int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
- return 20;
+ s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
+ float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
+ float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
+ Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
+
+ s16 y = groundlevel;
+ if (y > water_level) {
+ int iters = 1024; // don't even bother iterating more than 1024 times..
+ while (iters--) {
+ float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
+ if (ridgenoise * (float)(y * y) < 15.0)
+ break;
+ y--;
+ }
+ }
+
+ return y + b->top_depth;
}
generateTerrain();
carveRidges();
- //carveRivers();
-
-
generateCaves(stone_surface_max_y);
addTopNodes();
- growGrass();
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
- //setLighting(node_min, node_max, 0xFF);
+ //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
this->generating = false;
}
}
-float MapgenV7::baseTerrainLevelFromMap(int index) {
+float MapgenV7::baseTerrainLevelFromMap(int index) {
float terrain_mod = noise_terrain_mod->result[index];
float hselect = noise_height_select->result[index];
float terrain_base = noise_terrain_base->result[index];
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
+ //////////////////// First, add top nodes below the ridge
s16 y = ridge_heightmap[index];
// This cutoff is good enough, but not perfect.
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 (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
+ if (ndef->get(c).walkable)
continue;
}
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
- if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
- //if (vm->m_data[i].getContent() != CONTENT_AIR)
+ if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
-
-
- if (y != node_min.Y - 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++) {
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
- //heightmap[index] = y;
+ // If dirt, grow grass on it.
+ if (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
+ //////////////////// 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 (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
- //if (vm->m_data[i].getContent() != CONTENT_AIR)
+ if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
- }
- }
-}
-
-
-void MapgenV7::growGrass() {
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++) {
- // Find the lowest surface to which enough light ends up to make
- // grass grow. Basically just wait until not air and not leaves.
- s16 surface_y = 0;
- {
- v3s16 em = vm->m_area.getExtent();
- u32 i = vm->m_area.index(x, node_max.Y, z);
- s16 y;
- // Go to ground level
- for (y = node_max.Y; y >= node_min.Y; y--) {
- MapNode &n = vm->m_data[i];
- if (ndef->get(n).param_type != CPT_LIGHT ||
- ndef->get(n).liquid_type != LIQUID_NONE)
- break;
+ // If dirt, grow grass on it.
+ if (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);
}
- surface_y = (y >= node_min.Y) ? y : node_min.Y;
}
-
- u32 i = vm->m_area.index(x, surface_y, z);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() == c_dirt && surface_y >= water_level - 20)
- n->setContent(c_dirt_with_grass);
}
}
+
#include "mapgen_v6.h"
void MapgenV7::generateCaves(int max_stone_y) {
PseudoRandom ps(blockseed + 21343);