forked from Mirrorlandia_minetest/minetest
752 lines
22 KiB
C++
752 lines
22 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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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 "content_sao.h"
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#include "nodedef.h"
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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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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "treegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_v7.h"
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FlagDesc flagdesc_mapgen_v7[] = {
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
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this->generating = false;
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this->id = mapgenid;
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this->emerge = emerge;
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this->bmgr = emerge->biomemgr;
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this->seed = (int)params->seed;
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this->water_level = params->water_level;
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this->flags = params->flags;
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this->gennotify = emerge->gennotify;
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this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->zstride = csize.X * csize.Y;
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->ridge_heightmap = new s16[csize.X * csize.Z];
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MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
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this->spflags = sp->spflags;
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//// Terrain noise
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noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
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noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
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//// 3d terrain noise
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
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//// Biome noise
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noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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c_stone = ndef->getId("mapgen_stone");
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c_dirt = ndef->getId("mapgen_dirt");
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c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
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c_sand = ndef->getId("mapgen_sand");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_ice = ndef->getId("default:ice");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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}
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MapgenV7::~MapgenV7() {
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delete noise_terrain_base;
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delete noise_terrain_persist;
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delete noise_height_select;
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delete noise_terrain_alt;
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delete noise_filler_depth;
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delete noise_mount_height;
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delete noise_ridge_uwater;
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delete noise_mountain;
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delete noise_ridge;
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delete noise_heat;
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delete noise_humidity;
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delete[] ridge_heightmap;
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delete[] heightmap;
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delete[] biomemap;
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}
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MapgenV7Params::MapgenV7Params() {
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
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np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7);
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np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6);
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np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6);
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np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7);
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np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6);
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np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6);
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np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75);
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}
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void MapgenV7Params::readParams(Settings *settings) {
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settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->getNoiseParams("mgv7_np_mountain", np_mountain);
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settings->getNoiseParams("mgv7_np_ridge", np_ridge);
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}
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void MapgenV7Params::writeParams(Settings *settings) {
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->setNoiseParams("mgv7_np_mountain", np_mountain);
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settings->setNoiseParams("mgv7_np_ridge", np_ridge);
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}
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///////////////////////////////////////
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int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
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// Base terrain calculation
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s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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// Ridge/river terrain calculation
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float width = 0.3;
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float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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// actually computing the depth of the ridge is much more expensive;
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// if inside a river, simply guess
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if (uwatern >= -width && uwatern <= width)
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return water_level - 10;
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// Mountain terrain calculation
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int iters = 128; // don't even bother iterating more than 128 times..
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while (iters--) {
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//current point would have been air
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if (!getMountainTerrainAtPoint(p.X, y, p.Y))
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return y;
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y++;
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}
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return y;
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}
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void MapgenV7::makeChunk(BlockMakeData *data) {
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
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// Make some noise
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calculateNoise();
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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updateHeightmap(node_min, node_max);
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// Calculate biomes
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bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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noise_humidity->result, heightmap, biomemap);
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// Actually place the biome-specific nodes and what not
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generateBiomes();
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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if (flags & MG_DUNGEONS) {
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DungeonGen dgen(this, NULL);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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// Generate the registered decorations
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emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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void MapgenV7::calculateNoise() {
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y;
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int z = node_min.Z;
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noise_height_select->perlinMap2D(x, z);
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noise_height_select->transformNoiseMap();
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noise_terrain_persist->perlinMap2D(x, z);
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noise_terrain_persist->transformNoiseMap();
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float *persistmap = noise_terrain_persist->result;
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for (int i = 0; i != csize.X * csize.Z; i++)
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persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
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noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
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noise_terrain_base->transformNoiseMap();
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noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
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noise_terrain_alt->transformNoiseMap();
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noise_filler_depth->perlinMap2D(x, z);
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if (spflags & MGV7_MOUNTAINS) {
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noise_mountain->perlinMap3D(x, y, z);
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noise_mount_height->perlinMap2D(x, z);
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noise_mount_height->transformNoiseMap();
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}
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if (spflags & MGV7_RIDGES) {
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noise_ridge->perlinMap3D(x, y, z);
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noise_ridge_uwater->perlinMap2D(x, z);
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}
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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//printf("calculateNoise: %dus\n", t.stop());
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}
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Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
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float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
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float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
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s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
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return bmgr->getBiome(heat, humidity, groundlevel);
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}
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//needs to be updated
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float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
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float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
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hselect = rangelim(hselect, 0.0, 1.0);
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float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
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persist = rangelim(persist, 0.4, 0.9);
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noise_terrain_base->np->persist = persist;
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float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
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noise_terrain_alt->np->persist = persist;
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float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
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if (height_alt > height_base)
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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}
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float MapgenV7::baseTerrainLevelFromMap(int index) {
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float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
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float height_base = noise_terrain_base->result[index];
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float height_alt = noise_terrain_alt->result[index];
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if (height_alt > height_base)
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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}
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bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
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float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
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float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
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float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
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return mnt_n + height_modifier >= 0.6;
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}
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bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
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float mounthn = noise_mount_height->result[idx_xz];
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float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
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return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
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}
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#if 0
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void MapgenV7::carveRivers() {
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MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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MapNode n_stone(c_stone);
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u32 index = 0;
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int river_depth = 4;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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float terrain_mod = noise_terrain_mod->result[index];
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NoiseParams *np = noise_terrain_river->np;
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np->persist = noise_terrain_persist->result[index];
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float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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float height = terrain_river * (1 - abs(terrain_mod)) *
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noise_terrain_river->np->scale;
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height = log(height * height); //log(h^3) is pretty interesting for terrain
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s16 y = heightmap[index];
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if (height < 1.0 && y > river_depth &&
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y - river_depth >= node_min.Y && y <= node_max.Y) {
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for (s16 ry = y; ry != y - river_depth; ry--) {
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u32 vi = vm->m_area.index(x, ry, z);
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vm->m_data[vi] = n_air;
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}
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u32 vi = vm->m_area.index(x, y - river_depth, z);
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vm->m_data[vi] = n_water_source;
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}
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}
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}
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#endif
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int MapgenV7::generateTerrain() {
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int ymax = generateBaseTerrain();
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if (spflags & MGV7_MOUNTAINS)
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generateMountainTerrain();
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if (spflags & MGV7_RIDGES)
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generateRidgeTerrain();
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return ymax;
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}
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int MapgenV7::generateBaseTerrain() {
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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float surface_height = baseTerrainLevelFromMap(index);
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s16 surface_y = (s16)surface_height;
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heightmap[index] = surface_y;
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ridge_heightmap[index] = surface_y;
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if (surface_y > stone_surface_max_y)
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stone_surface_max_y = surface_y;
|
|
|
|
u32 i = vm->m_area.index(x, node_min.Y, z);
|
|
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
|
|
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
|
|
if (y <= surface_y)
|
|
vm->m_data[i] = n_stone;
|
|
else if (y <= water_level)
|
|
vm->m_data[i] = n_water;
|
|
else
|
|
vm->m_data[i] = n_air;
|
|
}
|
|
vm->m_area.add_y(em, i, 1);
|
|
}
|
|
}
|
|
|
|
return stone_surface_max_y;
|
|
}
|
|
|
|
|
|
void MapgenV7::generateMountainTerrain() {
|
|
if (node_max.Y <= water_level)
|
|
return;
|
|
|
|
MapNode n_stone(c_stone);
|
|
u32 j = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x = node_min.X; x <= node_max.X; x++) {
|
|
int index = (z - node_min.Z) * csize.X + (x - node_min.X);
|
|
|
|
if (getMountainTerrainFromMap(j, index, y))
|
|
vm->m_data[vi] = n_stone;
|
|
|
|
vi++;
|
|
j++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void MapgenV7::generateRidgeTerrain() {
|
|
MapNode n_water(c_water_source);
|
|
MapNode n_air(CONTENT_AIR);
|
|
u32 index = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
|
|
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
|
|
|
|
if (heightmap[j] < water_level - 4)
|
|
continue;
|
|
|
|
float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
|
|
//widthn = rangelim(widthn, -0.05, 0.5);
|
|
|
|
float width = 0.3; // TODO: figure out acceptable perlin noise values
|
|
float uwatern = noise_ridge_uwater->result[j] * 2;
|
|
if (uwatern < -width || uwatern > width)
|
|
continue;
|
|
|
|
float height_mod = (float)(y + 17) / 2.5;
|
|
float width_mod = (width - fabs(uwatern));
|
|
float nridge = noise_ridge->result[index] * (float)y / 7.0;
|
|
|
|
if (y < water_level)
|
|
nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
|
|
|
|
if (nridge + width_mod * height_mod < 0.6)
|
|
continue;
|
|
|
|
if (y < ridge_heightmap[j])
|
|
ridge_heightmap[j] = y - 1;
|
|
|
|
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void MapgenV7::generateBiomes() {
|
|
if (node_max.Y < water_level)
|
|
return;
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_stone(c_stone);
|
|
MapNode n_water(c_water_source);
|
|
|
|
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->get(biomemap[index]);
|
|
s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
|
|
s16 y0_top = biome->depth_top;
|
|
s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
|
|
|
|
s16 nplaced = 0;
|
|
u32 i = vm->m_area.index(x, node_max.Y, z);
|
|
|
|
content_t c_above = vm->m_data[i + em.X].getContent();
|
|
bool have_air = c_above == CONTENT_AIR;
|
|
|
|
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[i].getContent();
|
|
|
|
// It could be the case that the elevation is equal to the chunk
|
|
// boundary, but the chunk above has not been generated yet
|
|
if (y == node_max.Y && c_above == CONTENT_IGNORE &&
|
|
y == heightmap[index] && c == c_stone) {
|
|
int j = (z - node_min.Z) * zstride +
|
|
(y - node_min.Y) * ystride +
|
|
(x - node_min.X);
|
|
have_air = !getMountainTerrainFromMap(j, index, y);
|
|
}
|
|
|
|
if (c == c_stone && have_air) {
|
|
content_t c_below = vm->m_data[i - em.X].getContent();
|
|
|
|
if (c_below != CONTENT_AIR) {
|
|
if (nplaced < y0_top) {
|
|
// A hack to prevent dirt_with_grass from being
|
|
// placed below water. TODO: fix later
|
|
content_t c_place = ((y < water_level) &&
|
|
(biome->c_top == c_dirt_with_grass)) ?
|
|
c_dirt : biome->c_top;
|
|
|
|
vm->m_data[i] = MapNode(c_place);
|
|
nplaced++;
|
|
} else if (nplaced < y0_filler && nplaced >= y0_top) {
|
|
vm->m_data[i] = MapNode(biome->c_filler);
|
|
nplaced++;
|
|
} else {
|
|
have_air = false;
|
|
nplaced = 0;
|
|
}
|
|
}
|
|
} else if (c == c_water_source) {
|
|
have_air = true;
|
|
nplaced = 0;
|
|
vm->m_data[i] = MapNode(biome->c_water);
|
|
} else if (c == CONTENT_AIR) {
|
|
have_air = true;
|
|
nplaced = 0;
|
|
}
|
|
|
|
vm->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void MapgenV7::dustTopNodes() {
|
|
v3s16 em = vm->m_area.getExtent();
|
|
u32 index = 0;
|
|
|
|
if (water_level > node_max.Y)
|
|
return;
|
|
|
|
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->get(biomemap[index]);
|
|
|
|
if (biome->c_dust == CONTENT_IGNORE)
|
|
continue;
|
|
|
|
s16 y = node_max.Y;
|
|
u32 vi = vm->m_area.index(x, y, z);
|
|
for (; y >= node_min.Y; 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 (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
|
|
if (y < node_min.Y)
|
|
continue;
|
|
|
|
vm->m_data[vi] = MapNode(biome->c_dust_water);
|
|
} else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
|
|
if (y == node_max.Y)
|
|
continue;
|
|
|
|
vm->m_area.add_y(em, vi, 1);
|
|
vm->m_data[vi] = MapNode(biome->c_dust);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#if 0
|
|
void MapgenV7::addTopNodes() {
|
|
v3s16 em = vm->m_area.getExtent();
|
|
s16 ntopnodes;
|
|
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 = bmgr->biomes[biomemap[index]];
|
|
|
|
//////////////////// First, add top nodes below the ridge
|
|
s16 y = ridge_heightmap[index];
|
|
|
|
// This cutoff is good enough, but not perfect.
|
|
// It will cut off potentially placed top nodes at chunk boundaries
|
|
if (y < node_min.Y)
|
|
continue;
|
|
if (y > node_max.Y) {
|
|
y = node_max.Y; // Let's see if we can still go downward anyway
|
|
u32 vi = vm->m_area.index(x, y, z);
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (ndef->get(c).walkable)
|
|
continue;
|
|
}
|
|
|
|
// N.B. It is necessary to search downward since ridge_heightmap[i]
|
|
// might not be the actual height, just the lowest part in the chunk
|
|
// where a ridge had been carved
|
|
u32 i = vm->m_area.index(x, y, z);
|
|
for (; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (ndef->get(c).walkable)
|
|
break;
|
|
vm->m_area.add_y(em, i, -1);
|
|
}
|
|
|
|
if (y != node_min.Y - 1 && y >= water_level) {
|
|
ridge_heightmap[index] = y; //update ridgeheight
|
|
ntopnodes = biome->top_depth;
|
|
for (; y <= node_max.Y && ntopnodes; y++) {
|
|
ntopnodes--;
|
|
vm->m_data[i] = MapNode(biome->c_top);
|
|
vm->m_area.add_y(em, i, 1);
|
|
}
|
|
// If dirt, grow grass on it.
|
|
if (y > water_level - 10 &&
|
|
vm->m_data[i].getContent() == CONTENT_AIR) {
|
|
vm->m_area.add_y(em, i, -1);
|
|
if (vm->m_data[i].getContent() == c_dirt)
|
|
vm->m_data[i] = MapNode(c_dirt_with_grass);
|
|
}
|
|
}
|
|
|
|
//////////////////// Now, add top nodes on top of the ridge
|
|
y = heightmap[index];
|
|
if (y > node_max.Y) {
|
|
y = node_max.Y; // Let's see if we can still go downward anyway
|
|
u32 vi = vm->m_area.index(x, y, z);
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (ndef->get(c).walkable)
|
|
continue;
|
|
}
|
|
|
|
i = vm->m_area.index(x, y, z);
|
|
for (; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (ndef->get(c).walkable)
|
|
break;
|
|
vm->m_area.add_y(em, i, -1);
|
|
}
|
|
|
|
if (y != node_min.Y - 1) {
|
|
ntopnodes = biome->top_depth;
|
|
// Let's see if we've already added it...
|
|
if (y == ridge_heightmap[index] + ntopnodes - 1)
|
|
continue;
|
|
|
|
for (; y <= node_max.Y && ntopnodes; y++) {
|
|
ntopnodes--;
|
|
vm->m_data[i] = MapNode(biome->c_top);
|
|
vm->m_area.add_y(em, i, 1);
|
|
}
|
|
// If dirt, grow grass on it.
|
|
if (y > water_level - 10 &&
|
|
vm->m_data[i].getContent() == CONTENT_AIR) {
|
|
vm->m_area.add_y(em, i, -1);
|
|
if (vm->m_data[i].getContent() == c_dirt)
|
|
vm->m_data[i] = MapNode(c_dirt_with_grass);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
|
|
|
|
void MapgenV7::generateCaves(int max_stone_y) {
|
|
PseudoRandom ps(blockseed + 21343);
|
|
|
|
int volume_nodes = (node_max.X - node_min.X + 1) *
|
|
(node_max.Y - node_min.Y + 1) *
|
|
(node_max.Z - node_min.Z + 1);
|
|
float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
|
|
node_min.X, node_min.Y, seed);
|
|
|
|
u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
|
|
for (u32 i = 0; i < caves_count; i++) {
|
|
CaveV7 cave(this, &ps, false);
|
|
cave.makeCave(node_min, node_max, max_stone_y);
|
|
}
|
|
|
|
u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
|
|
for (u32 i = 0; i < bruises_count; i++) {
|
|
CaveV7 cave(this, &ps, true);
|
|
cave.makeCave(node_min, node_max, max_stone_y);
|
|
}
|
|
}
|