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911 lines
28 KiB
C++
911 lines
28 KiB
C++
/*
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Minetest
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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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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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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 "cavegen.h"
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#include "treegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_v7.h"
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FlagDesc flagdesc_mapgen_v7[] = {
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: 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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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->ridge_heightmap = new s16[csize.X * csize.Z];
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MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
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this->spflags = sp->spflags;
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//// Terrain noise
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noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
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noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
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//// 3d terrain noise
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, 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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noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, 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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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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c_stone = ndef->getId("mapgen_stone");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_ice = ndef->getId("mapgen_ice");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_cobble = ndef->getId("mapgen_cobble");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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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_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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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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MapgenV7::~MapgenV7()
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{
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delete noise_terrain_base;
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delete noise_terrain_persist;
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delete noise_height_select;
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delete noise_terrain_alt;
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delete noise_filler_depth;
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delete noise_mount_height;
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delete noise_ridge_uwater;
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delete noise_mountain;
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delete noise_ridge;
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delete noise_cave1;
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delete noise_cave2;
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delete noise_heat;
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delete noise_humidity;
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delete noise_heat_blend;
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delete noise_humidity_blend;
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delete[] ridge_heightmap;
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delete[] heightmap;
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delete[] biomemap;
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}
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MapgenV7Params::MapgenV7Params()
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{
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
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np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
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np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
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np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
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np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
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np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
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np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
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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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}
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void MapgenV7Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->getNoiseParams("mgv7_np_mountain", np_mountain);
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settings->getNoiseParams("mgv7_np_ridge", np_ridge);
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settings->getNoiseParams("mgv7_np_cave1", np_cave1);
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settings->getNoiseParams("mgv7_np_cave2", np_cave2);
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}
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void MapgenV7Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->setNoiseParams("mgv7_np_mountain", np_mountain);
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settings->setNoiseParams("mgv7_np_ridge", np_ridge);
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settings->setNoiseParams("mgv7_np_cave1", np_cave1);
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settings->setNoiseParams("mgv7_np_cave2", np_cave2);
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}
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///////////////////////////////////////
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int MapgenV7::getGroundLevelAtPoint(v2s16 p)
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{
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// Base terrain calculation
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s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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// Ridge/river terrain calculation
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float width = 0.2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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// actually computing the depth of the ridge is much more expensive;
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// if inside a river, simply guess
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if (fabs(uwatern) <= width)
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return water_level - 10;
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// Mountain terrain calculation
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int iters = 128; // don't even bother iterating more than 128 times..
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while (iters--) {
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//current point would have been air
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if (!getMountainTerrainAtPoint(p.X, y, p.Y))
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return y;
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y++;
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}
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return y;
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}
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void MapgenV7::makeChunk(BlockMakeData *data)
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{
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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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// Make some noise
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calculateNoise();
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Create biomemap at heightmap surface
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bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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noise_humidity->result, heightmap, biomemap);
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// Actually place the biome-specific nodes
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MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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if ((flags & MG_DUNGEONS) && (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 = 3.0;
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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 = 0.0;
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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 = 0.0;
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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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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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void MapgenV7::calculateNoise()
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{
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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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noise_terrain_persist->perlinMap2D(x, z);
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float *persistmap = noise_terrain_persist->result;
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noise_terrain_base->perlinMap2D(x, z, persistmap);
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noise_terrain_alt->perlinMap2D(x, z, persistmap);
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noise_height_select->perlinMap2D(x, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
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noise_ridge->perlinMap3D(x, y, z);
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noise_ridge_uwater->perlinMap2D(x, z);
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}
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// Mountain noises are calculated in generateMountainTerrain()
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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noise_heat_blend->perlinMap2D(x, z);
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noise_humidity_blend->perlinMap2D(x, z);
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for (s32 i = 0; i < csize.X * csize.Z; i++) {
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noise_heat->result[i] += noise_heat_blend->result[i];
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noise_humidity->result[i] += noise_humidity_blend->result[i];
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}
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heatmap = noise_heat->result;
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humidmap = noise_humidity->result;
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//printf("calculateNoise: %dus\n", t.stop());
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}
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Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
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{
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float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
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NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
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float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
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NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
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s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
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return bmgr->getBiome(heat, humidity, groundlevel);
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}
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//needs to be updated
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float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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{
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float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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hselect = rangelim(hselect, 0.0, 1.0);
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float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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noise_terrain_base->np.persist = persist;
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float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
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noise_terrain_alt->np.persist = persist;
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float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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if (height_alt > height_base)
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return height_alt;
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|
|
|
return (height_base * hselect) + (height_alt * (1.0 - hselect));
|
|
}
|
|
|
|
|
|
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) {
|
|
v3s16 em = vm->m_area.getExtent();
|
|
u32 index2d = 0;
|
|
u32 index3d;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
|
bool open = false; // Is column open to overground
|
|
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
|
|
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)) {
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
|
c == biome->c_water) {
|
|
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 (open && (c == biome->c_filler || c == biome->c_stone)) {
|
|
// Tunnel entrance floor
|
|
vm->m_data[vi] = MapNode(biome->c_top);
|
|
open = false;
|
|
} else {
|
|
open = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|