/* Minetest Copyright (C) 2010-2018 celeron55, Perttu Ahola Copyright (C) 2013-2018 kwolekr, Ryan Kwolek Copyright (C) 2014-2018 paramat 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 "mapblock.h" #include "mapnode.h" #include "map.h" //#include "serverobject.h" #include "content_sao.h" #include "nodedef.h" #include "voxelalgorithms.h" //#include "profiler.h" // For TimeTaker #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" #include "treegen.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v6.h" 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) { m_emerge = emerge; ystride = csize.X; //////fix this heightmap = new s16[csize.X * csize.Z]; spflags = params->spflags; freq_desert = params->freq_desert; freq_beach = params->freq_beach; 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 + 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 const NodeDefManager *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() { delete noise_terrain_base; delete noise_terrain_higher; delete noise_steepness; delete noise_height_select; delete noise_mud; delete noise_beach; delete noise_biome; delete noise_humidity; delete[] heightmap; } MapgenV6Params::MapgenV6Params(): np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0), np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0), np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0), np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0), np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0), np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0), np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0), np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0), np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0), np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0), np_apple_trees (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) { const v3s16 &em = vm->m_area.getExtent(); s16 y_nodes_max = vm->m_area.MaxEdge.Y; s16 y_nodes_min = vm->m_area.MinEdge.Y; u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y); s16 y; for (y = y_nodes_max; y >= y_nodes_min; y--) { 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); } return (y >= y_nodes_min) ? y : y_nodes_min - 1; } // Required by mapgen.h bool MapgenV6::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; return false; } //////////////////////// Base terrain height functions float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, float steepness, float height_select) { float base = 1 + terrain_base; float higher = 1 + terrain_higher; // Limit higher ground level to at least base if(higher < base) higher = base; // Steepness factor of cliffs float b = steepness; b = rangelim(b, 0.0, 1000.0); b = 5 * b * b * b * b * b * b * b; b = rangelim(b, 0.5, 1000.0); // Values 1.5...100 give quite horrible looking slopes if (b > 1.5 && b < 100.0) b = (b < 10.0) ? 1.5 : 100.0; 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 (spflags & MGV6_FLAT) return water_level; float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed); float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed); float steepness = NoisePerlin2D_PO(&noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed); 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); } 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 (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); } s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT; } int MapgenV6::getGroundLevelAtPoint(v2s16 p) { return baseTerrainLevelFromNoise(p) + MGV6_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 return level_at_point; } //////////////////////// Noise functions 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) { int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return getHaveBeach(index); } 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); } float MapgenV6::getHumidity(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;*/ 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; if (noise > 1.0) noise = 1.0; return noise; } 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; return 0.04 * (noise - zeroval) / (1.0 - zeroval); } 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 (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]; } bool MapgenV6::getHaveBeach(int index) { // Determine whether to have sand here /*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); } 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]; 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; return BT_DESERT; } if (d < MGV6_FREQ_SNOW + blend) { if (h > MGV6_FREQ_TAIGA + blend) return BT_TAIGA; return BT_TUNDRA; } return BT_NORMAL; } 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; 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; } //////////////////////// Map generator 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); assert(data->blockpos_requested.X <= data->blockpos_max.X && data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; // Hack: use minimum block coords for old code that assumes a single block 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); // Full allocated area 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); assert(central_area_size.X == central_area_size.Z); // Create a block-specific seed blockseed = get_blockseed(data->seed, full_node_min); // Make some noise calculateNoise(); // Maximum height of the stone surface and obstacles. // This is used to guide the cave generation s16 stone_surface_max_y; // Generate general ground level to full area stone_surface_max_y = generateGround(); // 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. s16 mudflow_minpos = -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_age < age_loops; i_age++) { // Aging loop // Make caves (this code is relatively horrible) if (flags & MG_CAVES) generateCaves(stone_surface_max_y); // Add mud to the central chunk addMud(); // Flow mud away from steep edges if (spflags & MGV6_MUDFLOW) flowMud(mudflow_minpos, mudflow_maxpos); } // Update heightmap after mudflow updateHeightmap(node_min, node_max); // Add dungeons if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; 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_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, &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); // Add surface nodes growGrass(); // Generate some trees, and add grass, if a jungle if (spflags & MGV6_TREES) placeTreesAndJungleGrass(); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Calculate lighting if (flags & MG_LIGHT) calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE, node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, full_node_min, full_node_max); this->generating = false; } void MapgenV6::calculateNoise() { int x = node_min.X; int z = node_min.Z; 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_PO(x, 0.2, z, 0.7); 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() { //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); 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; BiomeV6Type bt = getBiome(v2s16(x, z)); // Fill ground with stone const 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 >= MGV6_DESERT_STONE_BASE && bt == BT_DESERT) ? n_desert_stone : n_stone; } else if (y <= water_level) { vm->m_data[i] = (y >= MGV6_ICE_BASE && bt == BT_TUNDRA) ? n_ice : n_water_source; } else { vm->m_data[i] = n_air; } } vm->m_area.add_y(em, i, 1); } } return stone_surface_max_y; } void MapgenV6::addMud() { // 15ms @cs=8 //TimeTaker timer1("add mud"); MapNode n_dirt(c_dirt), n_gravel(c_gravel); MapNode n_sand(c_sand), n_desert_sand(c_desert_sand); MapNode addnode; 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++) { // Randomize mud amount s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5; // 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; 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) { addnode = n_sand; } else if (mud_add_amount <= 0) { mud_add_amount = 1 - mud_add_amount; addnode = n_gravel; } else if (bt != BT_DESERT && getHaveBeach(index) && surface_y + mud_add_amount <= water_level + 2) { addnode = n_sand; } 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 // 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;*/ // Add mud on ground s16 mudcount = 0; const v3s16 &em = vm->m_area.getExtent(); s16 y_start = surface_y + 1; 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; vm->m_data[i] = addnode; mudcount++; vm->m_area.add_y(em, i, 1); } } } void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { // 340ms @cs=8 //TimeTaker timer1("flow mud"); // Iterate a few times 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 if (k % 2 == 0) { x = mudflow_maxpos - (x - mudflow_minpos); z = mudflow_maxpos - (z - mudflow_minpos); } // Node position in 2d v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z); const v3s16 &em = vm->m_area.getExtent(); u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y); s16 y = node_max.Y; while (y >= node_min.Y) { for (;; y--) { MapNode *n = NULL; // Find mud 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) break; vm->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 (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; vm->m_area.add_y(em, i2, -1); // Cancel if out of area if (!vm->m_area.contains(i2)) continue; MapNode *n2 = &vm->m_data[i2]; if (n2->getContent() != c_dirt && 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 }; // Check that upper is walkable. Cancel // dropping if upper keeps it in place. u32 i3 = i; vm->m_area.add_y(em, i3, 1); 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 (const v3s16 &dirp : dirs4) { u32 i2 = i; // Move to side vm->m_area.add_p(em, i2, dirp); // Fail if out of area if (!vm->m_area.contains(i2)) continue; // Check that side is air MapNode *n2 = &vm->m_data[i2]; if (ndef->get(*n2).walkable) continue; // Check that under side is air vm->m_area.add_y(em, i2, -1); if (!vm->m_area.contains(i2)) continue; n2 = &vm->m_data[i2]; if (ndef->get(*n2).walkable) continue; // Loop further down until not air bool dropped_to_unknown = false; do { vm->m_area.add_y(em, i2, -1); n2 = &vm->m_data[i2]; // if out of known area if (!vm->m_area.contains(i2) || n2->getContent() == CONTENT_IGNORE) { dropped_to_unknown = true; break; } } while (!ndef->get(*n2).walkable); // Loop one up so that we're in air vm->m_area.add_y(em, i2, 1); // Move mud to new place. Outside mapchunk remove // any decorations above removed or placed mud. if (!dropped_to_unknown) moveMud(i, i2, i3, p2d, em); // Done break; } } } } } } void MapgenV6::moveMud(u32 remove_index, u32 place_index, u32 above_remove_index, v2s16 pos, v3s16 em) { MapNode n_air(CONTENT_AIR); // Copy mud from old place to new place vm->m_data[place_index] = vm->m_data[remove_index]; // Set old place to be air vm->m_data[remove_index] = n_air; // Outside the mapchunk decorations may need to be removed if above removed // mud or if half-buried in placed mud. Placed mud is to the side of pos so // use 'pos.X >= node_max.X' etc. if (pos.X >= node_max.X || pos.X <= node_min.X || pos.Y >= node_max.Z || pos.Y <= node_min.Z) { // 'above remove' node is above removed mud. If it is not air, water or // 'ignore' it is a decoration that needs removing. Also search upwards // to remove a possible stacked decoration. // Check for 'ignore' because stacked decorations can penetrate into // 'ignore' nodes above the mapchunk. while (vm->m_area.contains(above_remove_index) && vm->m_data[above_remove_index].getContent() != CONTENT_AIR && vm->m_data[above_remove_index].getContent() != c_water_source && vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) { vm->m_data[above_remove_index] = n_air; vm->m_area.add_y(em, above_remove_index, 1); } // Mud placed may have partially-buried a stacked decoration, search // above and remove. vm->m_area.add_y(em, place_index, 1); while (vm->m_area.contains(place_index) && vm->m_data[place_index].getContent() != CONTENT_AIR && vm->m_data[place_index].getContent() != c_water_source && vm->m_data[place_index].getContent() != CONTENT_IGNORE) { vm->m_data[place_index] = n_air; vm->m_area.add_y(em, place_index, 1); } } } 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 if (c_junglegrass == CONTENT_IGNORE) c_junglegrass = CONTENT_AIR; MapNode n_junglegrass(c_junglegrass); const 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++) for (s16 x0 = 0; x0 < div; x0++) { // Center position of part of division v2s16 p2d_center( node_min.X + sidelen / 2 + sidelen * x0, node_min.Z + sidelen / 2 + sidelen * z0 ); // Minimum edge of part of division v2s16 p2d_min( node_min.X + sidelen * x0, node_min.Z + sidelen * z0 ); // Maximum edge of part of division v2s16 p2d_max( node_min.X + sidelen + sidelen * x0 - 1, node_min.Z + sidelen + sidelen * z0 - 1 ); // 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 (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); 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) { vm->m_area.add_y(em, vi, 1); vm->m_data[vi] = n_junglegrass; } } } // 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); 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) continue; v3s16 p(x, y, z); // Trees grow only on mud and grass { u32 i = vm->m_area.index(p); content_t c = vm->m_data[i].getContent(); if (c != c_dirt && c != c_dirt_with_grass && c != c_dirt_with_snow) continue; } p.Y++; // Make a tree if (bt == BT_JUNGLE) { treegen::make_jungletree(*vm, p, ndef, myrand()); } 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)); treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand()); } } } //printf("placeTreesAndJungleGrass: %dms\n", t.stop()); } 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); const 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++, 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; { 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 || 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); 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_dirt_with_snow; } else if (bt == BT_TUNDRA) { if (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 (c == c_stone && surface_y < node_max.Y) { vm->m_area.add_y(em, i, 1); vm->m_data[i] = n_snowblock; } } else if (c == c_dirt) { vm->m_data[i] = n_dirt_with_grass; } } } } 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; 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 (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++) { CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source); bool large_cave = (i >= caves_count); cave.makeCave(vm, node_min, node_max, &ps, &ps2, large_cave, max_stone_y, heightmap); } }