2012-12-22 06:34:35 +01:00
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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//#include "serverobject.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "content_mapnode.h" // For content_mapnode_get_new_name
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#include "voxelalgorithms.h"
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#include "profiler.h"
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#include "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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2012-12-26 09:15:16 +01:00
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/*
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2012-12-22 06:34:35 +01:00
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#define AVERAGE_MUD_AMOUNT 4
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NoiseParams nparams_v6_def_terrain_base =
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{-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
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NoiseParams nparams_v6_def_terrain_higher =
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{20.0, 16.0, v3f(500.0, 500.0, 500.0), 85309, 5, 0.6};
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NoiseParams nparams_v6_def_steepness =
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{0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
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NoiseParams nparams_v6_def_height_select =
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{0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
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NoiseParams nparams_v6_def_trees =
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{0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
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NoiseParams nparams_v6_def_mud =
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{AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
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NoiseParams nparams_v6_def_beach =
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{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
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NoiseParams nparams_v6_def_biome =
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{0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
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2012-12-26 09:15:16 +01:00
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NoiseParams nparams_v6_def_cave =
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{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
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MapgenV6Params mg_def_params_v6 = {
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0,
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1,
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5,
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MG_TREES | MG_CAVES | MGV6_BIOME_BLEND,
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0.45,
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0.15,
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&nparams_v6_def_terrain_base,
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&nparams_v6_def_terrain_higher,
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&nparams_v6_def_steepness,
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&nparams_v6_def_height_select,
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&nparams_v6_def_trees,
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&nparams_v6_def_mud,
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&nparams_v6_def_beach,
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&nparams_v6_def_biome,
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&nparams_v6_def_cave
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};
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*/
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2012-12-22 06:34:35 +01:00
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2012-12-26 09:15:16 +01:00
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///////////////////////////////////////////////////////////////////////////////
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2012-12-22 06:34:35 +01:00
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2012-12-26 09:15:16 +01:00
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MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
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2012-12-22 06:34:35 +01:00
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this->generating = false;
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this->id = mapgenid;
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2012-12-26 09:15:16 +01:00
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this->seed = params->seed;
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this->water_level = params->water_level;
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this->flags = flags;
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this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
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2012-12-22 06:34:35 +01:00
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2012-12-26 09:15:16 +01:00
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this->freq_desert = params->freq_desert;
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this->freq_beach = params->freq_beach;
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2012-12-22 06:34:35 +01:00
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2012-12-26 09:15:16 +01:00
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this->ystride = csize.X; //////fix this
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2012-12-22 06:34:35 +01:00
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2012-12-26 09:15:16 +01:00
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noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y);
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noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
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noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y);
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noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
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noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
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noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y);
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noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
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noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
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2012-12-22 06:34:35 +01:00
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map_terrain_base = noise_terrain_base->result;
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map_terrain_higher = noise_terrain_higher->result;
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map_steepness = noise_steepness->result;
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map_height_select = noise_height_select->result;
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map_trees = noise_trees->result;
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map_mud = noise_mud->result;
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map_beach = noise_beach->result;
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map_biome = noise_biome->result;
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}
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MapgenV6::~MapgenV6() {
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delete noise_terrain_base;
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delete noise_terrain_higher;
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delete noise_steepness;
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delete noise_height_select;
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delete noise_trees;
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delete noise_mud;
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delete noise_beach;
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delete noise_biome;
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delete noise_cave;
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}
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/*
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Some helper functions for the map generator
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*/
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#if 1
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// Returns Y one under area minimum if not found
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s16 MapgenV6::find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
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INodeDefManager *ndef)
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(ndef->get(n).walkable)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min - 1;
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}
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// Returns Y one under area minimum if not found
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s16 MapgenV6::find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
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INodeDefManager *ndef)
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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content_t c_stone = ndef->getId("mapgen_stone");
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content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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content_t c = n.getContent();
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if(c != CONTENT_IGNORE && (
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c == c_stone || c == c_desert_stone))
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min - 1;
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}
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#endif
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void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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bool is_apple_tree, INodeDefManager *ndef)
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{
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MapNode treenode(ndef->getId("mapgen_tree"));
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MapNode leavesnode(ndef->getId("mapgen_leaves"));
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MapNode applenode(ndef->getId("mapgen_apple"));
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s16 trunk_h = myrand_range(4, 5);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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p1.Y++;
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}
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// p1 is now the last piece of the trunk
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p1.Y -= 1;
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VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
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//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
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Buffer<u8> leaves_d(leaves_a.getVolume());
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for(s32 i=0; i<leaves_a.getVolume(); i++)
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leaves_d[i] = 0;
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// Force leaves at near the end of the trunk
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{
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s16 d = 1;
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for(s16 z=-d; z<=d; z++)
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for(s16 y=-d; y<=d; y++)
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for(s16 x=-d; x<=d; x++)
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{
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leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
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}
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}
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// Add leaves randomly
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for(u32 iii=0; iii<7; iii++)
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{
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s16 d = 1;
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v3s16 p(
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myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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);
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for(s16 z=0; z<=d; z++)
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for(s16 y=0; y<=d; y++)
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for(s16 x=0; x<=d; x++)
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{
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leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
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}
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}
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// Blit leaves to vmanip
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for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
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for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
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for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
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{
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v3s16 p(x,y,z);
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p += p1;
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_data[vi].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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u32 i = leaves_a.index(x,y,z);
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if(leaves_d[i] == 1) {
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bool is_apple = myrand_range(0,99) < 10;
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if(is_apple_tree && is_apple) {
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vmanip.m_data[vi] = applenode;
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} else {
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vmanip.m_data[vi] = leavesnode;
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}
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}
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}
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}
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/*
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Noise functions. Make sure seed is mangled differently in each one.
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*/
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// Amount of trees per area in nodes
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double MapgenV6::tree_amount_2d(u64 seed, v2s16 p)
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{
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/*double noise = noise2d_perlin(
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0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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seed+2, 4, 0.66);*/
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double noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)];
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double zeroval = -0.39;
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if(noise < zeroval)
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return 0;
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else
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return 0.04 * (noise-zeroval) / (1.0-zeroval);
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}
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// Required by mapgen.h
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bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
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{
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/*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
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seed, v2s16(blockpos.X, blockpos.Z));*/
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// Nah, this is just a heuristic, just return something
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s16 minimum_groundlevel = water_level;
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if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
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return true;
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else
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return false;
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}
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double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
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{
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int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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// The base ground level
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/*double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
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+ 20. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed+82341, 5, 0.6);*/
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double base = water_level + map_terrain_base[index];
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2012-12-26 09:15:16 +01:00
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2012-12-22 06:34:35 +01:00
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// Higher ground level
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/*double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+85039, 5, 0.6);*/
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double higher = water_level + map_terrain_higher[index];
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// Limit higher to at least base
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if(higher < base)
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higher = base;
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// Steepness factor of cliffs
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/*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);
|
2012-12-26 09:15:16 +01:00
|
|
|
|
2012-12-22 06:34:35 +01:00
|
|
|
// 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;
|
2012-12-26 09:15:16 +01:00
|
|
|
|
2012-12-22 06:34:35 +01:00
|
|
|
// 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]);
|
2012-12-26 09:15:16 +01:00
|
|
|
|
2012-12-22 06:34:35 +01:00
|
|
|
// Limit
|
|
|
|
a = rangelim(a, 0.0, 1.0);
|
|
|
|
|
|
|
|
double h = base*(1.0-a) + higher*a;
|
|
|
|
|
|
|
|
return h;
|
|
|
|
}
|
|
|
|
|
|
|
|
s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
|
|
|
|
{
|
|
|
|
return base_rock_level_2d(seed, 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];
|
|
|
|
|
2012-12-26 09:15:16 +01:00
|
|
|
return (sandnoise > freq_beach);
|
2012-12-22 06:34:35 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
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];
|
2012-12-26 09:15:16 +01:00
|
|
|
if(d > freq_desert)
|
2012-12-22 06:34:35 +01:00
|
|
|
return BT_DESERT;
|
2012-12-26 09:15:16 +01:00
|
|
|
if (flags & MGV6_BIOME_BLEND) {
|
|
|
|
if(d > freq_desert - 0.10 &&
|
|
|
|
(noise2d(p2d.X, p2d.Y, seed) + 1.0) > (freq_desert - d) * 20.0)
|
2012-12-22 06:34:35 +01:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
#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);
|
|
|
|
|
2012-12-26 09:15:16 +01:00
|
|
|
noise_trees->perlinMap2D(
|
|
|
|
x + 0.5 * noise_trees->np->spread.X,
|
|
|
|
z + 0.5 * noise_trees->np->spread.Z);
|
|
|
|
|
2012-12-22 06:34:35 +01:00
|
|
|
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
|
|
|
|
*/
|
|
|
|
|
2012-12-26 09:15:16 +01:00
|
|
|
/*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
|
2012-12-22 06:34:35 +01:00
|
|
|
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
|
2012-12-26 09:15:16 +01:00
|
|
|
data->seed+34329, 3, 0.50);*/
|
|
|
|
|
|
|
|
double cave_amount = np_cave->offset + np_cave->scale * noise2d_perlin(
|
|
|
|
0.5 + (double)node_min.X / np_cave->spread.X,
|
|
|
|
0.5 + (double)node_min.Y / np_cave->spread.Y,
|
|
|
|
data->seed + np_cave->seed, np_cave->octaves, np_cave->persist);
|
2012-12-22 06:34:35 +01:00
|
|
|
|
|
|
|
const u32 age_loops = 2;
|
|
|
|
for(u32 i_age=0; i_age<age_loops; i_age++)
|
|
|
|
{ // Aging loop
|
|
|
|
/******************************
|
|
|
|
BEGINNING OF AGING LOOP
|
|
|
|
******************************/
|
|
|
|
|
|
|
|
#if 1
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{
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// 24ms @cs=8
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//TimeTaker timer1("caves");
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/*
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Make caves (this code is relatively horrible)
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|
*/
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cave_amount = MYMAX(0.0, cave_amount);
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u32 caves_count = cave_amount * volume_nodes / 50000;
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|
u32 bruises_count = 1;
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PseudoRandom ps(blockseed+21343);
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PseudoRandom ps2(blockseed+1032);
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if(ps.range(1, 6) == 1)
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|
|
bruises_count = ps.range(0, ps.range(0, 2));
|
2012-12-26 09:15:16 +01:00
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if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_DESERT){
|
2012-12-22 06:34:35 +01:00
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caves_count /= 3;
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bruises_count /= 3;
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}
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for(u32 jj=0; jj<caves_count+bruises_count; jj++)
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{
|
2012-12-26 09:15:16 +01:00
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int avg_height = (int)
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((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
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base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
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if ((node_max.Y + node_min.Y) / 2 > avg_height)
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break;
|
2012-12-22 06:34:35 +01:00
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bool large_cave = (jj >= caves_count);
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s16 min_tunnel_diameter = 2;
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s16 max_tunnel_diameter = ps.range(2,6);
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int dswitchint = ps.range(1,14);
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u16 tunnel_routepoints = 0;
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int part_max_length_rs = 0;
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if(large_cave){
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part_max_length_rs = ps.range(2,4);
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tunnel_routepoints = ps.range(5, ps.range(15,30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps.range(7, ps.range(8,24));
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} else {
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part_max_length_rs = ps.range(2,9);
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tunnel_routepoints = ps.range(10, ps.range(15,30));
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}
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bool large_cave_is_flat = (ps.range(0,1) == 0);
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v3f main_direction(0,0,0);
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// Allowed route area size in nodes
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v3s16 ar = central_area_size;
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// Area starting point in nodes
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v3s16 of = node_min;
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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s16 insure = 10;
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s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
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ar += v3s16(1,0,1) * more * 2;
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of -= v3s16(1,0,1) * more;
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s16 route_y_min = 0;
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// Allow half a diameter + 7 over stone surface
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s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
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// Limit maximum to area
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route_y_max = rangelim(route_y_max, 0, ar.Y-1);
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if(large_cave)
|
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{
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s16 min = 0;
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if(node_min.Y < water_level && node_max.Y > water_level)
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{
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min = water_level - max_tunnel_diameter/3 - of.Y;
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route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
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}
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route_y_min = ps.range(min, min + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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s16 route_start_y_min = route_y_min;
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s16 route_start_y_max = route_y_max;
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route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
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// Randomize starting position
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v3f orp(
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(float)(ps.next()%ar.X)+0.5,
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(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
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(float)(ps.next()%ar.Z)+0.5
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);
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v3s16 startp(orp.X, orp.Y, orp.Z);
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startp += of;
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MapNode airnode(CONTENT_AIR);
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MapNode waternode(c_water_source);
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MapNode lavanode(c_lava_source);
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/*
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Generate some tunnel starting from orp
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*/
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for(u16 j=0; j<tunnel_routepoints; j++)
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{
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if(j%dswitchint==0 && large_cave == false)
|
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{
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main_direction = v3f(
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((float)(ps.next()%20)-(float)10)/10,
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((float)(ps.next()%20)-(float)10)/30,
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((float)(ps.next()%20)-(float)10)/10
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);
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main_direction *= (float)ps.range(0, 10)/10;
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}
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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s16 rs = ps.range(min_d, max_d);
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// Every second section is rough
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bool randomize_xz = (ps2.range(1,2) == 1);
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v3s16 maxlen;
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if(large_cave)
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{
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maxlen = v3s16(
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rs*part_max_length_rs,
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rs*part_max_length_rs/2,
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rs*part_max_length_rs
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);
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}
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else
|
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{
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|
maxlen = v3s16(
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|
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rs*part_max_length_rs,
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ps.range(1, rs*part_max_length_rs),
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rs*part_max_length_rs
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);
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}
|
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v3f vec;
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vec = v3f(
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(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
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(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
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);
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// Jump downward sometimes
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if(!large_cave && ps.range(0,12) == 0)
|
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|
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{
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vec = v3f(
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(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
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(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
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(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
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);
|
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}
|
|
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/*if(large_cave){
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v3f p = orp + vec;
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s16 h = find_ground_level_clever(vmanip,
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v2s16(p.X, p.Z), ndef);
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route_y_min = h - rs/3;
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route_y_max = h + rs;
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}*/
|
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vec += main_direction;
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v3f rp = orp + vec;
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if(rp.X < 0)
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rp.X = 0;
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else if(rp.X >= ar.X)
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rp.X = ar.X-1;
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if(rp.Y < route_y_min)
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rp.Y = route_y_min;
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else if(rp.Y >= route_y_max)
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rp.Y = route_y_max-1;
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if(rp.Z < 0)
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rp.Z = 0;
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else if(rp.Z >= ar.Z)
|
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rp.Z = ar.Z-1;
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vec = rp - orp;
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for(float f=0; f<1.0; f+=1.0/vec.getLength())
|
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{
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|
v3f fp = orp + vec * f;
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|
fp.X += 0.1*ps.range(-10,10);
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fp.Z += 0.1*ps.range(-10,10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d1 = d0 + rs;
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if(randomize_xz){
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|
|
d0 += ps.range(-1,1);
|
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|
|
d1 += ps.range(-1,1);
|
|
|
|
}
|
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for(s16 z0=d0; z0<=d1; z0++)
|
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|
|
{
|
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|
s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
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for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
|
|
|
|
{
|
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|
|
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
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|
|
s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
|
|
|
|
for(s16 y0=-si2; y0<=si2; y0++)
|
|
|
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{
|
|
|
|
/*// Make better floors in small caves
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|
|
if(y0 <= -rs/2 && rs<=7)
|
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|
|
continue;*/
|
|
|
|
if(large_cave_is_flat){
|
|
|
|
// Make large caves not so tall
|
|
|
|
if(rs > 7 && abs(y0) >= rs/3)
|
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|
|
continue;
|
|
|
|
}
|
|
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|
|
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|
|
s16 z = cp.Z + z0;
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|
|
s16 y = cp.Y + y0;
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|
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s16 x = cp.X + x0;
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|
|
v3s16 p(x,y,z);
|
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|
|
p += of;
|
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|
|
if(vmanip.m_area.contains(p) == false)
|
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|
continue;
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|
|
u32 i = vmanip.m_area.index(p);
|
|
|
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|
|
|
|
if(large_cave)
|
|
|
|
{
|
|
|
|
if(full_node_min.Y < water_level &&
|
|
|
|
full_node_max.Y > water_level){
|
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|
|
if(p.Y <= water_level)
|
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|
|
vmanip.m_data[i] = waternode;
|
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|
else
|
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|
|
vmanip.m_data[i] = airnode;
|
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|
|
} else if(full_node_max.Y < water_level){
|
|
|
|
if(p.Y < startp.Y - 2)
|
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|
|
vmanip.m_data[i] = lavanode;
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|
|
else
|
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|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
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|
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}//timer1
|
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|
|
#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
|
|
|
|
*/
|
2012-12-26 09:15:16 +01:00
|
|
|
if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_NORMAL)
|
2012-12-22 06:34:35 +01:00
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{
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PseudoRandom pr(blockseed+983);
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for(int i=0; i<volume_nodes/10/10/10; i++)
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{
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bool only_fill_cave = (myrand_range(0,1) != 0);
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v3s16 size(
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pr.range(1, 8),
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pr.range(1, 8),
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pr.range(1, 8)
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);
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v3s16 p0(
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pr.range(node_min.X, node_max.X)-size.X/2,
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pr.range(node_min.Y, node_max.Y)-size.Y/2,
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pr.range(node_min.Z, node_max.Z)-size.Z/2
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);
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MapNode n1;
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if(p0.Y > -32 && pr.range(0,1) == 0)
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n1 = MapNode(c_dirt);
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else
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n1 = MapNode(c_gravel);
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for(int x1=0; x1<size.X; x1++)
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for(int y1=0; y1<size.Y; y1++)
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for(int z1=0; z1<size.Z; z1++)
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{
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v3s16 p = p0 + v3s16(x1,y1,z1);
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u32 i = vmanip.m_area.index(p);
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if(!vmanip.m_area.contains(i))
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continue;
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// Cancel if not stone and not cave air
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if(vmanip.m_data[i].getContent() != c_stone &&
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!(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
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continue;
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if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
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continue;
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vmanip.m_data[i] = n1;
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}
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}
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}
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#if 1
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{
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// 340ms @cs=8
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TimeTaker timer1("flow mud");
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/*
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Flow mud away from steep edges
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*/
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// Iterate a few times
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for(s16 k=0; k<3; k++)
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{
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for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
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for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
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{
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// Invert coordinates every 2nd iteration
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if(k%2 == 0)
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{
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x = mudflow_maxpos - (x-mudflow_minpos);
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z = mudflow_maxpos - (z-mudflow_minpos);
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}
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// Node position in 2d
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v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
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v3s16 em = vmanip.m_area.getExtent();
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u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
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s16 y=node_max.Y;
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while(y >= node_min.Y)
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{
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for(;; y--)
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{
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MapNode *n = NULL;
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// Find mud
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for(; y>=node_min.Y; y--)
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{
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n = &vmanip.m_data[i];
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//if(content_walkable(n->d))
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// break;
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if(n->getContent() == c_dirt ||
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n->getContent() == c_dirt_with_grass ||
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n->getContent() == c_gravel)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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// Stop if out of area
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//if(vmanip.m_area.contains(i) == false)
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if(y < node_min.Y)
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break;
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/*// If not mud, do nothing to it
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MapNode *n = &vmanip.m_data[i];
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if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
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continue;*/
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if(n->getContent() == c_dirt ||
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n->getContent() == c_dirt_with_grass)
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{
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// Make it exactly mud
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n->setContent(c_dirt);
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/*
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Don't flow it if the stuff under it is not mud
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*/
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{
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u32 i2 = i;
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vmanip.m_area.add_y(em, i2, -1);
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// Cancel if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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MapNode *n2 = &vmanip.m_data[i2];
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if(n2->getContent() != c_dirt &&
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n2->getContent() != c_dirt_with_grass)
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continue;
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}
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}
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/*s16 recurse_count = 0;
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mudflow_recurse:*/
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v3s16 dirs4[4] = {
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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// Theck that upper is air or doesn't exist.
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// Cancel dropping if upper keeps it in place
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u32 i3 = i;
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vmanip.m_area.add_y(em, i3, 1);
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if(vmanip.m_area.contains(i3) == true
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&& ndef->get(vmanip.m_data[i3]).walkable)
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{
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continue;
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}
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// Drop mud on side
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for(u32 di=0; di<4; di++)
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{
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v3s16 dirp = dirs4[di];
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u32 i2 = i;
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// Move to side
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vmanip.m_area.add_p(em, i2, dirp);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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// Check that side is air
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MapNode *n2 = &vmanip.m_data[i2];
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if(ndef->get(*n2).walkable)
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continue;
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// Check that under side is air
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vmanip.m_area.add_y(em, i2, -1);
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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if(ndef->get(*n2).walkable)
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continue;
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/*// Check that under that is air (need a drop of 2)
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vmanip.m_area.add_y(em, i2, -1);
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;*/
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// Loop further down until not air
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bool dropped_to_unknown = false;
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do{
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vmanip.m_area.add_y(em, i2, -1);
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n2 = &vmanip.m_data[i2];
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// if out of known area
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if(vmanip.m_area.contains(i2) == false
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|| n2->getContent() == CONTENT_IGNORE){
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dropped_to_unknown = true;
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break;
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}
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}while(ndef->get(*n2).walkable == false);
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// Loop one up so that we're in air
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vmanip.m_area.add_y(em, i2, 1);
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n2 = &vmanip.m_data[i2];
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bool old_is_water = (n->getContent() == c_water_source);
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// Move mud to new place
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if(!dropped_to_unknown) {
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*n2 = *n;
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// Set old place to be air (or water)
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if(old_is_water)
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*n = MapNode(c_water_source);
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else
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*n = MapNode(CONTENT_AIR);
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}
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// Done
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break;
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}
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}
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}
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}
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}
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}//timer1
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#endif
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} // Aging loop
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/***********************
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END OF AGING LOOP
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************************/
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/*
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Add top and bottom side of water to transforming_liquid queue
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*/
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for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
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for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
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{
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// Node position
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v2s16 p2d(x,z);
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{
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bool water_found = false;
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// Use fast index incrementing
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v3s16 em = vmanip.m_area.getExtent();
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u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
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for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
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{
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if(y == full_node_max.Y){
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water_found =
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(vmanip.m_data[i].getContent() == c_water_source ||
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vmanip.m_data[i].getContent() == c_lava_source);
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}
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else if(water_found == false)
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{
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if(vmanip.m_data[i].getContent() == c_water_source ||
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vmanip.m_data[i].getContent() == c_lava_source)
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{
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v3s16 p = v3s16(p2d.X, y, p2d.Y);
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data->transforming_liquid.push_back(p);
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water_found = true;
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}
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}
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else
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{
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// This can be done because water_found can only
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// turn to true and end up here after going through
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// a single block.
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if(vmanip.m_data[i+1].getContent() != c_water_source ||
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vmanip.m_data[i+1].getContent() != c_lava_source)
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{
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v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
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data->transforming_liquid.push_back(p);
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water_found = false;
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}
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}
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vmanip.m_area.add_y(em, i, -1);
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}
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}
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}
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/*
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Grow grass
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*/
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for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
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for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
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{
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// Node position in 2d
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v2s16 p2d = v2s16(x,z);
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/*
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Find the lowest surface to which enough light ends up
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to make grass grow.
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Basically just wait until not air and not leaves.
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*/
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s16 surface_y = 0;
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{
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v3s16 em = vmanip.m_area.getExtent();
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u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
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s16 y;
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// Go to ground level
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for(y=node_max.Y; y>=full_node_min.Y; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(ndef->get(n).param_type != CPT_LIGHT
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|| ndef->get(n).liquid_type != LIQUID_NONE)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= full_node_min.Y)
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surface_y = y;
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else
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surface_y = full_node_min.Y;
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}
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u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
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MapNode *n = &vmanip.m_data[i];
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if(n->getContent() == c_dirt){
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// Well yeah, this can't be overground...
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if(surface_y < water_level - 20)
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continue;
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n->setContent(c_dirt_with_grass);
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}
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}
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/*
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Generate some trees
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*/
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assert(central_area_size.X == central_area_size.Z);
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{
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// Divide area into parts
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s16 div = 8;
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s16 sidelen = central_area_size.X / div;
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double area = sidelen * sidelen;
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for(s16 x0=0; x0<div; x0++)
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for(s16 z0=0; z0<div; z0++)
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{
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// Center position of part of division
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v2s16 p2d_center(
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node_min.X + sidelen/2 + sidelen*x0,
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node_min.Z + sidelen/2 + sidelen*z0
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);
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// Minimum edge of part of division
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v2s16 p2d_min(
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node_min.X + sidelen*x0,
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node_min.Z + sidelen*z0
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);
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// Maximum edge of part of division
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v2s16 p2d_max(
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node_min.X + sidelen + sidelen*x0 - 1,
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node_min.Z + sidelen + sidelen*z0 - 1
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);
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// Amount of trees
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|
u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
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|
|
// Put trees in random places on part of division
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|
|
for(u32 i=0; i<tree_count; i++)
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{
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|
s16 x = myrand_range(p2d_min.X, p2d_max.X);
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|
|
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
|
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|
|
s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
|
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|
|
// Don't make a tree under water level
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|
|
if(y < water_level)
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|
|
continue;
|
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|
|
// Don't make a tree so high that it doesn't fit
|
|
|
|
if(y > node_max.Y - 6)
|
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|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|