forked from Mirrorlandia_minetest/minetest
0a8af88147
Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name
593 lines
18 KiB
C++
593 lines
18 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
|
|
Copyright (C) 2010-2015 paramat, Matt Gregory
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
|
|
#include "mapgen.h"
|
|
#include "voxel.h"
|
|
#include "noise.h"
|
|
#include "mapblock.h"
|
|
#include "mapnode.h"
|
|
#include "map.h"
|
|
#include "content_sao.h"
|
|
#include "nodedef.h"
|
|
#include "voxelalgorithms.h"
|
|
//#include "profiler.h" // For TimeTaker
|
|
#include "settings.h" // For g_settings
|
|
#include "emerge.h"
|
|
#include "dungeongen.h"
|
|
#include "cavegen.h"
|
|
#include "treegen.h"
|
|
#include "mg_biome.h"
|
|
#include "mg_ore.h"
|
|
#include "mg_decoration.h"
|
|
#include "mapgen_v5.h"
|
|
|
|
|
|
FlagDesc flagdesc_mapgen_v5[] = {
|
|
{NULL, 0}
|
|
};
|
|
|
|
|
|
MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
|
: Mapgen(mapgenid, params, emerge)
|
|
{
|
|
this->m_emerge = emerge;
|
|
this->bmgr = emerge->biomemgr;
|
|
|
|
// amount of elements to skip for the next index
|
|
// for noise/height/biome maps (not vmanip)
|
|
this->ystride = csize.X;
|
|
this->zstride = csize.X * (csize.Y + 2);
|
|
|
|
this->biomemap = new u8[csize.X * csize.Z];
|
|
this->heightmap = new s16[csize.X * csize.Z];
|
|
this->heatmap = NULL;
|
|
this->humidmap = NULL;
|
|
|
|
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
|
|
this->spflags = sp->spflags;
|
|
|
|
// Terrain noise
|
|
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
|
|
noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
|
|
noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
|
|
|
|
// 3D terrain noise
|
|
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
|
|
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
|
|
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
|
|
|
|
// Biome noise
|
|
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
|
|
noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
|
|
noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
|
|
noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
|
|
|
|
//// Resolve nodes to be used
|
|
INodeDefManager *ndef = emerge->ndef;
|
|
|
|
c_stone = ndef->getId("mapgen_stone");
|
|
c_water_source = ndef->getId("mapgen_water_source");
|
|
c_lava_source = ndef->getId("mapgen_lava_source");
|
|
c_desert_stone = ndef->getId("mapgen_desert_stone");
|
|
c_ice = ndef->getId("mapgen_ice");
|
|
c_sandstone = ndef->getId("mapgen_sandstone");
|
|
|
|
c_cobble = ndef->getId("mapgen_cobble");
|
|
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
|
|
c_mossycobble = ndef->getId("mapgen_mossycobble");
|
|
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
|
|
c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
|
|
|
|
if (c_ice == CONTENT_IGNORE)
|
|
c_ice = CONTENT_AIR;
|
|
if (c_mossycobble == CONTENT_IGNORE)
|
|
c_mossycobble = c_cobble;
|
|
if (c_stair_cobble == CONTENT_IGNORE)
|
|
c_stair_cobble = c_cobble;
|
|
if (c_sandstonebrick == CONTENT_IGNORE)
|
|
c_sandstonebrick = c_sandstone;
|
|
if (c_stair_sandstonebrick == CONTENT_IGNORE)
|
|
c_stair_sandstonebrick = c_sandstone;
|
|
}
|
|
|
|
|
|
MapgenV5::~MapgenV5()
|
|
{
|
|
delete noise_filler_depth;
|
|
delete noise_factor;
|
|
delete noise_height;
|
|
delete noise_cave1;
|
|
delete noise_cave2;
|
|
delete noise_ground;
|
|
|
|
delete noise_heat;
|
|
delete noise_humidity;
|
|
delete noise_heat_blend;
|
|
delete noise_humidity_blend;
|
|
|
|
delete[] heightmap;
|
|
delete[] biomemap;
|
|
}
|
|
|
|
|
|
MapgenV5Params::MapgenV5Params()
|
|
{
|
|
spflags = 0;
|
|
|
|
np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
|
|
np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
|
|
np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
|
|
np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
|
|
np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
|
|
np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
|
|
}
|
|
|
|
|
|
//#define CAVE_NOISE_SCALE 12.0
|
|
//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
|
|
|
|
|
|
void MapgenV5Params::readParams(const Settings *settings)
|
|
{
|
|
settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
|
|
|
|
settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
|
|
settings->getNoiseParams("mgv5_np_factor", np_factor);
|
|
settings->getNoiseParams("mgv5_np_height", np_height);
|
|
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
|
|
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
|
|
settings->getNoiseParams("mgv5_np_ground", np_ground);
|
|
}
|
|
|
|
|
|
void MapgenV5Params::writeParams(Settings *settings) const
|
|
{
|
|
settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
|
|
|
|
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
|
|
settings->setNoiseParams("mgv5_np_factor", np_factor);
|
|
settings->setNoiseParams("mgv5_np_height", np_height);
|
|
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
|
|
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
|
|
settings->setNoiseParams("mgv5_np_ground", np_ground);
|
|
}
|
|
|
|
|
|
int MapgenV5::getGroundLevelAtPoint(v2s16 p)
|
|
{
|
|
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
|
|
|
|
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
|
|
if (f < 0.01)
|
|
f = 0.01;
|
|
else if (f >= 1.0)
|
|
f *= 1.6;
|
|
float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
|
|
|
|
s16 search_start = 128; // Only bother searching this range, actual
|
|
s16 search_end = -128; // ground level is rarely higher or lower.
|
|
|
|
for (s16 y = search_start; y >= search_end; y--) {
|
|
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
|
|
// If solid
|
|
if (n_ground * f > y - h) {
|
|
// If either top 2 nodes of search are solid this is inside a
|
|
// mountain or floatland with no space for the player to spawn.
|
|
if (y >= search_start - 1)
|
|
return MAX_MAP_GENERATION_LIMIT;
|
|
else
|
|
return y; // Ground below at least 2 nodes of space
|
|
}
|
|
}
|
|
|
|
//printf("getGroundLevelAtPoint: %dus\n", t.stop());
|
|
return -MAX_MAP_GENERATION_LIMIT;
|
|
}
|
|
|
|
|
|
void MapgenV5::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;
|
|
//TimeTaker t("makeChunk");
|
|
|
|
v3s16 blockpos_min = data->blockpos_min;
|
|
v3s16 blockpos_max = data->blockpos_max;
|
|
node_min = blockpos_min * MAP_BLOCKSIZE;
|
|
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
|
|
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
|
|
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
|
|
|
|
// Create a block-specific seed
|
|
blockseed = getBlockSeed2(full_node_min, seed);
|
|
|
|
// Make some noise
|
|
calculateNoise();
|
|
|
|
// Generate base terrain
|
|
s16 stone_surface_max_y = generateBaseTerrain();
|
|
|
|
// Create heightmap
|
|
updateHeightmap(node_min, node_max);
|
|
|
|
// Create biomemap at heightmap surface
|
|
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
|
|
noise_humidity->result, heightmap, biomemap);
|
|
|
|
// Actually place the biome-specific nodes
|
|
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
|
|
|
|
// Generate caves
|
|
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
|
|
generateCaves(stone_surface_max_y);
|
|
|
|
// Generate dungeons and desert temples
|
|
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 (stone_type == STONE) {
|
|
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;
|
|
} else if (stone_type == DESERT_STONE) {
|
|
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 if (stone_type == SANDSTONE) {
|
|
dp.c_cobble = c_sandstonebrick;
|
|
dp.c_moss = c_sandstonebrick;
|
|
dp.c_stair = c_sandstonebrick;
|
|
|
|
dp.diagonal_dirs = false;
|
|
dp.mossratio = 0.0;
|
|
dp.holesize = v3s16(2, 2, 2);
|
|
dp.roomsize = v3s16(2, 0, 2);
|
|
dp.notifytype = GENNOTIFY_DUNGEON;
|
|
}
|
|
|
|
DungeonGen dgen(this, &dp);
|
|
dgen.generate(blockseed, full_node_min, full_node_max);
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Sprinkle some dust on top after everything else was generated
|
|
dustTopNodes();
|
|
|
|
//printf("makeChunk: %dms\n", t.stop());
|
|
|
|
// Add top and bottom side of water to transforming_liquid queue
|
|
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
|
|
|
|
// Calculate lighting
|
|
if (flags & MG_LIGHT) {
|
|
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
|
|
full_node_min, full_node_max);
|
|
}
|
|
|
|
this->generating = false;
|
|
}
|
|
|
|
|
|
void MapgenV5::calculateNoise()
|
|
{
|
|
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
|
|
s16 x = node_min.X;
|
|
s16 y = node_min.Y - 1;
|
|
s16 z = node_min.Z;
|
|
|
|
noise_factor->perlinMap2D(x, z);
|
|
noise_height->perlinMap2D(x, z);
|
|
noise_ground->perlinMap3D(x, y, z);
|
|
|
|
// Cave noises are calculated in generateCaves()
|
|
// only if solid terrain is present in mapchunk
|
|
|
|
noise_filler_depth->perlinMap2D(x, z);
|
|
noise_heat->perlinMap2D(x, z);
|
|
noise_humidity->perlinMap2D(x, z);
|
|
noise_heat_blend->perlinMap2D(x, z);
|
|
noise_humidity_blend->perlinMap2D(x, z);
|
|
|
|
for (s32 i = 0; i < csize.X * csize.Z; i++) {
|
|
noise_heat->result[i] += noise_heat_blend->result[i];
|
|
noise_humidity->result[i] += noise_humidity_blend->result[i];
|
|
}
|
|
|
|
heatmap = noise_heat->result;
|
|
humidmap = noise_humidity->result;
|
|
//printf("calculateNoise: %dus\n", t.stop());
|
|
}
|
|
|
|
|
|
//bool is_cave(u32 index) {
|
|
// double d1 = contour(noise_cave1->result[index]);
|
|
// double d2 = contour(noise_cave2->result[index]);
|
|
// return d1*d2 > CAVE_NOISE_THRESHOLD;
|
|
//}
|
|
|
|
//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
|
|
// double f = 0.55 + noise_factor->result[index2d];
|
|
// if(f < 0.01)
|
|
// f = 0.01;
|
|
// else if(f >= 1.0)
|
|
// f *= 1.6;
|
|
// double h = WATER_LEVEL + 10 * noise_height->result[index2d];
|
|
// return (noise_ground->result[index] * f > (double)p.Y - h);
|
|
//}
|
|
|
|
|
|
int MapgenV5::generateBaseTerrain()
|
|
{
|
|
u32 index = 0;
|
|
u32 index2d = 0;
|
|
int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
|
|
|
for (s16 z=node_min.Z; z<=node_max.Z; z++) {
|
|
for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
|
|
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
|
|
continue;
|
|
|
|
float f = 0.55 + noise_factor->result[index2d];
|
|
if (f < 0.01)
|
|
f = 0.01;
|
|
else if (f >= 1.0)
|
|
f *= 1.6;
|
|
float h = noise_height->result[index2d];
|
|
|
|
if (noise_ground->result[index] * f < y - h) {
|
|
if (y <= water_level)
|
|
vm->m_data[vi] = MapNode(c_water_source);
|
|
else
|
|
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
|
} else {
|
|
vm->m_data[vi] = MapNode(c_stone);
|
|
if (y > stone_surface_max_y)
|
|
stone_surface_max_y = y;
|
|
}
|
|
}
|
|
index2d -= ystride;
|
|
}
|
|
index2d += ystride;
|
|
}
|
|
|
|
return stone_surface_max_y;
|
|
}
|
|
|
|
|
|
MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
|
|
{
|
|
v3s16 em = vm->m_area.getExtent();
|
|
u32 index = 0;
|
|
MgStoneType stone_type = STONE;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
Biome *biome = NULL;
|
|
u16 depth_top = 0;
|
|
u16 base_filler = 0;
|
|
u16 depth_water_top = 0;
|
|
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
|
|
|
// Check node at base of mapchunk above, either a node of a previously
|
|
// generated mapchunk or if not, a node of overgenerated base terrain.
|
|
content_t c_above = vm->m_data[vi + em.X].getContent();
|
|
bool air_above = c_above == CONTENT_AIR;
|
|
bool water_above = c_above == c_water_source;
|
|
|
|
// If there is air or water above enable top/filler placement, otherwise force
|
|
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
|
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
|
|
|
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[vi].getContent();
|
|
|
|
// Biome is recalculated each time an upper surface is detected while
|
|
// working down a column. The selected biome then remains in effect for
|
|
// all nodes below until the next surface and biome recalculation.
|
|
// Biome is recalculated:
|
|
// 1. At the surface of stone below air or water.
|
|
// 2. At the surface of water below air.
|
|
// 3. When stone or water is detected but biome has not yet been calculated.
|
|
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
|
(c == c_water_source && (air_above || !biome))) {
|
|
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
|
|
depth_top = biome->depth_top;
|
|
base_filler = MYMAX(depth_top + biome->depth_filler
|
|
+ noise_filler_depth->result[index], 0);
|
|
depth_water_top = biome->depth_water_top;
|
|
|
|
// Detect stone type for dungeons during every biome calculation.
|
|
// This is more efficient than detecting per-node and will not
|
|
// miss any desert stone or sandstone biomes.
|
|
if (biome->c_stone == c_desert_stone)
|
|
stone_type = DESERT_STONE;
|
|
else if (biome->c_stone == c_sandstone)
|
|
stone_type = SANDSTONE;
|
|
}
|
|
|
|
if (c == c_stone) {
|
|
content_t c_below = vm->m_data[vi - em.X].getContent();
|
|
|
|
// If the node below isn't solid, make this node stone, so that
|
|
// any top/filler nodes above are structurally supported.
|
|
// This is done by aborting the cycle of top/filler placement
|
|
// immediately by forcing nplaced to stone level.
|
|
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
|
nplaced = U16_MAX;
|
|
|
|
if (nplaced < depth_top) {
|
|
vm->m_data[vi] = MapNode(biome->c_top);
|
|
nplaced++;
|
|
} else if (nplaced < base_filler) {
|
|
vm->m_data[vi] = MapNode(biome->c_filler);
|
|
nplaced++;
|
|
} else {
|
|
vm->m_data[vi] = MapNode(biome->c_stone);
|
|
}
|
|
|
|
air_above = false;
|
|
water_above = false;
|
|
} else if (c == c_water_source) {
|
|
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
|
biome->c_water_top : biome->c_water);
|
|
nplaced = 0; // Enable top/filler placement for next surface
|
|
air_above = false;
|
|
water_above = true;
|
|
} else if (c == CONTENT_AIR) {
|
|
nplaced = 0; // Enable top/filler placement for next surface
|
|
air_above = true;
|
|
water_above = false;
|
|
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
|
nplaced = U16_MAX; // Disable top/filler placement
|
|
air_above = false;
|
|
water_above = false;
|
|
}
|
|
|
|
vm->m_area.add_y(em, vi, -1);
|
|
}
|
|
}
|
|
|
|
return stone_type;
|
|
}
|
|
|
|
|
|
void MapgenV5::generateCaves(int max_stone_y)
|
|
{
|
|
if (max_stone_y < node_min.Y)
|
|
return;
|
|
|
|
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
|
|
u32 index = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
|
|
float d1 = contour(noise_cave1->result[index]);
|
|
float d2 = contour(noise_cave2->result[index]);
|
|
if (d1 * d2 > 0.125f) {
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
|
|
continue;
|
|
|
|
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
|
|
return;
|
|
|
|
PseudoRandom ps(blockseed + 21343);
|
|
u32 bruises_count = ps.range(0, 2);
|
|
for (u32 i = 0; i < bruises_count; i++) {
|
|
CaveV5 cave(this, &ps);
|
|
cave.makeCave(node_min, node_max, max_stone_y);
|
|
}
|
|
}
|
|
|
|
|
|
void MapgenV5::dustTopNodes()
|
|
{
|
|
if (node_max.Y < water_level)
|
|
return;
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
u32 index = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
|
|
|
if (biome->c_dust == CONTENT_IGNORE)
|
|
continue;
|
|
|
|
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
|
content_t c_full_max = vm->m_data[vi].getContent();
|
|
s16 y_start;
|
|
|
|
if (c_full_max == CONTENT_AIR) {
|
|
y_start = full_node_max.Y - 1;
|
|
} else if (c_full_max == CONTENT_IGNORE) {
|
|
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
|
content_t c_max = vm->m_data[vi].getContent();
|
|
|
|
if (c_max == CONTENT_AIR)
|
|
y_start = node_max.Y;
|
|
else
|
|
continue;
|
|
} else {
|
|
continue;
|
|
}
|
|
|
|
vi = vm->m_area.index(x, y_start, z);
|
|
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
|
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
|
break;
|
|
|
|
vm->m_area.add_y(em, vi, -1);
|
|
}
|
|
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
|
vm->m_area.add_y(em, vi, 1);
|
|
vm->m_data[vi] = MapNode(biome->c_dust);
|
|
}
|
|
}
|
|
}
|