/* Minetest Copyright (C) 2010-2013 kwolekr, Ryan Kwolek 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 "content_sao.h" #include "nodedef.h" #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_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v7.h" FlagDesc flagdesc_mapgen_v7[] = { {"mountains", MGV7_MOUNTAINS}, {"ridges", MGV7_RIDGES}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) : Mapgen(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; //// amount of elements to skip for the next index //// for noise/height/biome maps (not vmanip) this->ystride = csize.X; this->zstride = csize.X * csize.Y; this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; this->ridge_heightmap = new s16[csize.X * csize.Z]; initHeightMap(this->heightmap, csize.X * csize.Z); MapgenV7Params *sp = (MapgenV7Params *)params->sparams; this->spflags = sp->spflags; //// Terrain noise noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z); noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z); noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z); noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z); noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z); noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z); //// 3d terrain noise noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z); noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z); noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z); noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z); //// Biome noise noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); //// 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_ice = ndef->getId("default:ice"); if (c_ice == CONTENT_IGNORE) c_ice = CONTENT_AIR; } MapgenV7::~MapgenV7() { delete noise_terrain_base; delete noise_terrain_persist; delete noise_height_select; delete noise_terrain_alt; delete noise_filler_depth; delete noise_mount_height; delete noise_ridge_uwater; delete noise_mountain; delete noise_ridge; delete noise_cave1; delete noise_cave2; delete noise_heat; delete noise_humidity; delete[] ridge_heightmap; delete[] heightmap; delete[] biomemap; } MapgenV7Params::MapgenV7Params() { spflags = MGV7_MOUNTAINS | MGV7_RIDGES; np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0); np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0); np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0); np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0); np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0); np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0); np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0); np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0); np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0); np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0); np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0); } void MapgenV7Params::readParams(Settings *settings) { settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); settings->getNoiseParams("mgv7_np_height_select", np_height_select); settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); settings->getNoiseParams("mgv7_np_mountain", np_mountain); settings->getNoiseParams("mgv7_np_ridge", np_ridge); settings->getNoiseParams("mgv7_np_cave1", np_cave1); settings->getNoiseParams("mgv7_np_cave2", np_cave2); } void MapgenV7Params::writeParams(Settings *settings) { settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1); settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); settings->setNoiseParams("mgv7_np_height_select", np_height_select); settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); settings->setNoiseParams("mgv7_np_mountain", np_mountain); settings->setNoiseParams("mgv7_np_ridge", np_ridge); settings->setNoiseParams("mgv7_np_cave1", np_cave1); settings->setNoiseParams("mgv7_np_cave2", np_cave2); } /////////////////////////////////////// int MapgenV7::getGroundLevelAtPoint(v2s16 p) { // Base terrain calculation s16 y = baseTerrainLevelAtPoint(p.X, p.Y); // Ridge/river terrain calculation float width = 0.2; float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; // actually computing the depth of the ridge is much more expensive; // if inside a river, simply guess if (fabs(uwatern) <= width) return water_level - 10; // Mountain terrain calculation int iters = 128; // don't even bother iterating more than 128 times.. while (iters--) { //current point would have been air if (!getMountainTerrainAtPoint(p.X, y, p.Y)) return y; y++; } return y; } void MapgenV7::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; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); blockseed = getBlockSeed2(full_node_min, seed); // Make some noise calculateNoise(); // Generate base terrain, mountains, and ridges with initial heightmaps s16 stone_surface_max_y = generateTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Create biomemap at heightmap surface bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, noise_humidity->result, heightmap, biomemap); // Actually place the biome-specific nodes generateBiomes(noise_heat->result, noise_humidity->result); if (flags & MG_CAVES) generateCaves(stone_surface_max_y); if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonGen dgen(this, NULL); dgen.generate(blockseed, full_node_min, full_node_max); } // 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); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) calcLighting(node_min, node_max); //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); this->generating = false; } void MapgenV7::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; int y = node_min.Y; int z = node_min.Z; noise_terrain_persist->perlinMap2D(x, z); float *persistmap = noise_terrain_persist->result; noise_terrain_base->perlinMap2D(x, z, persistmap); noise_terrain_alt->perlinMap2D(x, z, persistmap); noise_height_select->perlinMap2D(x, z); if (flags & MG_CAVES) { noise_cave1->perlinMap3D(x, y, z); noise_cave2->perlinMap3D(x, y, z); } if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) { noise_ridge->perlinMap3D(x, y, z); noise_ridge_uwater->perlinMap2D(x, z); } if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) { noise_mountain->perlinMap3D(x, y, z); noise_mount_height->perlinMap2D(x, z); } if (node_max.Y >= water_level) { noise_filler_depth->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); } //printf("calculateNoise: %dus\n", t.stop()); } Biome *MapgenV7::getBiomeAtPoint(v3s16 p) { float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed); float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed); s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z); return bmgr->getBiome(heat, humidity, groundlevel); } //needs to be updated float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); hselect = rangelim(hselect, 0.0, 1.0); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); noise_terrain_base->np.persist = persist; float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); noise_terrain_alt->np.persist = persist; float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } float MapgenV7::baseTerrainLevelFromMap(int index) { float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); float height_base = noise_terrain_base->result[index]; float height_alt = noise_terrain_alt->result[index]; if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) { float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed); float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); return mnt_n * mnt_h_n >= (float)y; } bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) { float mounthn = noise_mount_height->result[idx_xz]; float mountn = noise_mountain->result[idx_xyz]; return mountn * mounthn >= (float)y; } #if 0 void MapgenV7::carveRivers() { MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone); u32 index = 0; int river_depth = 4; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { float terrain_mod = noise_terrain_mod->result[index]; NoiseParams *np = noise_terrain_river->np; np.persist = noise_terrain_persist->result[index]; float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); float height = terrain_river * (1 - abs(terrain_mod)) * noise_terrain_river->np.scale; height = log(height * height); //log(h^3) is pretty interesting for terrain s16 y = heightmap[index]; if (height < 1.0 && y > river_depth && y - river_depth >= node_min.Y && y <= node_max.Y) { for (s16 ry = y; ry != y - river_depth; ry--) { u32 vi = vm->m_area.index(x, ry, z); vm->m_data[vi] = n_air; } u32 vi = vm->m_area.index(x, y - river_depth, z); vm->m_data[vi] = n_water_source; } } } #endif int MapgenV7::generateTerrain() { int ymax = generateBaseTerrain(); if (spflags & MGV7_MOUNTAINS) ymax = generateMountainTerrain(ymax); if (spflags & MGV7_RIDGES) generateRidgeTerrain(); return ymax; } int MapgenV7::generateBaseTerrain() { MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); int stone_surface_max_y = -MAP_GENERATION_LIMIT; v3s16 em = vm->m_area.getExtent(); 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++) { float surface_height = baseTerrainLevelFromMap(index); s16 surface_y = (s16)surface_height; heightmap[index] = surface_y; ridge_heightmap[index] = surface_y; if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; 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] = n_stone; else if (y <= water_level) vm->m_data[i] = n_water; else vm->m_data[i] = n_air; } vm->m_area.add_y(em, i, 1); } } return stone_surface_max_y; } int MapgenV7::generateMountainTerrain(int ymax) { if (node_max.Y < 0) return ymax; MapNode n_stone(c_stone); u32 j = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y; y <= node_max.Y; y++) { u32 vi = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++) { int index = (z - node_min.Z) * csize.X + (x - node_min.X); content_t c = vm->m_data[vi].getContent(); if (getMountainTerrainFromMap(j, index, y) && (c == CONTENT_AIR || c == c_water_source)) { vm->m_data[vi] = n_stone; if (y > ymax) ymax = y; } vi++; j++; } } return ymax; } void MapgenV7::generateRidgeTerrain() { if (node_max.Y < water_level) return; MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; float width = 0.2; // TODO: figure out acceptable perlin noise values for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y; y <= node_max.Y; y++) { u32 vi = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { int j = (z - node_min.Z) * csize.X + (x - node_min.X); if (heightmap[j] < water_level - 16) continue; float uwatern = noise_ridge_uwater->result[j] * 2; if (fabs(uwatern) > width) continue; float altitude = y - water_level; float height_mod = (altitude + 17) / 2.5; float width_mod = width - fabs(uwatern); float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0; if (nridge + width_mod * height_mod < 0.6) continue; if (y < ridge_heightmap[j]) ridge_heightmap[j] = y - 1; vm->m_data[vi] = (y > water_level) ? n_air : n_water; } } } void MapgenV7::generateBiomes(float *heat_map, float *humidity_map) { if (node_max.Y < water_level) return; MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); v3s16 em = vm->m_area.getExtent(); 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++) { Biome *biome = NULL; s16 dfiller = 0; s16 y0_top = 0; s16 y0_filler = 0; s16 depth_water_top = 0; s16 nplaced = 0; u32 i = vm->m_area.index(x, node_max.Y, z); content_t c_above = vm->m_data[i + em.X].getContent(); bool have_air = c_above == CONTENT_AIR; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); // It could be the case that the elevation is equal to the chunk // boundary, but the chunk above has not been generated yet if (y == node_max.Y && c_above == CONTENT_IGNORE && y == heightmap[index] && c == c_stone) { int j = (z - node_min.Z) * zstride + (y - node_min.Y) * ystride + (x - node_min.X); have_air = !getMountainTerrainFromMap(j, index, y); } if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) { biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); dfiller = biome->depth_filler + noise_filler_depth->result[index]; y0_top = biome->depth_top; y0_filler = biome->depth_top + dfiller; depth_water_top = biome->depth_water_top; } if (c == c_stone && have_air) { content_t c_below = vm->m_data[i - em.X].getContent(); if (c_below != CONTENT_AIR) { if (nplaced < y0_top) { vm->m_data[i] = MapNode(biome->c_top); nplaced++; } else if (nplaced < y0_filler && nplaced >= y0_top) { vm->m_data[i] = MapNode(biome->c_filler); nplaced++; } else if (c == c_stone) { have_air = false; nplaced = 0; vm->m_data[i] = MapNode(biome->c_stone); } else { have_air = false; nplaced = 0; } } else if (c == c_stone) { have_air = false; nplaced = 0; vm->m_data[i] = MapNode(biome->c_stone); } } else if (c == c_stone) { have_air = false; nplaced = 0; vm->m_data[i] = MapNode(biome->c_stone); } else if (c == c_water_source) { have_air = true; nplaced = 0; if(y > water_level - depth_water_top) vm->m_data[i] = MapNode(biome->c_water_top); else vm->m_data[i] = MapNode(biome->c_water); } else if (c == CONTENT_AIR) { have_air = true; nplaced = 0; } vm->m_area.add_y(em, i, -1); } } } void MapgenV7::dustTopNodes() { if (node_max.Y < water_level) return; v3s16 em = vm->m_area.getExtent(); 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++) { Biome *biome = (Biome *)bmgr->get(biomemap[index]); if (biome->c_dust == CONTENT_IGNORE) continue; s16 y = node_max.Y; u32 vi = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { if (vm->m_data[vi].getContent() != CONTENT_AIR) break; vm->m_area.add_y(em, vi, -1); } content_t c = vm->m_data[vi].getContent(); if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) { if (y == node_max.Y) continue; vm->m_area.add_y(em, vi, 1); vm->m_data[vi] = MapNode(biome->c_dust); } } } #if 0 void MapgenV7::addTopNodes() { v3s16 em = vm->m_area.getExtent(); s16 ntopnodes; 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++) { Biome *biome = bmgr->biomes[biomemap[index]]; //////////////////// First, add top nodes below the ridge s16 y = ridge_heightmap[index]; // This cutoff is good enough, but not perfect. // It will cut off potentially placed top nodes at chunk boundaries if (y < node_min.Y) continue; if (y > node_max.Y) { y = node_max.Y; // Let's see if we can still go downward anyway u32 vi = vm->m_area.index(x, y, z); content_t c = vm->m_data[vi].getContent(); if (ndef->get(c).walkable) continue; } // N.B. It is necessary to search downward since ridge_heightmap[i] // might not be the actual height, just the lowest part in the chunk // where a ridge had been carved u32 i = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } if (y != node_min.Y - 1 && y >= water_level) { ridge_heightmap[index] = y; //update ridgeheight ntopnodes = biome->top_depth; for (; y <= node_max.Y && ntopnodes; y++) { ntopnodes--; vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. if (y > water_level - 10 && vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); } } //////////////////// Now, add top nodes on top of the ridge y = heightmap[index]; if (y > node_max.Y) { y = node_max.Y; // Let's see if we can still go downward anyway u32 vi = vm->m_area.index(x, y, z); content_t c = vm->m_data[vi].getContent(); if (ndef->get(c).walkable) continue; } i = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } if (y != node_min.Y - 1) { ntopnodes = biome->top_depth; // Let's see if we've already added it... if (y == ridge_heightmap[index] + ntopnodes - 1) continue; for (; y <= node_max.Y && ntopnodes; y++) { ntopnodes--; vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. if (y > water_level - 10 && vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); } } } } #endif void MapgenV7::generateCaves(int max_stone_y) { if (max_stone_y >= node_min.Y) { u32 index = 0; u32 index2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) { for (s16 y = node_min.Y; y <= node_max.Y; y++) { u32 i = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++, index2d++) { Biome *biome = (Biome *)bmgr->get(biomemap[index2d]); content_t c = vm->m_data[i].getContent(); if (c == CONTENT_AIR || (y <= water_level && c != biome->c_stone && c != c_stone)) continue; float d1 = contour(noise_cave1->result[index]); float d2 = contour(noise_cave2->result[index]); if (d1 * d2 > 0.3) vm->m_data[i] = MapNode(CONTENT_AIR); } index2d -= ystride; } index2d += ystride; } } PseudoRandom ps(blockseed + 21343); u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0; for (u32 i = 0; i < bruises_count; i++) { CaveV7 cave(this, &ps); cave.makeCave(node_min, node_max, max_stone_y); } }