further down until not air bool dropped_to_unknown = false; do{ vmanip.m_area.add_y(em, i2, -1); n2 = &vmanip.m_data[i2]; // if out of known area if(vmanip.m_area.contains(i2) == false || n2->getContent() == CONTENT_IGNORE){ dropped_to_unknown = true; break; } }while(ndef->get(*n2).walkable == false); // Loop one up so that we're in air vmanip.m_area.add_y(em, i2, 1); n2 = &vmanip.m_data[i2]; bool old_is_water = (n->getContent() == c_water_source); // Move mud to new place if(!dropped_to_unknown) { *n2 = *n; // Set old place to be air (or water) if(old_is_water) *n = MapNode(c_water_source); else *n = MapNode(CONTENT_AIR); } // Done break; } } } } } }//timer1 #endif } // Aging loop /*********************** END OF AGING LOOP ************************/ /* Add top and bottom side of water to transforming_liquid queue */ for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) { // Node position v2s16 p2d(x,z); { bool water_found = false; // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { if(y == full_node_max.Y){ water_found = (vmanip.m_data[i].getContent() == c_water_source || vmanip.m_data[i].getContent() == c_lava_source); } else if(water_found == false) { if(vmanip.m_data[i].getContent() == c_water_source || vmanip.m_data[i].getContent() == c_lava_source) { v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); water_found = true; } } else { // This can be done because water_found can only // turn to true and end up here after going through // a single block. if(vmanip.m_data[i+1].getContent() != c_water_source || vmanip.m_data[i+1].getContent() != c_lava_source) { v3s16 p = v3s16(p2d.X, y+1, p2d.Y); data->transforming_liquid.push_back(p); water_found = false; } } vmanip.m_area.add_y(em, i, -1); } } } /* Grow grass */ for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) { // Node position in 2d v2s16 p2d = v2s16(x,z); /* 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 = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); s16 y; // Go to ground level for(y=node_max.Y; y>=full_node_min.Y; y--) { MapNode &n = vmanip.m_data[i]; if(ndef->get(n).param_type != CPT_LIGHT || ndef->get(n).liquid_type != LIQUID_NONE) break; vmanip.m_area.add_y(em, i, -1); } if(y >= full_node_min.Y) surface_y = y; else surface_y = full_node_min.Y; } u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); MapNode *n = &vmanip.m_data[i]; if(n->getContent() == c_dirt){ // Well yeah, this can't be overground... if(surface_y < WATER_LEVEL - 20) continue; n->setContent(c_dirt_with_grass); } } /* Generate some trees */ assert(central_area_size.X == central_area_size.Z); { // Divide area into parts s16 div = 8; s16 sidelen = central_area_size.X / div; double area = sidelen * sidelen; for(s16 x0=0; x0seed, p2d_center); // Put trees in random places on part of division for(u32 i=0; i node_max.Y - 6) continue; v3s16 p(x,y,z); /* Trees grow only on mud and grass */ { u32 i = vmanip.m_area.index(v3s16(p)); MapNode *n = &vmanip.m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; } p.Y++; // Make a tree treegen::make_tree(vmanip, p, false, ndef); } } } #if 0 /* Make base ground level */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); for(s16 y=node_min.Y; y<=node_max.Y; y++) { // Only modify places that have no content if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) { // First priority: make air and water. // This avoids caves inside water. if(all_is_ground_except_caves == false && val_is_ground(noisebuf_ground.get(x,y,z), v3s16(x,y,z), data->seed) == false) { if(y <= WATER_LEVEL) vmanip.m_data[i] = n_water_source; else vmanip.m_data[i] = n_air; } else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) vmanip.m_data[i] = n_air; else vmanip.m_data[i] = n_stone; } vmanip->m_area.add_y(em, i, 1); } } } /* Add mud and sand and others underground (in place of stone) */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { if(vmanip.m_data[i].getContent() == c_stone) { if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) { if(noisebuf_ground_wetness.get(x,y,z) > 0.0) vmanip.m_data[i] = n_dirt; else vmanip.m_data[i] = n_sand; } else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) { if(noisebuf_ground_wetness.get(x,y,z) < -0.6) vmanip.m_data[i] = n_gravel; } else if(noisebuf_ground_crumbleness.get(x,y,z) < -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) { vmanip.m_data[i] = n_lava_source; for(s16 x1=-1; x1<=1; x1++) for(s16 y1=-1; y1<=1; y1++) for(s16 z1=-1; z1<=1; z1++) data->transforming_liquid.push_back( v3s16(p2d.X+x1, y+y1, p2d.Y+z1)); } } vmanip->m_area.add_y(em, i, -1); } } } /* Add dungeons */ //if(node_min.Y < approx_groundlevel) //if(myrand() % 3 == 0) //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel) //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel) //float dungeon_rarity = g_settings.getFloat("dungeon_rarity"); float dungeon_rarity = 0.02; if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0) < dungeon_rarity && node_min.Y < approx_groundlevel) { // Dungeon generator doesn't modify places which have this set vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); // Set all air and water to be untouchable to make dungeons open // to caves and open air for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { if(vmanip.m_data[i].getContent() == CONTENT_AIR) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; else if(vmanip.m_data[i].getContent() == c_water_source) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; vmanip->m_area.add_y(em, i, -1); } } } PseudoRandom random(blockseed+2); // Add it make_dungeon1(vmanip, random, ndef); // Convert some cobble to mossy cobble for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { // (noisebuf not used because it doesn't contain the // full area) double wetness = noise3d_param( get_ground_wetness_params(data->seed), x,y,z); double d = noise3d_perlin((float)x/2.5, (float)y/2.5,(float)z/2.5, blockseed, 2, 1.4); if(vmanip.m_data[i].getContent() == c_cobble) { if(d < wetness/3.0) { vmanip.m_data[i].setContent(c_mossycobble); } } /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) { if(wetness > 1.2) vmanip.m_data[i].setContent(c_dirt); }*/ vmanip->m_area.add_y(em, i, -1); } } } } /* Add NC */ { PseudoRandom ncrandom(blockseed+9324342); if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3) { make_nc(vmanip, ncrandom, ndef); } } /* Add top and bottom side of water to transforming_liquid queue */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { bool water_found = false; // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { if(water_found == false) { if(vmanip.m_data[i].getContent() == c_water_source) { v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); water_found = true; } } else { // This can be done because water_found can only // turn to true and end up here after going through // a single block. if(vmanip.m_data[i+1].getContent() != c_water_source) { v3s16 p = v3s16(p2d.X, y+1, p2d.Y); data->transforming_liquid.push_back(p); water_found = false; } } vmanip->m_area.add_y(em, i, -1); } } } /* If close to ground level */ //if(abs(approx_ground_depth) < 30) if(minimum_ground_depth < 5 && maximum_ground_depth > -5) { /* Add grass and mud */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { bool possibly_have_sand = get_have_beach(data->seed, p2d); bool have_sand = false; u32 current_depth = 0; bool air_detected = false; bool water_detected = false; bool have_clay = false; // Use fast index incrementing s16 start_y = node_max.Y+2; v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); for(s16 y=start_y; y>=node_min.Y-3; y--) { if(vmanip.m_data[i].getContent() == c_water_source) water_detected = true; if(vmanip.m_data[i].getContent() == CONTENT_AIR) air_detected = true; if((vmanip.m_data[i].getContent() == c_stone || vmanip.m_data[i].getContent() == c_dirt_with_grass || vmanip.m_data[i].getContent() == c_dirt || vmanip.m_data[i].getContent() == c_sand || vmanip.m_data[i].getContent() == c_gravel ) && (air_detected || water_detected)) { if(current_depth == 0 && y <= WATER_LEVEL+2 && possibly_have_sand) have_sand = true; if(current_depth < 4) { if(have_sand) { vmanip.m_data[i] = MapNode(c_sand); } #if 1 else if(current_depth==0 && !water_detected && y >= WATER_LEVEL && air_detected) vmanip.m_data[i] = MapNode(c_dirt_with_grass); #endif else vmanip.m_data[i] = MapNode(c_dirt); } else { if(vmanip.m_data[i].getContent() == c_dirt || vmanip.m_data[i].getContent() == c_dirt_with_grass) vmanip.m_data[i] = MapNode(c_stone); } current_depth++; if(current_depth >= 8) break; } else if(current_depth != 0) break; vmanip->m_area.add_y(em, i, -1); } } } /* Calculate some stuff */ float surface_humidity = surface_humidity_2d(data->seed, p2d_center); bool is_jungle = surface_humidity > 0.75; // Amount of trees u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center); if(is_jungle) tree_count *= 5; /* Add trees */ PseudoRandom treerandom(blockseed); // Put trees in random places on part of division for(u32 i=0; iseed, v2s16(x,z), 4); // Don't make a tree under water level if(y < WATER_LEVEL) continue; // Make sure tree fits (only trees whose starting point is // at this block are added) if(y < node_min.Y || y > node_max.Y) continue; /* Find exact ground level */ v3s16 p(x,y+6,z); bool found = false; for(; p.Y >= y-6; p.Y--) { u32 i = vmanip->m_area.index(p); MapNode *n = &vmanip->m_data[i]; if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) { found = true; break; } } // If not found, handle next one if(found == false) continue; { u32 i = vmanip->m_area.index(p); MapNode *n = &vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) continue; // Papyrus grows only on mud and in water if(n->getContent() == c_dirt && y <= WATER_LEVEL) { p.Y++; make_papyrus(vmanip, p, ndef); } // Trees grow only on mud and grass, on land else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2) { p.Y++; //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) if(is_jungle == false) { bool is_apple_tree; if(myrand_range(0,4) != 0) is_apple_tree = false; else 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; make_tree(vmanip, p, is_apple_tree, ndef); } else make_jungletree(vmanip, p, ndef); } // Cactii grow only on sand, on land else if(n->getContent() == c_sand && y > WATER_LEVEL + 2) { p.Y++; make_cactus(vmanip, p, ndef); } } } /* Add jungle grass */ if(is_jungle) { PseudoRandom grassrandom(blockseed); for(u32 i=0; iseed, v2s16(x,z), 4); if(y < WATER_LEVEL) continue; if(y < node_min.Y || y > node_max.Y) continue; /* Find exact ground level */ v3s16 p(x,y+6,z); bool found = false; for(; p.Y >= y-6; p.Y--) { u32 i = vmanip->m_area.index(p); MapNode *n = &vmanip->m_data[i]; if(data->nodedef->get(*n).is_ground_content) { found = true; break; } } // If not found, handle next one if(found == false) continue; p.Y++; if(vmanip.m_area.contains(p) == false) continue; if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR) continue; /*p.Y--; if(vmanip.m_area.contains(p)) vmanip.m_data[vmanip.m_area.index(p)] = c_dirt; p.Y++;*/ if(vmanip.m_area.contains(p)) vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass; } } #if 0 /* Add some kind of random stones */ u32 random_stone_count = gen_area_nodes * randomstone_amount_2d(data->seed, p2d_center); // Put in random places on part of division for(u32 i=0; iseed, v2s16(x,z), 1); // Don't add under water level /*if(y < WATER_LEVEL) continue;*/ // Don't add if doesn't belong to this block if(y < node_min.Y || y > node_max.Y) continue; v3s16 p(x,y,z); // Filter placement /*{ u32 i = vmanip->m_area.index(v3s16(p)); MapNode *n = &vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one higher p.Y++; // Add it make_randomstone(vmanip, p); } #endif #if 0 /* Add larger stones */ u32 large_stone_count = gen_area_nodes * largestone_amount_2d(data->seed, p2d_center); //u32 large_stone_count = 1; // Put in random places on part of division for(u32 i=0; iseed, v2s16(x,z), 1); // Don't add under water level /*if(y < WATER_LEVEL) continue;*/ // Don't add if doesn't belong to this block if(y < node_min.Y || y > node_max.Y) continue; v3s16 p(x,y,z); // Filter placement /*{ u32 i = vmanip->m_area.index(v3s16(p)); MapNode *n = &vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one lower p.Y--; // Add it make_largestone(vmanip, p); } #endif } /* Add minerals */ { PseudoRandom mineralrandom(blockseed); /* Add meseblocks */ for(s16 i=0; i 0.0) new_content = MapNode(c_stone_with_iron); /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) vmanip.m_data[i] = MapNode(c_dirt); else vmanip.m_data[i] = MapNode(c_sand);*/ } /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) { }*/ if(new_content.getContent() != CONTENT_IGNORE) { for(u16 i=0; i<27; i++) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); if(vmanip.m_data[vi].getContent() == base_content) { if(mineralrandom.next()%sparseness == 0) vmanip.m_data[vi] = new_content; } } } } } /* Add coal */ //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) //for(s16 i=0; i<50; i++) u16 coal_amount = 30; u16 coal_rareness = 60 / coal_amount; if(coal_rareness == 0) coal_rareness = 1; if(mineralrandom.next()%coal_rareness == 0) { u16 a = mineralrandom.next() % 16; u16 amount = coal_amount * a*a*a / 1000; for(s16 i=0; i light_sources; core::map unlight_from; voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, light_sources, unlight_from); bool inexistent_top_provides_sunlight = !block_is_underground; voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( vmanip, a, inexistent_top_provides_sunlight, light_sources, ndef); // TODO: Do stuff according to bottom_sunlight_valid vmanip.unspreadLight(bank, unlight_from, light_sources, ndef); vmanip.spreadLight(bank, light_sources, ndef); } } } #endif ///BIG COMMENT BlockMakeData::BlockMakeData(): no_op(false), vmanip(NULL), seed(0), nodedef(NULL) {} BlockMakeData::~BlockMakeData() { delete vmanip; } //}; // namespace mapgen