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674 lines
22 KiB
C++
674 lines
22 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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{"floatlands", MGV7_FLOATLANDS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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this->spflags = params->spflags;
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this->cave_width = params->cave_width;
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this->float_mount_density = params->float_mount_density;
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this->float_mount_height = params->float_mount_height;
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this->floatland_level = params->floatland_level;
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this->shadow_limit = params->shadow_limit;
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//// Terrain noise
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
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noise_float_base_height = new Noise(¶ms->np_float_base_height, 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_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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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_floatland_base;
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delete noise_float_base_height;
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delete noise_mountain;
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delete noise_ridge;
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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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cave_width = 0.09;
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float_mount_density = 0.6;
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float_mount_height = 128.0;
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floatland_level = 1280;
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shadow_limit = 1024;
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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(-8, 16, 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_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
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np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 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(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 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->getFloatNoEx("mgv7_cave_width", cave_width);
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settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
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settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
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settings->getS16NoEx("mgv7_floatland_level", floatland_level);
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settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
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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_floatland_base", np_floatland_base);
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settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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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->setFloat("mgv7_cave_width", cave_width);
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settings->setFloat("mgv7_float_mount_density", float_mount_density);
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settings->setFloat("mgv7_float_mount_height", float_mount_height);
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settings->setS16("mgv7_floatland_level", floatland_level);
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settings->setS16("mgv7_shadow_limit", shadow_limit);
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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_floatland_base", np_floatland_base);
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settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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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::getSpawnLevelAtPoint(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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// If enabled, check if inside a river
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if (spflags & MGV7_RIDGES) {
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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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if (fabs(uwatern) <= width)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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// If mountains are disabled, terrain level is base terrain level
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// Avoids spawn on non-existant mountain terrain
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if (!(spflags & MGV7_MOUNTAINS)) {
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if (y <= water_level || y > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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}
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// Mountain terrain calculation
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int iters = 128;
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while (iters--) {
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if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
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if (y <= water_level || y > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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}
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y++;
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}
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// Unsuitable spawn point, no mountain surface found
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return MAX_MAP_GENERATION_LIMIT;
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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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// Generate base and mountain terrain
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// An initial heightmap is no longer created here for use in generateRidgeTerrain()
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s16 stone_surface_max_y = generateTerrain();
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// Generate rivers
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if (spflags & MGV7_RIDGES)
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generateRidgeTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes();
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, water_level);
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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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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// Limit floatland shadow
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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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, propagate_shadow);
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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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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));
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}
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float MapgenV7::baseTerrainLevelFromMap(int index)
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{
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float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
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float height_base = noise_terrain_base->result[index];
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float height_alt = noise_terrain_alt->result[index];
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if (height_alt > height_base)
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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}
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bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
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{
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float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
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float density_gradient = -((float)y / mnt_h_n);
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float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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return mnt_n + density_gradient >= 0.0;
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}
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bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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float mounthn = noise_mount_height->result[idx_xz];
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float density_gradient = -((float)y / mounthn);
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float mountn = noise_mountain->result[idx_xyz];
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return mountn + density_gradient >= 0.0;
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}
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bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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// Make rim 2 nodes thick to match floatland base terrain
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float density_gradient = (y >= floatland_level) ?
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-pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
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-pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
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float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
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return floatn + density_gradient >= 0.0f;
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}
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void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
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{
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// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
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s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
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s16 base_max = MAX_MAP_GENERATION_LIMIT;
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float n_base = noise_floatland_base->result[idx_xz];
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if (n_base > 0.0f) {
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float n_base_height = noise_float_base_height->result[idx_xz];
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float amp = n_base * n_base_height;
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float ridge = n_base_height / 3.0f;
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base_min = floatland_level - amp / 1.5f;
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if (amp > ridge * 2.0f) {
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// Lake bed
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base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
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} else {
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// Hills and ridges
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float diff = fabs(amp - ridge) / ridge;
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// Smooth ridges using the 'smoothstep function'
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float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
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base_max = floatland_level + ridge - smooth_diff * ridge;
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}
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}
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*float_base_min = base_min;
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*float_base_max = base_max;
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}
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int MapgenV7::generateTerrain()
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{
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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//// Calculate noise for terrain generation
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noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
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float *persistmap = noise_terrain_persist->result;
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noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
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noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
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noise_height_select->perlinMap2D(node_min.X, node_min.Z);
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
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noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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}
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if (spflags & MGV7_MOUNTAINS) {
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noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
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}
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if (spflags & MGV7_FLOATLANDS) {
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noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
|
|
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
|
|
}
|
|
|
|
//// Place nodes
|
|
v3s16 em = vm->m_area.getExtent();
|
|
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
|
u32 index2d = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
|
s16 surface_y = baseTerrainLevelFromMap(index2d);
|
|
if (surface_y > stone_surface_max_y)
|
|
stone_surface_max_y = surface_y;
|
|
|
|
// Get extent of floatland base terrain
|
|
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
|
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
|
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
|
|
if (spflags & MGV7_FLOATLANDS)
|
|
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
|
|
|
|
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
|
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
|
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
|
|
if (y <= surface_y) {
|
|
vm->m_data[vi] = n_stone; // Base terrain
|
|
} else if ((spflags & MGV7_MOUNTAINS) &&
|
|
getMountainTerrainFromMap(index3d, index2d, y)) {
|
|
vm->m_data[vi] = n_stone; // Mountain terrain
|
|
if (y > stone_surface_max_y)
|
|
stone_surface_max_y = y;
|
|
} else if ((spflags & MGV7_FLOATLANDS) &&
|
|
((y >= float_base_min && y <= float_base_max) ||
|
|
getFloatlandMountainFromMap(index3d, index2d, y))) {
|
|
vm->m_data[vi] = n_stone; // Floatland terrain
|
|
stone_surface_max_y = node_max.Y;
|
|
} else if (y <= water_level) {
|
|
vm->m_data[vi] = n_water; // Ground level water
|
|
} else if ((spflags & MGV7_FLOATLANDS) &&
|
|
(y >= float_base_max && y <= floatland_level)) {
|
|
vm->m_data[vi] = n_water; // Floatland water
|
|
} else {
|
|
vm->m_data[vi] = n_air;
|
|
}
|
|
}
|
|
vm->m_area.add_y(em, vi, 1);
|
|
index3d += ystride;
|
|
}
|
|
}
|
|
|
|
return stone_surface_max_y;
|
|
}
|
|
|
|
|
|
void MapgenV7::generateRidgeTerrain()
|
|
{
|
|
if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
|
|
return;
|
|
|
|
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
|
|
|
|
MapNode n_water(c_water_source);
|
|
MapNode n_air(CONTENT_AIR);
|
|
u32 index = 0;
|
|
float width = 0.2;
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//// Code Boneyard
|
|
////
|
|
//// Much of the stuff here has potential to become useful again at some point
|
|
//// in the future, but we don't want it to get lost or forgotten in version
|
|
//// control.
|
|
////
|
|
|
|
#if 0
|
|
int MapgenV7::generateMountainTerrain(s16 ymax)
|
|
{
|
|
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;
|
|
}
|
|
#endif
|
|
|
|
|
|
#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
|
|
|
|
|
|
#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
|