minetest/src/mapgen/mapgen_v7.cpp
Paramat 2a74727857
Randomwalk caves: Add parameters for number, proportion flooded. Allow small caves (#8928)
Add mapgen parameters to set the range of the random number of
randomwalk caves per mapchunk, and to set the proportion that are
flooded with liquids.
Default values are, for now, unchanged from the previous hardcoded
values.

Add parameters to allow small randomwalk caves
Disabled by default for now as they have never been present in the
non-mgv6 mapgens.
2019-11-08 03:09:43 +00:00

634 lines
22 KiB
C++

/*
Minetest
Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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 <cmath>
#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" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.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},
{"floatlands", MGV7_FLOATLANDS},
{"caverns", MGV7_CAVERNS},
{NULL, 0}
};
////////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(MAPGEN_V7, params, emerge)
{
spflags = params->spflags;
mount_zero_level = params->mount_zero_level;
float_mount_density = params->float_mount_density;
float_mount_exponent = params->float_mount_exponent;
floatland_level = params->floatland_level;
shadow_limit = params->shadow_limit;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_flooded = params->large_cave_flooded;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
// This is to avoid a divide-by-zero.
// Parameter will be saved to map_meta.txt in limited form.
params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
float_mount_height = params->float_mount_height;
// 2D noise
noise_terrain_base =
new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt =
new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist =
new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select =
new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth =
new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
if (spflags & MGV7_MOUNTAINS)
noise_mount_height =
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
if (spflags & MGV7_FLOATLANDS) {
noise_floatland_base =
new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
noise_float_base_height =
new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
}
if (spflags & MGV7_RIDGES) {
noise_ridge_uwater =
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
noise_ridge =
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}
// 3D noise, 1 up, 1 down overgeneration
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
noise_mountain =
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
// 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenV7::~MapgenV7()
{
delete noise_terrain_base;
delete noise_terrain_alt;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_filler_depth;
if (spflags & MGV7_MOUNTAINS)
delete noise_mount_height;
if (spflags & MGV7_FLOATLANDS) {
delete noise_floatland_base;
delete noise_float_base_height;
}
if (spflags & MGV7_RIDGES) {
delete noise_ridge_uwater;
delete noise_ridge;
}
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
delete noise_mountain;
}
MapgenV7Params::MapgenV7Params():
np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenV7Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
settings->getFloatNoEx("mgv7_cave_width", cave_width);
settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgv7_lava_depth", lava_depth);
settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
settings->getS16NoEx("mgv7_floatland_level", floatland_level);
settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
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_floatland_base", np_floatland_base);
settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
settings->setFloat("mgv7_cave_width", cave_width);
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
settings->setS16("mgv7_lava_depth", lava_depth);
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
settings->setFloat("mgv7_float_mount_density", float_mount_density);
settings->setFloat("mgv7_float_mount_height", float_mount_height);
settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
settings->setS16("mgv7_floatland_level", floatland_level);
settings->setS16("mgv7_shadow_limit", shadow_limit);
settings->setS16("mgv7_cavern_limit", cavern_limit);
settings->setS16("mgv7_cavern_taper", cavern_taper);
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
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_floatland_base", np_floatland_base);
settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
}
////////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// If rivers are enabled, first check if in a river
if (spflags & MGV7_RIDGES) {
float width = 0.2f;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
2.0f;
if (std::fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Terrain noise 'offset' is the average level of that terrain.
// At least 50% of terrain will be below the higher of base and alt terrain
// 'offset's.
// Raising the maximum spawn level above 'water_level + 16' is necessary
// for when terrain 'offset's are set much higher than water_level.
s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
noise_terrain_base->np.offset),
water_level + 16);
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// If mountains are disabled, terrain level is base terrain level.
// Avoids mid-air spawn where mountain terrain would have been.
if (!(spflags & MGV7_MOUNTAINS)) {
if (y < water_level || y > max_spawn_y)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface level and due to biome 'dust'
return y + 2;
}
// Search upwards for first node without mountain terrain
int iters = 256;
while (iters > 0 && y <= max_spawn_y) {
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
if (y <= water_level || y > max_spawn_y)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 1 due to biome 'dust'
return y + 1;
}
y++;
iters--;
}
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
}
void MapgenV7::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);
//TimeTaker t("makeChunk");
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
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);
// Generate base and mountain terrain
s16 stone_surface_max_y = generateTerrain();
// Generate rivers
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
if (flags & MG_BIOMES) {
biomegen->calcBiomeNoise(node_min);
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = false;
if (spflags & MGV7_CAVERNS)
near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y,
-MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting.
// Limit floatland shadow.
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max, propagate_shadow);
this->generating = false;
//printf("makeChunk: %lums\n", t.stop());
}
////////////////////////////////////////////////////////////////////////////////
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0f, 1.0f);
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 * (1.0f - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index)
{
float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
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 * (1.0f - hselect));
}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n =
std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + density_gradient >= 0.0f;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mounthn);
float mountn = noise_mountain->result[idx_xyz];
return mountn + density_gradient >= 0.0f;
}
bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
-std::pow((float)(y - floatland_level) / float_mount_height,
float_mount_exponent) :
-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
float_mount_exponent);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
return floatn + density_gradient >= 0.0f;
}
void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
int idx_xz)
{
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
s16 base_max = MAX_MAP_GENERATION_LIMIT;
float n_base = noise_floatland_base->result[idx_xz];
if (n_base > 0.0f) {
float n_base_height =
std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
float amp = n_base * n_base_height;
float ridge = n_base_height / 3.0f;
base_min = floatland_level - amp / 1.5f;
if (amp > ridge * 2.0f) {
// Lake bed
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
} else {
// Hills and ridges
float diff = std::fabs(amp - ridge) / ridge;
// Smooth ridges using the 'smoothstep function'
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
base_max = floatland_level + ridge - smooth_diff * ridge;
}
}
*float_base_min = base_min;
*float_base_max = base_max;
}
int MapgenV7::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
//// Calculate noise for terrain generation
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}
if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
}
if (spflags & MGV7_FLOATLANDS) {
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
}
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
// Get extent of floatland base terrain
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
if (spflags & MGV7_FLOATLANDS)
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
y++,
index3d += ystride,
VoxelArea::add_y(em, vi, 1)) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
if (y <= surface_y) {
vm->m_data[vi] = n_stone; // Base terrain
} else if ((spflags & MGV7_MOUNTAINS) &&
getMountainTerrainFromMap(index3d, index2d, y)) {
vm->m_data[vi] = n_stone; // Mountain terrain
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if ((spflags & MGV7_FLOATLANDS) &&
((y >= float_base_min && y <= float_base_max) ||
getFloatlandMountainFromMap(index3d, index2d, y))) {
vm->m_data[vi] = n_stone; // Floatland terrain
stone_surface_max_y = node_max.Y;
} else if (y <= water_level) {
vm->m_data[vi] = n_water; // Ground level water
} else if ((spflags & MGV7_FLOATLANDS) &&
(y >= float_base_max && y <= floatland_level)) {
vm->m_data[vi] = n_water; // Floatland water
} else {
vm->m_data[vi] = n_air;
}
}
}
return stone_surface_max_y;
}
void MapgenV7::generateRidgeTerrain()
{
if (node_max.Y < water_level - 16 ||
((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
return;
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index3d = 0;
float width = 0.2f;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
if (std::fabs(uwatern) > width)
continue;
// Optimises, but also avoids removing nodes placed by mods in
// 'on-generated', when generating outside mapchunk.
content_t c = vm->m_data[vi].getContent();
if (c != c_stone)
continue;
float altitude = y - water_level;
float height_mod = (altitude + 17.0f) / 2.5f;
float width_mod = width - std::fabs(uwatern);
float nridge = noise_ridge->result[index3d] *
std::fmax(altitude, 0.0f) / 7.0f;
if (nridge + width_mod * height_mod < 0.6f)
continue;
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}