minetest/src/mapgen_fractal.cpp

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/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
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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
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#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_fractal.h"
FlagDesc flagdesc_mapgen_fractal[] = {
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////////////
MapgenFractal::MapgenFractal(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;
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MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
this->spflags = sp->spflags;
this->fractal = sp->fractal;
this->iterations = sp->iterations;
this->scale = sp->scale;
this->offset = sp->offset;
this->slice_w = sp->slice_w;
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this->julia_x = sp->julia_x;
this->julia_y = sp->julia_y;
this->julia_z = sp->julia_z;
this->julia_w = sp->julia_w;
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this->formula = fractal / 2 + fractal % 2;
this->julia = fractal % 2 == 0;
//// 2D terrain noise
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noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, 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);
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//// 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;
}
MapgenFractal::~MapgenFractal()
{
delete noise_seabed;
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delete noise_filler_depth;
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delete noise_cave1;
delete noise_cave2;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete[] heightmap;
delete[] biomemap;
}
MapgenFractalParams::MapgenFractalParams()
{
spflags = 0;
fractal = 1;
iterations = 11;
scale = v3f(4096.0, 1024.0, 4096.0);
offset = v3f(1.79, 0.0, 0.0);
slice_w = 0.0;
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julia_x = 0.33;
julia_y = 0.33;
julia_z = 0.33;
julia_w = 0.33;
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np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 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);
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}
void MapgenFractalParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
settings->getU16NoEx("mgfractal_fractal", fractal);
settings->getU16NoEx("mgfractal_iterations", iterations);
settings->getV3FNoEx("mgfractal_scale", scale);
settings->getV3FNoEx("mgfractal_offset", offset);
settings->getFloatNoEx("mgfractal_slice_w", slice_w);
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settings->getFloatNoEx("mgfractal_julia_x", julia_x);
settings->getFloatNoEx("mgfractal_julia_y", julia_y);
settings->getFloatNoEx("mgfractal_julia_z", julia_z);
settings->getFloatNoEx("mgfractal_julia_w", julia_w);
settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
}
void MapgenFractalParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
settings->setU16("mgfractal_fractal", fractal);
settings->setU16("mgfractal_iterations", iterations);
settings->setV3F("mgfractal_scale", scale);
settings->setV3F("mgfractal_offset", offset);
settings->setFloat("mgfractal_slice_w", slice_w);
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settings->setFloat("mgfractal_julia_x", julia_x);
settings->setFloat("mgfractal_julia_y", julia_y);
settings->setFloat("mgfractal_julia_z", julia_z);
settings->setFloat("mgfractal_julia_w", julia_w);
settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
}
/////////////////////////////////////////////////////////////////
int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
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{
bool solid_below = false; // Dry solid node is present below to spawn on
u8 air_count = 0; // Consecutive air nodes above the dry solid node
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
// Seabed can rise above water_level or might be raised to create dry land
s16 search_start = MYMAX(seabed_level, water_level + 1);
if (seabed_level > water_level)
solid_below = true;
for (s16 y = search_start; y <= search_start + 128; y++) {
if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
solid_below = true;
air_count = 0;
} else if (solid_below) { // Air above solid node
air_count++;
if (air_count == 2)
return y - 2;
}
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}
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
void MapgenFractal::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");
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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);
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// 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());
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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 MapgenFractal::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
s16 x = node_min.X;
s16 z = node_min.Z;
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noise_seabed->perlinMap2D(x, z);
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
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noise_filler_depth->perlinMap2D(x, z);
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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 MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
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{
float cx, cy, cz, cw, ox, oy, oz, ow;
if (julia) { // Julia set
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cx = julia_x;
cy = julia_y;
cz = julia_z;
cw = julia_w;
ox = (float)x / scale.X - offset.X;
oy = (float)y / scale.Y - offset.Y;
oz = (float)z / scale.Z - offset.Z;
ow = slice_w;
} else { // Mandelbrot set
cx = (float)x / scale.X - offset.X;
cy = (float)y / scale.Y - offset.Y;
cz = (float)z / scale.Z - offset.Z;
cw = slice_w;
ox = 0.0f;
oy = 0.0f;
oz = 0.0f;
ow = 0.0f;
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}
float nx = 0.0f;
float ny = 0.0f;
float nz = 0.0f;
float nw = 0.0f;
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for (u16 iter = 0; iter < iterations; iter++) {
if (formula == 1) { // 4D "Roundy"
nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
ny = 2.0f * (ox * oy + oz * ow) + cy;
nz = 2.0f * (ox * oz + oy * ow) + cz;
nw = 2.0f * (ox * ow + oy * oz) + cw;
} else if (formula == 2) { // 4D "Squarry"
nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
ny = 2.0f * (ox * oy + oz * ow) + cy;
nz = 2.0f * (ox * oz + oy * ow) + cz;
nw = 2.0f * (ox * ow - oy * oz) + cw;
} else if (formula == 3) { // 4D "Mandy Cousin"
nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
ny = 2.0f * (ox * oy + oz * ow) + cy;
nz = 2.0f * (ox * oz + oy * ow) + cz;
nw = 2.0f * (ox * ow + oy * oz) + cw;
} else if (formula == 4) { // 4D "Variation"
nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
ny = 2.0f * (ox * oy + oz * ow) + cy;
nz = 2.0f * (ox * oz - oy * ow) + cz;
nw = 2.0f * (ox * ow + oy * oz) + cw;
} else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
nx = ox * ox - oy * oy - oz * oz + cx;
ny = 2.0f * ox * oy + cy;
nz = -2.0f * ox * oz + cz;
} else if (formula == 6) { // 3D "Christmas Tree"
// Altering the formula here is necessary to avoid division by zero
if (fabs(oz) < 0.000000001f) {
nx = ox * ox - oy * oy - oz * oz + cx;
ny = 2.0f * oy * ox + cy;
nz = 4.0f * oz * ox + cz;
} else {
float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
nx = ox * ox - oy * oy - oz * oz + cx;
ny = a * (oy * oy - oz * oz) + cy;
nz = a * 2.0f * oy * oz + cz;
}
} else if (formula == 7) { // 3D "Mandelbulb"
if (fabs(oy) < 0.000000001f) {
nx = ox * ox - oz * oz + cx;
ny = cy;
nz = -2.0f * oz * sqrt(ox * ox) + cz;
} else {
float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
nx = (ox * ox - oy * oy) * a + cx;
ny = 2.0f * ox * oy * a + cy;
nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
}
} else if (formula == 8) { // 3D "Cosine Mandelbulb"
if (fabs(oy) < 0.000000001f) {
nx = 2.0f * ox * oz + cx;
ny = 4.0f * oy * oz + cy;
nz = oz * oz - ox * ox - oy * oy + cz;
} else {
float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
nx = (ox * ox - oy * oy) * a + cx;
ny = 2.0f * ox * oy * a + cy;
nz = oz * oz - ox * ox - oy * oy + cz;
}
} else if (formula == 9) { // 4D "Mandelbulb"
float rxy = sqrt(ox * ox + oy * oy);
float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
nx = (ox * ox - oy * oy) + cx;
ny = 2.0f * ox * oy + cy;
nz = -2.0f * rxy * oz + cz;
nw = 2.0f * rxyz * ow + cw;
} else {
float a = 1.0f - (ow * ow) / (rxyz * rxyz);
float b = a * (1.0f - (oz * oz) / (rxy * rxy));
nx = (ox * ox - oy * oy) * b + cx;
ny = 2.0f * ox * oy * b + cy;
nz = -2.0f * rxy * oz * a + cz;
nw = 2.0f * rxyz * ow + cw;
}
}
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if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
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return false;
ox = nx;
oy = ny;
oz = nz;
ow = nw;
}
return true;
}
s16 MapgenFractal::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
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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++, index2d++) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
s16 seabed_height = noise_seabed->result[index2d];
if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
vm->m_data[vi] = n_stone;
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = n_water;
} else {
vm->m_data[vi] = n_air;
}
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}
}
index2d -= ystride;
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}
index2d += ystride;
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}
return stone_surface_max_y;
}
MgStoneType MapgenFractal::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;
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base_filler = MYMAX(depth_top + biome->depth_filler
+ noise_filler_depth->result[index], 0);
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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 MapgenFractal::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);
}
}
}
void MapgenFractal::generateCaves(s16 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);
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
// Don't excavate the overgenerated stone at node_max.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in
// tunnels at mapchunk borders when generating mapchunks upwards.
if (y > node_max.Y)
continue;
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (column_is_open &&
(c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
} else {
column_is_open = false;
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}
}
}
if (node_max.Y > MGFRACTAL_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);
}
}