minetest/src/mapgen_v7.cpp
paramat e51ea66bd0 Mgv5/v7/flat/fractal: More large pseudorandom caves
Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
2015-12-02 02:19:52 +00:00

891 lines
27 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_v7.h"
FlagDesc flagdesc_mapgen_v7[] = {
{"mountains", MGV7_MOUNTAINS},
{"ridges", MGV7_RIDGES},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(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;
this->ridge_heightmap = new s16[csize.X * csize.Z];
MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
this->spflags = sp->spflags;
//// Terrain noise
noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
//// 3d terrain noise
noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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);
//// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->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;
}
MapgenV7::~MapgenV7()
{
delete noise_terrain_base;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
delete noise_filler_depth;
delete noise_mount_height;
delete noise_ridge_uwater;
delete noise_mountain;
delete noise_ridge;
delete noise_cave1;
delete noise_cave2;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete[] ridge_heightmap;
delete[] heightmap;
delete[] biomemap;
}
MapgenV7Params::MapgenV7Params()
{
spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
}
void MapgenV7Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
}
///////////////////////////////////////
int MapgenV7::getGroundLevelAtPoint(v2s16 p)
{
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// Ridge/river terrain calculation
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
// actually computing the depth of the ridge is much more expensive;
// if inside a river, simply guess
if (fabs(uwatern) <= width)
return water_level - 10;
// Mountain terrain calculation
int iters = 128; // don't even bother iterating more than 128 times..
while (iters--) {
//current point would have been air
if (!getMountainTerrainAtPoint(p.X, y, p.Y))
return y;
y++;
}
return y;
}
void MapgenV7::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
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);
blockseed = getBlockSeed2(full_node_min, seed);
// Make some noise
calculateNoise();
// Generate base terrain, mountains, and ridges with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// 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);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
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());
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
this->generating = false;
}
void MapgenV7::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base->perlinMap2D(x, z, persistmap);
noise_terrain_alt->perlinMap2D(x, z, persistmap);
noise_height_select->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
noise_ridge->perlinMap3D(x, y, z);
noise_ridge_uwater->perlinMap2D(x, z);
}
// Mountain noises are calculated in generateMountainTerrain()
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());
}
Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
{
float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
}
//needs to be updated
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
noise_terrain_alt->np.persist = persist;
float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index)
{
float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
float height_base = noise_terrain_base->result[index];
float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
float density_gradient = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + density_gradient >= 0.0;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float mounthn = noise_mount_height->result[idx_xz];
float density_gradient = -((float)y / mounthn);
float mountn = noise_mountain->result[idx_xyz];
return mountn + density_gradient >= 0.0;
}
#if 0
void MapgenV7::carveRivers() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
u32 index = 0;
int river_depth = 4;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float terrain_mod = noise_terrain_mod->result[index];
NoiseParams *np = noise_terrain_river->np;
np.persist = noise_terrain_persist->result[index];
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
float height = terrain_river * (1 - abs(terrain_mod)) *
noise_terrain_river->np.scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
s16 y = heightmap[index];
if (height < 1.0 && y > river_depth &&
y - river_depth >= node_min.Y && y <= node_max.Y) {
for (s16 ry = y; ry != y - river_depth; ry--) {
u32 vi = vm->m_area.index(x, ry, z);
vm->m_data[vi] = n_air;
}
u32 vi = vm->m_area.index(x, y - river_depth, z);
vm->m_data[vi] = n_water_source;
}
}
}
#endif
int MapgenV7::generateTerrain()
{
s16 stone_surface_min_y;
s16 stone_surface_max_y;
generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
return stone_surface_max_y;
}
void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
v3s16 em = vm->m_area.getExtent();
s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float surface_height = baseTerrainLevelFromMap(index);
s16 surface_y = (s16)surface_height;
heightmap[index] = surface_y;
ridge_heightmap[index] = surface_y;
if (surface_y < surface_min_y)
surface_min_y = surface_y;
if (surface_y > surface_max_y)
surface_max_y = surface_y;
u32 i = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; 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);
}
}
*stone_surface_min_y = surface_min_y;
*stone_surface_max_y = surface_max_y;
}
int MapgenV7::generateMountainTerrain(s16 ymax)
{
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
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 - 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++) {
int index = (z - node_min.Z) * csize.X + (x - node_min.X);
content_t c = vm->m_data[vi].getContent();
if (getMountainTerrainFromMap(j, index, y)
&& (c == CONTENT_AIR || c == c_water_source)) {
vm->m_data[vi] = n_stone;
if (y > ymax)
ymax = y;
}
vi++;
j++;
}
}
return ymax;
}
void MapgenV7::generateRidgeTerrain()
{
if (node_max.Y < water_level)
return;
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
float width = 0.2; // TODO: figure out acceptable perlin noise values
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++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
if (heightmap[j] < water_level - 16)
continue;
float uwatern = noise_ridge_uwater->result[j] * 2;
if (fabs(uwatern) > width)
continue;
float altitude = y - water_level;
float height_mod = (altitude + 17) / 2.5;
float width_mod = width - fabs(uwatern);
float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
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;
}
}
}
MgStoneType MapgenV7::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 MapgenV7::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);
}
}
}
#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
void MapgenV7::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
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 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.3f) {
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
vm->m_data[i] = MapNode(CONTENT_AIR);
}
}
}
}
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CaveV7 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}