minetest/src/mapgen_v6.cpp

1427 lines
37 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "mapgen_v6.h"
/////////////////// Mapgen V6 perlin noise default values
NoiseParams nparams_v6_def_terrain_base =
{-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
NoiseParams nparams_v6_def_terrain_higher =
{20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
NoiseParams nparams_v6_def_steepness =
{0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
NoiseParams nparams_v6_def_height_select =
{0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
NoiseParams nparams_v6_def_trees =
{0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
NoiseParams nparams_v6_def_mud =
{AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
NoiseParams nparams_v6_def_beach =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
NoiseParams nparams_v6_def_biome =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
NoiseParams nparams_v6_def_cave =
{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
///////////////////////////////////////////////////////////////////////////////
MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
this->generating = false;
this->id = mapgenid;
this->seed = (int)params->seed;
this->water_level = params->water_level;
this->flags = params->flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
this->freq_desert = params->freq_desert;
this->freq_beach = params->freq_beach;
this->ystride = csize.X; //////fix this
np_cave = params->np_cave;
noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
map_terrain_base = noise_terrain_base->result;
map_terrain_higher = noise_terrain_higher->result;
map_steepness = noise_steepness->result;
map_height_select = noise_height_select->result;
map_trees = noise_trees->result;
map_mud = noise_mud->result;
map_beach = noise_beach->result;
map_biome = noise_biome->result;
}
MapgenV6::~MapgenV6() {
delete noise_terrain_base;
delete noise_terrain_higher;
delete noise_steepness;
delete noise_height_select;
delete noise_trees;
delete noise_mud;
delete noise_beach;
delete noise_biome;
}
/*
Some helper functions for the map generator
*/
#if 1
// Returns Y one under area minimum if not found
s16 MapgenV6::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;
}
// Returns Y one under area minimum if not found
s16 MapgenV6::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
void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
bool is_apple_tree, INodeDefManager *ndef)
{
MapNode treenode(ndef->getId("mapgen_tree"));
MapNode leavesnode(ndef->getId("mapgen_leaves"));
MapNode applenode(ndef->getId("mapgen_apple"));
s16 trunk_h = myrand_range(4, 5);
v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++)
{
if(vmanip.m_area.contains(p1))
vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
p1.Y++;
}
// p1 is now the last piece of the trunk
p1.Y -= 1;
VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
Buffer<u8> leaves_d(leaves_a.getVolume());
for(s32 i=0; i<leaves_a.getVolume(); i++)
leaves_d[i] = 0;
// Force leaves at near the end of the trunk
{
s16 d = 1;
for(s16 z=-d; z<=d; z++)
for(s16 y=-d; y<=d; y++)
for(s16 x=-d; x<=d; x++)
{
leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
}
}
// Add leaves randomly
for(u32 iii=0; iii<7; iii++)
{
s16 d = 1;
v3s16 p(
myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
);
for(s16 z=0; z<=d; z++)
for(s16 y=0; y<=d; y++)
for(s16 x=0; x<=d; x++)
{
leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
}
}
// Blit leaves to vmanip
for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
{
v3s16 p(x,y,z);
p += p1;
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_data[vi].getContent() != CONTENT_AIR
&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;
u32 i = leaves_a.index(x,y,z);
if(leaves_d[i] == 1) {
bool is_apple = myrand_range(0,99) < 10;
if(is_apple_tree && is_apple) {
vmanip.m_data[vi] = applenode;
} else {
vmanip.m_data[vi] = leavesnode;
}
}
}
}
/*
Noise functions. Make sure seed is mangled differently in each one.
*/
// Amount of trees per area in nodes
double MapgenV6::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 noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)];
double zeroval = -0.39;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
// 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;
}
double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
// 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);*/
double base = water_level + map_terrain_base[index];
// 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);*/
double higher = water_level + map_terrain_higher[index];
// 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);*/
double b = map_steepness[index];
b = rangelim(b, 0.0, 1000.0);
b = pow(b, 7);
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;
}
// Offset to more low
double a_off = -0.20;
// High/low selector
/*double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+4213, 5, 0.69));*/
double a = 0.5 + b * (a_off + map_height_select[index]);
// Limit
a = rangelim(a, 0.0, 1.0);
double h = base*(1.0-a) + higher*a;
return h;
}
double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
double base = water_level +
NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
double higher = water_level +
NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
if (higher < base)
higher = base;
double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
b = rangelim(b, 0.0, 1000.0);
b = b*b*b*b*b*b*b;
b *= 5;
b = rangelim(b, 0.5, 1000.0);
if(b > 1.5 && b < 100.0){
if(b < 10.0)
b = 1.5;
else
b = 100.0;
}
double a_off = -0.20;
double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
a = rangelim(a, 0.0, 1.0);
return base * (1.0 - a) + higher * a;
}
s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
}
double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
{
/*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));*/
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return map_mud[index];
}
bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d)
{
// 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);*/
int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
double sandnoise = map_beach[index];
return (sandnoise > freq_beach);
}
BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
{
// 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);*/
int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
double d = map_biome[index];
if(d > freq_desert)
return BT_DESERT;
if (flags & MGV6_BIOME_BLEND) {
if(d > freq_desert - 0.10 &&
(noise2d(p2d.X, p2d.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;
}
int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
}
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
void MapgenV6::makeChunk(BlockMakeData *data)
{
if(data->no_op)
{
//dstream<<"makeBlock: no-op"<<std::endl;
return;
}
this->generating = true;
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);
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.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
v3s16 blockpos_min = data->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
node_min = blockpos_min*MAP_BLOCKSIZE;
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);
/*
Make some noise
*/
{
int x = node_min.X;
int z = node_min.Z;
// Need to adjust for the original implementation's +.5 offset...
noise_terrain_base->perlinMap2D(
x + 0.5 * noise_terrain_base->np->spread.X,
z + 0.5 * noise_terrain_base->np->spread.Z);
noise_terrain_base->transformNoiseMap();
noise_terrain_higher->perlinMap2D(
x + 0.5 * noise_terrain_higher->np->spread.X,
z + 0.5 * noise_terrain_higher->np->spread.Z);
noise_terrain_higher->transformNoiseMap();
noise_steepness->perlinMap2D(
x + 0.5 * noise_steepness->np->spread.X,
z + 0.5 * noise_steepness->np->spread.Z);
noise_steepness->transformNoiseMap();
noise_height_select->perlinMap2D(
x + 0.5 * noise_height_select->np->spread.X,
z + 0.5 * noise_height_select->np->spread.Z);
noise_trees->perlinMap2D(
x + 0.5 * noise_trees->np->spread.X,
z + 0.5 * noise_trees->np->spread.Z);
noise_mud->perlinMap2D(
x + 0.5 * noise_mud->np->spread.X,
z + 0.5 * noise_mud->np->spread.Z);
noise_mud->transformNoiseMap();
noise_beach->perlinMap2D(
x + 0.2 * noise_beach->np->spread.X,
z + 0.7 * noise_beach->np->spread.Z);
noise_biome->perlinMap2D(
x + 0.6 * noise_biome->np->spread.X,
z + 0.2 * noise_biome->np->spread.Z);
}
/*
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
*/
/*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
data->seed+34329, 3, 0.50);*/
double cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, data->seed);
const u32 age_loops = 2;
for(u32 i_age=0; i_age<age_loops; i_age++)
{ // Aging loop
/******************************
BEGINNING OF AGING LOOP
******************************/
#if 1
{
// 24ms @cs=8
//TimeTaker timer1("caves");
/*
Make caves (this code is relatively horrible)
*/
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.Z)) == BT_DESERT){
caves_count /= 3;
bruises_count /= 3;
}
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
if (!(flags & MG_CAVES))
continue;
/*int avg_height = (int)
((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
if ((node_max.Y + node_min.Y) / 2 > avg_height)
break;*/
bool large_cave = (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 = 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;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
if(large_cave)
{
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);
}
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
// Randomize starting position
v3f orp(
(float)(ps.next()%ar.X)+0.5,
(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
(float)(ps.next()%ar.Z)+0.5
);
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
/*
Generate some tunnel starting from orp
*/
for(u16 j=0; j<tunnel_routepoints; j++)
{
if(j%dswitchint==0 && large_cave == false)
{
main_direction = v3f(
((float)(ps.next()%20)-(float)10)/10,
((float)(ps.next()%20)-(float)10)/30,
((float)(ps.next()%20)-(float)10)/10
);
main_direction *= (float)ps.range(0, 10)/10;
}
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = ps.range(min_d, max_d);
// Every second section is rough
bool randomize_xz = (ps2.range(1,2) == 1);
v3s16 maxlen;
if(large_cave)
{
maxlen = v3s16(
rs*part_max_length_rs,
rs*part_max_length_rs/2,
rs*part_max_length_rs
);
}
else
{
maxlen = v3s16(
rs*part_max_length_rs,
ps.range(1, rs*part_max_length_rs),
rs*part_max_length_rs
);
}
v3f vec;
vec = v3f(
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
// Jump downward sometimes
if(!large_cave && ps.range(0,12) == 0)
{
vec = v3f(
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
}
/*if(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip,
v2s16(p.X, p.Z), ndef);
route_y_min = h - rs/3;
route_y_max = h + rs;
}*/
vec += main_direction;
v3f rp = orp + vec;
if(rp.X < 0)
rp.X = 0;
else if(rp.X >= ar.X)
rp.X = ar.X-1;
if(rp.Y < route_y_min)
rp.Y = route_y_min;
else if(rp.Y >= route_y_max)
rp.Y = route_y_max-1;
if(rp.Z < 0)
rp.Z = 0;
else if(rp.Z >= ar.Z)
rp.Z = ar.Z-1;
vec = rp - orp;
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
fp.X += 0.1*ps.range(-10,10);
fp.Z += 0.1*ps.range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs;
if(randomize_xz){
d0 += ps.range(-1,1);
d1 += ps.range(-1,1);
}
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
for(s16 y0=-si2; y0<=si2; y0++)
{
/*// Make better floors in small caves
if(y0 <= -rs/2 && rs<=7)
continue;*/
if(large_cave_is_flat){
// Make large caves not so tall
if(rs > 7 && abs(y0) >= rs/3)
continue;
}
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
p += of;
if(vmanip.m_area.contains(p) == false)
continue;
u32 i = vmanip.m_area.index(p);
if(large_cave)
{
if(full_node_min.Y < water_level &&
full_node_max.Y > water_level){
if(p.Y <= water_level)
vmanip.m_data[i] = waternode;
else
vmanip.m_data[i] = airnode;
} else if(full_node_max.Y < water_level){
if(p.Y < startp.Y - 2)
vmanip.m_data[i] = lavanode;
else
vmanip.m_data[i] = airnode;
} else {
vmanip.m_data[i] = airnode;
}
} else {
// Don't replace air or water or lava or ignore
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
vmanip.m_data[i].getContent() == CONTENT_AIR ||
vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source)
continue;
vmanip.m_data[i] = airnode;
// Set tunnel flag
vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
}
}
}
}
}
orp = rp;
}
}
}//timer1
#endif
#if 1
{
// 15ms @cs=8
TimeTaker timer1("add mud");
/*
Add mud to the central chunk
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
// Randomize mud amount
s16 mud_add_amount = get_mud_add_amount(data->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.Z)) == BT_NORMAL)
{
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;
if(p0.Y > -32 && pr.range(0,1) == 0)
n1 = MapNode(c_dirt);
else
n1 = MapNode(c_gravel);
for(int x1=0; x1<size.X; x1++)
for(int y1=0; y1<size.Y; y1++)
for(int z1=0; z1<size.Z; z1++)
{
v3s16 p = p0 + v3s16(x1,y1,z1);
u32 i = vmanip.m_area.index(p);
if(!vmanip.m_area.contains(i))
continue;
// Cancel if not stone and not cave air
if(vmanip.m_data[i].getContent() != c_stone &&
!(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
continue;
if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
continue;
vmanip.m_data[i] = n1;
}
}
}
#if 1
{
// 340ms @cs=8
TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
*/
// Iterate a few times
for(s16 k=0; k<3; k++)
{
for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
{
// 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 = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(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 = &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);
if (flags & MG_TREES) {
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;
double area = sidelen * sidelen;
for(s16 x0=0; x0<div; x0++)
for(s16 z0=0; z0<div; z0++)
{
// 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
u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
// 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 = find_ground_level(vmanip, v2s16(x,z), ndef);
// Don't make a tree under water level
if(y < water_level)
continue;
// Don't make a tree so high that it doesn't fit
if(y > 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
make_tree(vmanip, p, false, ndef);
}
}
}
/*
Calculate lighting
*/
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
SPT_AVG);
//VoxelArea a(node_min, node_max);
VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
/*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
for(int i=0; i<2; i++)
{
enum LightBank bank = banks[i];
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> 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);
}
}
}