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465bb6f5d1
Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
1021 lines
35 KiB
C++
1021 lines
35 KiB
C++
/*
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Minetest Valleys C
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Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2010-2015 paramat, Matt Gregory
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Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
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Based on Valleys Mapgen by Gael de Sailly
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(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
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and mapgen_v7, mapgen_flat by kwolekr and paramat.
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Licensing changed by permission of Gael de Sailly.
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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 "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.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_valleys.h"
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#include "cavegen.h"
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//#undef NDEBUG
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//#include "assert.h"
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//#include "util/timetaker.h"
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//#include "profiler.h"
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//static Profiler mapgen_prof;
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//Profiler *mapgen_profiler = &mapgen_prof;
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static FlagDesc flagdesc_mapgen_valleys[] = {
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{"altitude_chill", MGVALLEYS_ALT_CHILL},
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{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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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 + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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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->heatmap = NULL;
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this->humidmap = NULL;
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this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
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g_settings->getU16("map_generation_limit"));
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MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
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this->spflags = sp->spflags;
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this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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this->altitude_chill = sp->altitude_chill;
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this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
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this->large_cave_depth = sp->large_cave_depth;
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this->lava_features_lim = rangelim(sp->lava_features, 0, 10);
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this->massive_cave_depth = sp->massive_cave_depth;
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this->river_depth_bed = sp->river_depth + 1.f;
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this->river_size_factor = sp->river_size / 100.f;
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this->water_features_lim = rangelim(sp->water_features, 0, 10);
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// a small chance of overflows if the settings are very high
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this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
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this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
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tcave_cache = new float[csize.Y + 2];
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//// 2D Terrain noise
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
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noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
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noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
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noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
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noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
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//// 3D Terrain noise
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// 1-up 1-down overgeneration
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noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
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//// Biome noise
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noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
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noise_humidity = new Noise(¶ms->np_biome_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_cobble = ndef->getId("mapgen_cobble");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_dirt = ndef->getId("mapgen_dirt");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_river_water_source = ndef->getId("mapgen_river_water_source");
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c_sand = ndef->getId("mapgen_sand");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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c_stone = ndef->getId("mapgen_stone");
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c_water_source = ndef->getId("mapgen_water_source");
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_river_water_source == CONTENT_IGNORE)
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c_river_water_source = c_water_source;
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if (c_sand == CONTENT_IGNORE)
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c_sand = c_stone;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_stair_sandstonebrick == CONTENT_IGNORE)
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c_stair_sandstonebrick = c_sandstone;
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}
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MapgenValleys::~MapgenValleys()
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{
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delete noise_cave1;
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delete noise_cave2;
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delete noise_filler_depth;
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delete noise_heat;
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delete noise_heat_blend;
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delete noise_humidity;
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delete noise_humidity_blend;
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delete noise_inter_valley_fill;
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delete noise_inter_valley_slope;
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delete noise_rivers;
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delete noise_massive_caves;
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delete noise_terrain_height;
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delete noise_valley_depth;
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delete noise_valley_profile;
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delete[] biomemap;
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delete[] heightmap;
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delete[] tcave_cache;
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}
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MapgenValleysParams::MapgenValleysParams()
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{
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spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
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altitude_chill = 90; // The altitude at which temperature drops by 20C.
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large_cave_depth = -33;
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lava_features = 0; // How often water will occur in caves.
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massive_cave_depth = -256; // highest altitude of massive caves
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river_depth = 4; // How deep to carve river channels.
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river_size = 5; // How wide to make rivers.
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water_features = 0; // How often water will occur in caves.
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
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np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
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np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
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np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
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np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
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np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
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np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
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np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
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}
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void MapgenValleysParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
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settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
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settings->getS16NoEx("mg_valleys_large_cave_depth", large_cave_depth);
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settings->getU16NoEx("mg_valleys_lava_features", lava_features);
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settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
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settings->getU16NoEx("mg_valleys_river_depth", river_depth);
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settings->getU16NoEx("mg_valleys_river_size", river_size);
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settings->getU16NoEx("mg_valleys_water_features", water_features);
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settings->getNoiseParams("mg_valleys_np_cave1", np_cave1);
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settings->getNoiseParams("mg_valleys_np_cave2", np_cave2);
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settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
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settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
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settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
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settings->getNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
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settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
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settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
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settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
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}
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void MapgenValleysParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
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settings->setU16("mg_valleys_altitude_chill", altitude_chill);
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settings->setS16("mg_valleys_large_cave_depth", large_cave_depth);
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settings->setU16("mg_valleys_lava_features", lava_features);
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settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
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settings->setU16("mg_valleys_river_depth", river_depth);
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settings->setU16("mg_valleys_river_size", river_size);
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settings->setU16("mg_valleys_water_features", water_features);
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settings->setNoiseParams("mg_valleys_np_cave1", np_cave1);
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settings->setNoiseParams("mg_valleys_np_cave2", np_cave2);
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settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
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settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
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settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
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settings->setNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
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settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
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settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
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settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
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}
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///////////////////////////////////////
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void MapgenValleys::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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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 = getBlockSeed2(full_node_min, seed);
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// Generate noise maps and base terrain height.
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calculateNoise();
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// Generate base terrain with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create biomemap at heightmap surface
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bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
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// Actually place the biome-specific nodes
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MgStoneType stone_type = generateBiomes(heatmap, humidmap);
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// Cave creation.
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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// Dungeon creation
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if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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if (stone_type == STONE) {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.f;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else if (stone_type == DESERT_STONE) {
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dp.c_cobble = c_desert_stone;
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dp.c_moss = c_desert_stone;
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dp.c_stair = c_desert_stone;
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dp.diagonal_dirs = true;
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dp.mossratio = 0.f;
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dp.holesize = v3s16(2, 3, 2);
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dp.roomsize = v3s16(2, 5, 2);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else if (stone_type == SANDSTONE) {
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dp.c_cobble = c_sandstonebrick;
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dp.c_moss = c_sandstonebrick;
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dp.c_stair = c_sandstonebrick;
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dp.diagonal_dirs = false;
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dp.mossratio = 0.f;
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dp.holesize = v3s16(2, 2, 2);
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dp.roomsize = v3s16(2, 0, 2);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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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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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_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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//TimeTaker tll("liquid_lighting");
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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(
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node_min - v3s16(0, 1, 0),
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node_max + v3s16(0, 1, 0),
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full_node_min,
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full_node_max);
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//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
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//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
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this->generating = false;
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}
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// Populate the noise tables and do most of the
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// calculation necessary to determine terrain height.
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void MapgenValleys::calculateNoise()
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{
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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 - 1;
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int z = node_min.Z;
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//TimeTaker tcn("actualNoise");
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat_blend->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
|
|
noise_humidity_blend->perlinMap2D(x, z);
|
|
noise_humidity->perlinMap2D(x, z);
|
|
noise_inter_valley_slope->perlinMap2D(x, z);
|
|
noise_rivers->perlinMap2D(x, z);
|
|
noise_terrain_height->perlinMap2D(x, z);
|
|
noise_valley_depth->perlinMap2D(x, z);
|
|
noise_valley_profile->perlinMap2D(x, z);
|
|
|
|
noise_inter_valley_fill->perlinMap3D(x, y, z);
|
|
|
|
//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
|
|
|
|
float heat_offset = 0.f;
|
|
float humidity_scale = 1.f;
|
|
|
|
// Altitude chill tends to reduce the average heat.
|
|
if (use_altitude_chill)
|
|
heat_offset = 5.f;
|
|
|
|
// River humidity tends to increase the humidity range.
|
|
if (humid_rivers) {
|
|
humidity_scale = 0.8f;
|
|
}
|
|
|
|
for (s32 index = 0; index < csize.X * csize.Z; index++) {
|
|
noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset;
|
|
noise_humidity->result[index] *= humidity_scale;
|
|
noise_humidity->result[index] += noise_humidity_blend->result[index];
|
|
}
|
|
|
|
TerrainNoise tn;
|
|
|
|
u32 index = 0;
|
|
for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
|
|
for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
|
|
// The parameters that we actually need to generate terrain
|
|
// are passed by address (and the return value).
|
|
tn.terrain_height = noise_terrain_height->result[index];
|
|
// River noise is replaced with base terrain, which
|
|
// is basically the height of the water table.
|
|
tn.rivers = &noise_rivers->result[index];
|
|
// Valley depth noise is replaced with the valley
|
|
// number that represents the height of terrain
|
|
// over rivers and is used to determine about
|
|
// how close a river is for humidity calculation.
|
|
tn.valley = &noise_valley_depth->result[index];
|
|
tn.valley_profile = noise_valley_profile->result[index];
|
|
// Slope noise is replaced by the calculated slope
|
|
// which is used to get terrain height in the slow
|
|
// method, to create sharper mountains.
|
|
tn.slope = &noise_inter_valley_slope->result[index];
|
|
tn.inter_valley_fill = noise_inter_valley_fill->result[index];
|
|
|
|
// This is the actual terrain height.
|
|
float mount = terrainLevelFromNoise(&tn);
|
|
noise_terrain_height->result[index] = mount;
|
|
}
|
|
|
|
heatmap = noise_heat->result;
|
|
humidmap = noise_humidity->result;
|
|
}
|
|
|
|
|
|
// This keeps us from having to maintain two similar sets of
|
|
// complicated code to determine ground level.
|
|
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
|
|
{
|
|
// The square function changes the behaviour of this noise:
|
|
// very often small, and sometimes very high.
|
|
float valley_d = MYSQUARE(*tn->valley);
|
|
|
|
// valley_d is here because terrain is generally higher where valleys
|
|
// are deep (mountains). base represents the height of the
|
|
// rivers, most of the surface is above.
|
|
float base = tn->terrain_height + valley_d;
|
|
|
|
// "river" represents the distance from the river, in arbitrary units.
|
|
float river = fabs(*tn->rivers) - river_size_factor;
|
|
|
|
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
|
|
// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
|
|
// Try it with a geometry software !
|
|
// (here x = "river" and a = valley_profile).
|
|
// "valley" represents the height of the terrain, from the rivers.
|
|
{
|
|
float t = river / tn->valley_profile;
|
|
*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
|
|
}
|
|
|
|
// approximate height of the terrain at this point
|
|
float mount = base + *tn->valley;
|
|
|
|
*tn->slope *= *tn->valley;
|
|
|
|
// Rivers are placed where "river" is negative, so where the original
|
|
// noise value is close to zero.
|
|
// Base ground is returned as rivers since it's basically the water table.
|
|
*tn->rivers = base;
|
|
if (river < 0.f) {
|
|
// Use the the function -sqrt(1-x^2) which models a circle.
|
|
float depth;
|
|
{
|
|
float t = river / river_size_factor + 1;
|
|
depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
|
|
}
|
|
|
|
// base - depth : height of the bottom of the river
|
|
// water_level - 3 : don't make rivers below 3 nodes under the surface
|
|
// We use three because that's as low as the swamp biomes go.
|
|
// There is no logical equivalent to this using rangelim.
|
|
mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
|
|
|
|
// Slope has no influence on rivers.
|
|
*tn->slope = 0.f;
|
|
}
|
|
|
|
return mount;
|
|
}
|
|
|
|
|
|
// This avoids duplicating the code in terrainLevelFromNoise, adding
|
|
// only the final step of terrain generation without a noise map.
|
|
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
|
|
{
|
|
float mount = terrainLevelFromNoise(tn);
|
|
s16 y_start = myround(mount);
|
|
|
|
for (s16 y = y_start; y <= y_start + 1000; y++) {
|
|
float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
|
|
|
|
if (fill * *tn->slope < y - mount) {
|
|
mount = MYMAX(y - 1, mount);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return mount;
|
|
}
|
|
|
|
|
|
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
|
|
{
|
|
// Check to make sure this isn't a request for a location in a river.
|
|
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
|
|
if (fabs(rivers) < river_size_factor)
|
|
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
|
|
|
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
|
|
if (level_at_point <= water_level ||
|
|
level_at_point > water_level + 32)
|
|
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
|
else
|
|
return level_at_point;
|
|
}
|
|
|
|
|
|
float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
|
|
{
|
|
TerrainNoise tn;
|
|
|
|
float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
|
|
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
|
|
float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
|
|
|
|
tn.x = x;
|
|
tn.z = z;
|
|
tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
|
|
tn.rivers = &rivers;
|
|
tn.valley = &valley;
|
|
tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
|
|
tn.slope = &inter_valley_slope;
|
|
tn.inter_valley_fill = 0.f;
|
|
|
|
return adjustedTerrainLevelFromNoise(&tn);
|
|
}
|
|
|
|
|
|
int MapgenValleys::generateTerrain()
|
|
{
|
|
// Raising this reduces the rate of evaporation.
|
|
static const float evaporation = 300.f;
|
|
// from the lua
|
|
static const float humidity_dropoff = 4.f;
|
|
// constant to convert altitude chill (compatible with lua) to heat
|
|
static const float alt_to_heat = 20.f;
|
|
// humidity reduction by altitude
|
|
static const float alt_to_humid = 10.f;
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_river_water(c_river_water_source);
|
|
MapNode n_sand(c_sand);
|
|
MapNode n_stone(c_stone);
|
|
MapNode n_water(c_water_source);
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
|
u32 index_2d = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
|
|
float river_y = noise_rivers->result[index_2d];
|
|
float surface_y = noise_terrain_height->result[index_2d];
|
|
float slope = noise_inter_valley_slope->result[index_2d];
|
|
float t_heat = noise_heat->result[index_2d];
|
|
|
|
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
|
|
|
|
if (surface_y > surface_max_y)
|
|
surface_max_y = ceil(surface_y);
|
|
|
|
if (humid_rivers) {
|
|
// Derive heat from (base) altitude. This will be most correct
|
|
// at rivers, since other surface heights may vary below.
|
|
if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
|
|
t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
|
|
|
|
// If humidity is low or heat is high, lower the water table.
|
|
float delta = noise_humidity->result[index_2d] - 50.f;
|
|
if (delta < 0.f) {
|
|
float t_evap = (t_heat - 32.f) / evaporation;
|
|
river_y += delta * MYMAX(t_evap, 0.08f);
|
|
}
|
|
}
|
|
|
|
u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
|
|
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
|
|
|
|
// Mapgens concern themselves with stone and water.
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
|
|
float fill = noise_inter_valley_fill->result[index_3d];
|
|
float surface_delta = (float)y - surface_y;
|
|
bool river = y + 1 < river_y;
|
|
|
|
if (fabs(surface_delta) <= 0.5f && y > water_level && river) {
|
|
// river bottom
|
|
vm->m_data[index_data] = n_sand;
|
|
} else if (slope * fill > surface_delta) {
|
|
// ground
|
|
vm->m_data[index_data] = n_stone;
|
|
if (y > heightmap[index_2d])
|
|
heightmap[index_2d] = y;
|
|
if (y > surface_max_y)
|
|
surface_max_y = y;
|
|
} else if (y <= water_level) {
|
|
// sea
|
|
vm->m_data[index_data] = n_water;
|
|
} else if (river) {
|
|
// river
|
|
vm->m_data[index_data] = n_river_water;
|
|
} else {
|
|
vm->m_data[index_data] = n_air;
|
|
}
|
|
}
|
|
|
|
vm->m_area.add_y(em, index_data, 1);
|
|
index_3d += ystride;
|
|
}
|
|
|
|
// This happens if we're generating a chunk that doesn't
|
|
// contain the terrain surface, in which case, we need
|
|
// to set heightmap to a value outside of the chunk,
|
|
// to avoid confusing lua mods that use heightmap.
|
|
if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
|
|
s16 surface_y_int = myround(surface_y);
|
|
if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
|
|
// If surface_y is outside the chunk, it's good enough.
|
|
heightmap[index_2d] = surface_y_int;
|
|
} else {
|
|
// If the ground is outside of this chunk, but surface_y
|
|
// is within the chunk, give a value outside.
|
|
heightmap[index_2d] = node_min.Y - 2;
|
|
}
|
|
}
|
|
|
|
if (humid_rivers) {
|
|
// Use base ground (water table) in a riverbed, to
|
|
// avoid an unnatural rise in humidity.
|
|
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
|
float humid = noise_humidity->result[index_2d];
|
|
float water_depth = (t_alt - river_y) / humidity_dropoff;
|
|
humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
|
|
|
|
// Reduce humidity with altitude (ignoring riverbeds).
|
|
// This is similar to the lua version's seawater adjustment,
|
|
// but doesn't increase the base humidity, which causes
|
|
// problems with the default biomes.
|
|
if (t_alt > 0.f)
|
|
humid -= alt_to_humid * t_alt / altitude_chill;
|
|
|
|
noise_humidity->result[index_2d] = humid;
|
|
}
|
|
|
|
// Assign the heat adjusted by any changed altitudes.
|
|
// The altitude will change about half the time.
|
|
if (use_altitude_chill) {
|
|
// ground height ignoring riverbeds
|
|
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
|
if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
|
|
// The altitude hasn't changed. Use the first result.
|
|
noise_heat->result[index_2d] = t_heat;
|
|
else if (t_alt > 0.f)
|
|
noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill;
|
|
}
|
|
}
|
|
|
|
return surface_max_y;
|
|
}
|
|
|
|
|
|
MgStoneType MapgenValleys::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 || c_above == c_river_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 || c == c_river_water_source)
|
|
&& (air_above || !biome))) {
|
|
// Both heat and humidity have already been adjusted for altitude.
|
|
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.f);
|
|
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
|
|
|| c_below == c_river_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 == c_river_water_source) {
|
|
vm->m_data[vi] = MapNode(biome->c_river_water);
|
|
nplaced = depth_top; // Enable 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 MapgenValleys::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 MapgenValleys::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);
|
|
|
|
PseudoRandom ps(blockseed + 72202);
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_lava(c_lava_source);
|
|
MapNode n_water(c_river_water_source);
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
|
|
// Cave blend distance near YMIN, YMAX
|
|
const float massive_cave_blend = 128.f;
|
|
// noise threshold for massive caves
|
|
const float massive_cave_threshold = 0.6f;
|
|
// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
|
|
|
|
float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
|
|
float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
|
|
bool made_a_big_one = false;
|
|
|
|
// Cache the tcave values as they only vary by altitude.
|
|
if (node_max.Y <= massive_cave_depth) {
|
|
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
|
|
float tcave = massive_cave_threshold;
|
|
|
|
if (y < yblmin) {
|
|
float t = (yblmin - y) / massive_cave_blend;
|
|
tcave += MYSQUARE(t);
|
|
} else if (y > yblmax) {
|
|
float t = (y - yblmax) / massive_cave_blend;
|
|
tcave += MYSQUARE(t);
|
|
}
|
|
|
|
tcave_cache[y - node_min.Y + 1] = tcave;
|
|
}
|
|
}
|
|
|
|
// lava_depth varies between one and ten as you approach
|
|
// the bottom of the world.
|
|
s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
|
|
// This allows random lava spawns to be less common at the surface.
|
|
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
|
|
// water_depth varies between ten and one on the way down.
|
|
s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
|
|
// This allows random water spawns to be more common at the surface.
|
|
s16 water_chance = MYCUBE(water_features_lim) * water_depth;
|
|
|
|
// Reduce the odds of overflows even further.
|
|
if (node_max.Y > water_level) {
|
|
lava_chance /= 3;
|
|
water_chance /= 3;
|
|
}
|
|
|
|
u32 index_2d = 0;
|
|
u32 index_3d = 0;
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
|
|
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
|
|
bool air_above = false;
|
|
bool underground = false;
|
|
u32 index_data = vm->m_area.index(x, node_max.Y, z);
|
|
index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
|
|
|
|
// Dig caves on down loop to check for air above.
|
|
// 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.
|
|
// This 'roof' is removed when the mapchunk above is generated.
|
|
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
|
index_3d -= ystride,
|
|
vm->m_area.add_y(em, index_data, -1)) {
|
|
|
|
float terrain = noise_terrain_height->result[index_2d];
|
|
|
|
// Saves some time.
|
|
if (y > terrain + 10) {
|
|
air_above = true;
|
|
continue;
|
|
} else if (y < terrain - 40) {
|
|
underground = true;
|
|
}
|
|
|
|
// Dig massive caves.
|
|
if (node_max.Y <= massive_cave_depth
|
|
&& noise_massive_caves->result[index_3d]
|
|
> tcave_cache[y - node_min.Y + 1]) {
|
|
vm->m_data[index_data] = n_air;
|
|
made_a_big_one = true;
|
|
}
|
|
|
|
content_t c = vm->m_data[index_data].getContent();
|
|
float d1 = contour(noise_cave1->result[index_3d]);
|
|
float d2 = contour(noise_cave2->result[index_3d]);
|
|
|
|
// River water is not set as ground content
|
|
// in the default game. This can produce strange results
|
|
// when a cave undercuts a river. However, that's not for
|
|
// the mapgen to correct. Fix it in lua.
|
|
|
|
if (c == CONTENT_AIR) {
|
|
air_above = true;
|
|
} else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
|
|
// in a cave
|
|
vm->m_data[index_data] = n_air;
|
|
air_above = true;
|
|
} else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
|
|
// at the cave floor
|
|
s16 sr = ps.range(0,39);
|
|
u32 j = index_data;
|
|
vm->m_area.add_y(em, j, 1);
|
|
|
|
if (sr > terrain - y) {
|
|
// Put dirt in caves near the surface.
|
|
if (underground)
|
|
vm->m_data[index_data] = MapNode(biome->c_filler);
|
|
else
|
|
vm->m_data[index_data] = MapNode(biome->c_top);
|
|
} else if (sr < 3 && underground) {
|
|
sr = abs(ps.next());
|
|
if (lava_features_lim > 0 && y <= lava_max_height
|
|
&& c == biome->c_stone && sr < lava_chance)
|
|
vm->m_data[j] = n_lava;
|
|
|
|
sr -= lava_chance;
|
|
|
|
// If sr < 0 then we should have already placed lava --
|
|
// don't immediately dump water on it.
|
|
if (water_features_lim > 0 && y <= cave_water_max_height
|
|
&& sr >= 0 && sr < water_chance)
|
|
vm->m_data[j] = n_water;
|
|
}
|
|
|
|
air_above = false;
|
|
underground = true;
|
|
} else if (c == biome->c_filler || c == biome->c_stone) {
|
|
air_above = false;
|
|
underground = true;
|
|
} else {
|
|
air_above = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
|
|
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);
|
|
}
|
|
}
|
|
}
|