minetest/src/mapgen_v6.cpp
paramat 49073ba2c3 Mapgen: Add propagate_shadow bool to calcLighting
To terminate unwanted shadows from floatlands or realms above
Also add to LuaVoxelManip calc_lighting for use in mapgen mods
Remove the 2 argument calcLighting, mapgens now use the 5
argument form to specify the volumes for propagateSunlight and
spreadLight
In mgsinglenode replace calcLighting with setLighting and
clean-up use of tabs and spaces
2015-12-07 03:18:24 +00:00

1060 lines
31 KiB
C++

/*
Minetest
Copyright (C) 2010-2015 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 "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v6.h"
FlagDesc flagdesc_mapgen_v6[] = {
{"jungles", MGV6_JUNGLES},
{"biomeblend", MGV6_BIOMEBLEND},
{"mudflow", MGV6_MUDFLOW},
{"snowbiomes", MGV6_SNOWBIOMES},
{"flat", MGV6_FLAT},
{"trees", MGV6_TREES},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenV6::MapgenV6(int mapgenid, 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];
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 + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
noise_humidity = new Noise(&sp->np_humidity, seed,
csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
//// 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_desert_stone = ndef->getId("mapgen_desert_stone");
c_desert_sand = ndef->getId("mapgen_desert_sand");
c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
c_snow = ndef->getId("mapgen_snow");
c_snowblock = ndef->getId("mapgen_snowblock");
c_ice = ndef->getId("mapgen_ice");
c_cobble = ndef->getId("mapgen_cobble");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_mossycobble = ndef->getId("mapgen_mossycobble");
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_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_dirt_with_snow == CONTENT_IGNORE)
c_dirt_with_snow = c_dirt_with_grass;
if (c_snow == CONTENT_IGNORE)
c_snow = CONTENT_AIR;
if (c_snowblock == CONTENT_IGNORE)
c_snowblock = c_dirt_with_grass;
if (c_ice == CONTENT_IGNORE)
c_ice = c_water_source;
}
MapgenV6::~MapgenV6()
{
delete noise_terrain_base;
delete noise_terrain_higher;
delete noise_steepness;
delete noise_height_select;
delete noise_mud;
delete noise_beach;
delete noise_biome;
delete noise_humidity;
delete[] heightmap;
}
MapgenV6Params::MapgenV6Params()
{
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(500.0, 500.0, 500.0), 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, 3, 0.50, 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(const Settings *settings)
{
settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
settings->getNoiseParams("mgv6_np_steepness", np_steepness);
settings->getNoiseParams("mgv6_np_height_select", np_height_select);
settings->getNoiseParams("mgv6_np_mud", np_mud);
settings->getNoiseParams("mgv6_np_beach", np_beach);
settings->getNoiseParams("mgv6_np_biome", np_biome);
settings->getNoiseParams("mgv6_np_cave", np_cave);
settings->getNoiseParams("mgv6_np_humidity", np_humidity);
settings->getNoiseParams("mgv6_np_trees", np_trees);
settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
}
void MapgenV6Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
settings->setNoiseParams("mgv6_np_steepness", np_steepness);
settings->setNoiseParams("mgv6_np_height_select", np_height_select);
settings->setNoiseParams("mgv6_np_mud", np_mud);
settings->setNoiseParams("mgv6_np_beach", np_beach);
settings->setNoiseParams("mgv6_np_biome", np_biome);
settings->setNoiseParams("mgv6_np_cave", np_cave);
settings->setNoiseParams("mgv6_np_humidity", np_humidity);
settings->setNoiseParams("mgv6_np_trees", np_trees);
settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
}
//////////////////////// Some helper functions for the map generator
// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d)
{
v3s16 em = vm->m_area.getExtent();
s16 y_nodes_max = vm->m_area.MaxEdge.Y;
s16 y_nodes_min = vm->m_area.MinEdge.Y;
u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
s16 y;
for (y = y_nodes_max; y >= y_nodes_min; y--) {
content_t c = vm->m_data[i].getContent();
if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
break;
vm->m_area.add_y(em, i, -1);
}
return (y >= y_nodes_min) ? y : y_nodes_min - 1;
}
// Required by mapgen.h
bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
{
/*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
seed, v2s16(blockpos.X, blockpos.Z));*/
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = water_level;
if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
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 ((spflags & MGV6_FLAT) || (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 ((spflags & MGV6_FLAT) || (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) + MGV6_AVERAGE_MUD_AMOUNT;
}
int MapgenV6::getGroundLevelAtPoint(v2s16 p)
{
return baseTerrainLevelFromNoise(p) + MGV6_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 - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ (p.X - full_node_min.X);
return getBiome(index, p);
}
float MapgenV6::getHumidity(v2s16 p)
{
/*double noise = noise2d_perlin(
0.5+(float)p.X/500, 0.5+(float)p.Y/500,
seed+72384, 4, 0.66);
noise = (noise + 1.0)/2.0;*/
int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+ (p.X - full_node_min.X);
float noise = noise_humidity->result[index];
if (noise < 0.0)
noise = 0.0;
if (noise > 1.0)
noise = 1.0;
return noise;
}
float MapgenV6::getTreeAmount(v2s16 p)
{
/*double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);*/
float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
float zeroval = -0.39;
if (noise < zeroval)
return 0;
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 ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
return MGV6_AVERAGE_MUD_AMOUNT;
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));*/
return noise_mud->result[index];
}
bool MapgenV6::getHaveBeach(int index)
{
// Determine whether to have sand here
/*double sandnoise = noise2d_perlin(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);*/
float sandnoise = noise_beach->result[index];
return (sandnoise > freq_beach);
}
BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
// Just do something very simple as for now
/*double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);*/
float d = noise_biome->result[index];
float h = noise_humidity->result[index];
if (spflags & MGV6_SNOWBIOMES) {
float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
if (d > MGV6_FREQ_HOT + blend) {
if (h > MGV6_FREQ_JUNGLE + blend)
return BT_JUNGLE;
else
return BT_DESERT;
} else if (d < MGV6_FREQ_SNOW + blend) {
if (h > MGV6_FREQ_TAIGA + blend)
return BT_TAIGA;
else
return BT_TUNDRA;
} else {
return BT_NORMAL;
}
} else {
if (d > freq_desert)
return BT_DESERT;
if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
return BT_DESERT;
if ((spflags & MGV6_JUNGLES) && h > 0.75)
return BT_JUNGLE;
else
return BT_NORMAL;
}
}
u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
{
s32 x = p.X, y = p.Y, z = p.Z;
return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
}
//////////////////////// Map generator
void MapgenV6::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
// Hack: use minimum block coords for old code that assumes a single block
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
// Area of central chunk
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Full allocated area
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
central_area_size = node_max - node_min + v3s16(1, 1, 1);
assert(central_area_size.X == central_area_size.Z);
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();
// Create initial heightmap to limit caves
updateHeightmap(node_min, node_max);
const s16 max_spread_amount = MAP_BLOCKSIZE;
// Limit dirt flow area by 1 because mud is flown into neighbors.
s16 mudflow_minpos = -max_spread_amount + 1;
s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
// Loop this part, it will make stuff look older and newer nicely
const u32 age_loops = 2;
for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
// Make caves (this code is relatively horrible)
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
// Add mud to the central chunk
addMud();
// Flow mud away from steep edges
if (spflags & MGV6_MUDFLOW)
flowMud(mudflow_minpos, mudflow_maxpos);
}
// Update heightmap after mudflow
updateHeightmap(node_min, node_max);
// Add dungeons
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;
dp.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_DESERT) {
dp.c_cobble = c_desert_stone;
dp.c_moss = c_desert_stone;
dp.c_stair = c_desert_stone;
dp.diagonal_dirs = true;
dp.mossratio = 0.0;
dp.holesize = v3s16(2, 3, 2);
dp.roomsize = v3s16(2, 5, 2);
dp.notifytype = GENNOTIFY_TEMPLE;
} else {
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;
}
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);
// Add surface nodes
growGrass();
// Generate some trees, and add grass, if a jungle
if ((spflags & MGV6_TREES) || (flags & MG_TREES))
placeTreesAndJungleGrass();
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
full_node_min, full_node_max);
this->generating = false;
}
void MapgenV6::calculateNoise()
{
int x = node_min.X;
int z = node_min.Z;
int fx = full_node_min.X;
int fz = full_node_min.Z;
if (!((spflags & MGV6_FLAT) || (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(fx, 0.6, fz, 0.2);
noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
// Humidity map does not need range limiting 0 to 1,
// only humidity at point does
}
int MapgenV6::generateGround()
{
//TimeTaker timer1("Generating ground level");
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
MapNode n_ice(c_ice);
int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// Surface height
s16 surface_y = (s16)baseTerrainLevelFromMap(index);
// Log it
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
BiomeV6Type bt = getBiome(v2s16(x, z));
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
&& bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
vm->m_data[i] = (y >= MGV6_ICE_BASE
&& bt == BT_TUNDRA) ?
n_ice : n_water_source;
} else {
vm->m_data[i] = n_air;
}
}
vm->m_area.add_y(em, i, 1);
}
}
return stone_surface_max_y;
}
void MapgenV6::addMud()
{
// 15ms @cs=8
//TimeTaker timer1("add mud");
MapNode n_dirt(c_dirt), n_gravel(c_gravel);
MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
MapNode addnode;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// Randomize mud amount
s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
// Find ground level
s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
// Handle area not found
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
BiomeV6Type bt = getBiome(v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
addnode = n_sand;
} else if (mud_add_amount <= 0) {
mud_add_amount = 1 - mud_add_amount;
addnode = n_gravel;
} else if (bt != BT_DESERT && getHaveBeach(index) &&
surface_y + mud_add_amount <= water_level + 2) {
addnode = n_sand;
}
if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
/* If topmost node is grass, change it to mud. It might be if it was
// flown to there from a neighboring chunk and then converted.
u32 i = vm->m_area.index(x, surface_y, z);
if (vm->m_data[i].getContent() == c_dirt_with_grass)
vm->m_data[i] = n_dirt;*/
// Add mud on ground
s16 mudcount = 0;
v3s16 em = vm->m_area.getExtent();
s16 y_start = surface_y + 1;
u32 i = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y <= node_max.Y; y++) {
if (mudcount >= mud_add_amount)
break;
vm->m_data[i] = addnode;
mudcount++;
vm->m_area.add_y(em, i, 1);
}
}
}
void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
{
// 340ms @cs=8
//TimeTaker timer1("flow mud");
// Iterate a few times
for (s16 k = 0; k < 3; k++) {
for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
// Invert coordinates every 2nd iteration
if (k % 2 == 0) {
x = mudflow_maxpos - (x - mudflow_minpos);
z = mudflow_maxpos - (z - mudflow_minpos);
}
// Node position in 2d
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
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::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
);
// Get biome at center position of part of division
BiomeV6Type bt = getBiome(p2d_center);
// Amount of trees
u32 tree_count;
if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
tree_count = area * getTreeAmount(p2d_center);
if (bt == BT_JUNGLE)
tree_count *= 4;
} else {
tree_count = 0;
}
// Add jungle grass
if (bt == BT_JUNGLE) {
float humidity = getHumidity(p2d_center);
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
int mapindex = central_area_size.X * (z - node_min.Z)
+ (x - node_min.X);
s16 y = heightmap[mapindex];
if (y < water_level)
continue;
u32 vi = vm->m_area.index(x, y, z);
// place on dirt_with_grass, since we know it is exposed to sunlight
if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = n_junglegrass;
}
}
}
// Put trees in random places on part of division
for (u32 i = 0; i < tree_count; i++) {
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
int mapindex = central_area_size.X * (z - node_min.Z)
+ (x - node_min.X);
s16 y = heightmap[mapindex];
// Don't make a tree under water level
// Don't make a tree so high that it doesn't fit
if (y < water_level || y > node_max.Y - 6)
continue;
v3s16 p(x, y, z);
// Trees grow only on mud and grass and snowblock
{
u32 i = vm->m_area.index(p);
content_t c = vm->m_data[i].getContent();
if (c != c_dirt &&
c != c_dirt_with_grass &&
c != c_dirt_with_snow &&
c != c_snowblock)
continue;
}
p.Y++;
// Make a tree
if (bt == BT_JUNGLE) {
treegen::make_jungletree(*vm, p, ndef, myrand());
} else if (bt == BT_TAIGA) {
treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
} else if (bt == BT_NORMAL) {
bool is_apple_tree = (myrand_range(0, 3) == 0) &&
getHaveAppleTree(v2s16(x, z));
treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
}
}
}
//printf("placeTreesAndJungleGrass: %dms\n", t.stop());
}
void MapgenV6::growGrass() // Add surface nodes
{
MapNode n_dirt_with_grass(c_dirt_with_grass);
MapNode n_dirt_with_snow(c_dirt_with_snow);
MapNode n_snowblock(c_snowblock);
MapNode n_snow(c_snow);
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
// Find the lowest surface to which enough light ends up to make
// grass grow. Basically just wait until not air and not leaves.
s16 surface_y = 0;
{
u32 i = vm->m_area.index(x, node_max.Y, z);
s16 y;
// Go to ground level
for (y = node_max.Y; y >= full_node_min.Y; y--) {
MapNode &n = vm->m_data[i];
if (ndef->get(n).param_type != CPT_LIGHT ||
ndef->get(n).liquid_type != LIQUID_NONE ||
n.getContent() == c_ice)
break;
vm->m_area.add_y(em, i, -1);
}
surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
}
BiomeV6Type bt = getBiome(index, v2s16(x, z));
u32 i = vm->m_area.index(x, surface_y, z);
content_t c = vm->m_data[i].getContent();
if (surface_y >= water_level - 20) {
if (bt == BT_TAIGA && c == c_dirt) {
vm->m_data[i] = n_snowblock;
vm->m_area.add_y(em, i, -1);
vm->m_data[i] = n_dirt_with_snow;
} else if (bt == BT_TUNDRA) {
if (c == c_dirt) {
vm->m_data[i] = n_dirt_with_snow;
} else if (c == c_stone && surface_y < node_max.Y) {
vm->m_area.add_y(em, i, 1);
vm->m_data[i] = n_snow;
}
} else if (c == c_dirt) {
vm->m_data[i] = n_dirt_with_grass;
}
}
}
}
void MapgenV6::generateCaves(int max_stone_y)
{
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
cave_amount = MYMAX(0.0, cave_amount);
u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
if (ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
caves_count /= 3;
bruises_count /= 3;
}
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
CaveV6 cave(this, &ps, &ps2, large_cave);
cave.makeCave(node_min, node_max, max_stone_y);
}
}