/* Minetest Copyright (C) 2010-2013 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 "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 "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}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) : Mapgen(mapgenid, params, emerge) { this->m_emerge = emerge; this->ystride = csize.X; //////fix this this->heightmap = new s16[csize.X * csize.Z]; initHeightMap(this->heightmap, csize.X * csize.Z); MapgenV6Params *sp = (MapgenV6Params *)params->sparams; this->spflags = sp->spflags; this->freq_desert = sp->freq_desert; this->freq_beach = sp->freq_beach; np_cave = &sp->np_cave; np_humidity = &sp->np_humidity; np_trees = &sp->np_trees; np_apple_trees = &sp->np_apple_trees; //// Create noise objects noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y); noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y); noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y); noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y); noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y); noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y); noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y); //// Resolve nodes to be used INodeDefManager *ndef = emerge->ndef; c_stone = ndef->getId("mapgen_stone"); c_dirt = ndef->getId("mapgen_dirt"); c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); c_sand = ndef->getId("mapgen_sand"); c_water_source = ndef->getId("mapgen_water_source"); c_lava_source = ndef->getId("mapgen_lava_source"); c_gravel = ndef->getId("mapgen_gravel"); c_cobble = ndef->getId("mapgen_cobble"); c_desert_sand = ndef->getId("mapgen_desert_sand"); c_desert_stone = ndef->getId("mapgen_desert_stone"); c_mossycobble = ndef->getId("mapgen_mossycobble"); c_sandbrick = ndef->getId("mapgen_sandstonebrick"); c_stair_cobble = ndef->getId("mapgen_stair_cobble"); c_stair_sandstone = ndef->getId("mapgen_stair_sandstone"); if (c_desert_sand == CONTENT_IGNORE) c_desert_sand = c_sand; if (c_desert_stone == CONTENT_IGNORE) c_desert_stone = c_stone; if (c_mossycobble == CONTENT_IGNORE) c_mossycobble = c_cobble; if (c_sandbrick == CONTENT_IGNORE) c_sandbrick = c_desert_stone; if (c_stair_cobble == CONTENT_IGNORE) c_stair_cobble = c_cobble; if (c_stair_sandstone == CONTENT_IGNORE) c_stair_sandstone = c_sandbrick; } 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[] heightmap; } MapgenV6Params::MapgenV6Params() { spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW; freq_desert = 0.45; freq_beach = 0.15; np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0); np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0); np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0); np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0); np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0); np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0); np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0); np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0); np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66, 2.0); np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0); np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0); } void MapgenV6Params::readParams(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) { settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1); 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) { 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--) { MapNode &n = vm->m_data[i]; content_t c = n.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; else 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 (flags & MG_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 (flags & MG_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) + AVERAGE_MUD_AMOUNT; } int MapgenV6::getGroundLevelAtPoint(v2s16 p) { return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; } //////////////////////// 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 - node_min.Z) * ystride + (p.X - 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;*/ float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed); 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; else 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 (flags & MG_FLAT) return 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]; 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; 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) { 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); int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) * (blockpos_max.Y - blockpos_min.Y + 1) * (blockpos_max.Z - blockpos_max.Z + 1); volume_nodes = volume_blocks * MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; // 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(); generateExperimental(); 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(); // Add blobs of dirt and gravel underground addDirtGravelBlobs(); // Flow mud away from steep edges if (spflags & MGV6_MUDFLOW) flowMud(mudflow_minpos, mudflow_maxpos); } // Create heightmap after mudflow updateHeightmap(node_min, node_max); // Add dungeons if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; dp.np_rarity = nparams_dungeon_rarity; dp.np_density = nparams_dungeon_density; dp.np_wetness = nparams_dungeon_wetness; dp.c_water = c_water_source; if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) { dp.c_cobble = c_cobble; dp.c_moss = c_mossycobble; dp.c_stair = c_stair_cobble; dp.diagonal_dirs = false; dp.mossratio = 3.0; dp.holesize = v3s16(1, 2, 1); dp.roomsize = v3s16(0, 0, 0); dp.notifytype = GENNOTIFY_DUNGEON; } else { dp.c_cobble = c_sandbrick; dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later dp.c_stair = c_stair_sandstone; dp.diagonal_dirs = true; dp.mossratio = 0.0; dp.holesize = v3s16(2, 3, 2); dp.roomsize = v3s16(2, 5, 2); dp.notifytype = GENNOTIFY_TEMPLE; } DungeonGen dgen(this, &dp); dgen.generate(blockseed, full_node_min, full_node_max); } // Add top and bottom side of water to transforming_liquid queue updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Grow grass growGrass(); // Generate some trees, and add grass, if a jungle if (flags & MG_TREES) placeTreesAndJungleGrass(); // Generate the registered 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, node_max); this->generating = false; } void MapgenV6::calculateNoise() { int x = node_min.X; int z = node_min.Z; if (!(flags & MG_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(x, 0.6, z, 0.2); } int MapgenV6::generateGround() { //TimeTaker timer1("Generating ground level"); MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone), n_desert_stone(c_desert_stone); int stone_surface_max_y = -MAP_GENERATION_LIMIT; 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(index, v2s16(x, z)); // Fill ground with stone v3s16 em = vm->m_area.getExtent(); u32 i = vm->m_area.index(x, node_min.Y, z); for (s16 y = node_min.Y; y <= node_max.Y; y++) { if (vm->m_data[i].getContent() == CONTENT_IGNORE) { if (y <= surface_y) { vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? n_desert_stone : n_stone; } else if (y <= water_level) { vm->m_data[i] = 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(index, 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_NORMAL && getHaveBeach(index) && surface_y + mud_add_amount <= water_level + 2) { addnode = n_sand; } if (bt == BT_DESERT && 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; v3s16 em = vm->m_area.getExtent(); s16 y_start = surface_y + 1; 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); 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) == false) 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 air or doesn't exist. // Cancel dropping if upper keeps it in place u32 i3 = i; vm->m_area.add_y(em, i3, 1); if (vm->m_area.contains(i3) == true && ndef->get(vm->m_data[i3]).walkable) continue; // Drop mud on side for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; 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) == false) 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) == false) 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) == 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 vm->m_area.add_y(em, i2, 1); n2 = &vm->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; } } } } } } void MapgenV6::addDirtGravelBlobs() { if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL) return; PseudoRandom pr(blockseed + 983); for (int i = 0; i < volume_nodes/10/10/10; i++) { bool only_fill_cave = (myrand_range(0,1) != 0); v3s16 size( pr.range(1, 8), pr.range(1, 8), pr.range(1, 8) ); v3s16 p0( pr.range(node_min.X, node_max.X) - size.X / 2, pr.range(node_min.Y, node_max.Y) - size.Y / 2, pr.range(node_min.Z, node_max.Z) - size.Z / 2 ); MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel); for (int z1 = 0; z1 < size.Z; z1++) for (int y1 = 0; y1 < size.Y; y1++) for (int x1 = 0; x1 < size.X; x1++) { v3s16 p = p0 + v3s16(x1, y1, z1); u32 i = vm->m_area.index(p); if (!vm->m_area.contains(i)) continue; // Cancel if not stone and not cave air if (vm->m_data[i].getContent() != c_stone && !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) continue; if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) continue; vm->m_data[i] = n1; } } } void MapgenV6::placeTreesAndJungleGrass() { //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); 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 ); // Amount of trees, jungle area u32 tree_count = area * getTreeAmount(p2d_center); float humidity; bool is_jungle = false; if (spflags & MGV6_JUNGLES) { humidity = getHumidity(p2d_center); if (humidity > 0.75) { is_jungle = true; tree_count *= 4; } } // Add jungle grass if (is_jungle) { u32 grass_count = 5 * humidity * tree_count; for (u32 i = 0; i < grass_count; i++) { s16 x = grassrandom.range(p2d_min.X, p2d_max.X); s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y); s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this! if (y < water_level || y < node_min.Y || y > node_max.Y) 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); s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this! // 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); MapNode *n = &vm->m_data[i]; if (n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; } p.Y++; // Make a tree if (is_jungle) { treegen::make_jungletree(*vm, p, ndef, myrand()); } else { 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() { 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++) { // Find the lowest surface to which enough light ends up to make // grass grow. Basically just wait until not air and not leaves. s16 surface_y = 0; { v3s16 em = vm->m_area.getExtent(); u32 i = vm->m_area.index(x, node_max.Y, z); s16 y; // Go to ground level for (y = node_max.Y; y >= full_node_min.Y; y--) { MapNode &n = vm->m_data[i]; if (ndef->get(n).param_type != CPT_LIGHT || ndef->get(n).liquid_type != LIQUID_NONE) break; vm->m_area.add_y(em, i, -1); } surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y; } u32 i = vm->m_area.index(x, surface_y, z); MapNode *n = &vm->m_data[i]; if (n->getContent() == c_dirt && surface_y >= water_level - 20) n->setContent(c_dirt_with_grass); } } 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++) { bool large_cave = (i >= caves_count); CaveV6 cave(this, &ps, &ps2, large_cave); cave.makeCave(node_min, node_max, max_stone_y); } }