From: kwolekr Date: Tue, 12 Mar 2013 01:32:52 +0000 (-0400) Subject: Clean up Mapgen X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=d10223254ab9363eb1b6f8cc7aa6b99965940cee;p=zefram%2Fminetest%2Fminetest_engine.git Clean up Mapgen --- diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 1c59213b..15686317 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -45,9 +45,60 @@ FlagDesc flagdesc_mapgen[] = { {NULL, 0} }; + /////////////////////////////////////////////////////////////////////////////// -///////////////////// + +void Mapgen::updateLiquid(UniqueQueue *trans_liquid, v3s16 nmin, v3s16 nmax) { + bool isliquid, wasliquid; + u32 i; + + for (s16 z = nmin.Z; z <= nmax.Z; z++) { + for (s16 x = nmin.X; x <= nmax.X; x++) { + v2s16 p2d(x, z); + wasliquid = true; + v3s16 em = vm->m_area.getExtent(); + i = vm->m_area.index(v3s16(p2d.X, nmax.Y, p2d.Y)); + + for (s16 y = nmax.Y; y >= nmin.Y; y--) { + isliquid = ndef->get(vm->m_data[i]).isLiquid(); + + // there was a change between liquid and nonliquid, add to queue + if (isliquid != wasliquid) + trans_liquid->push_back(v3s16(p2d.X, y, p2d.Y)); + + wasliquid = isliquid; + vm->m_area.add_y(em, i, -1); + } + } + } +} + + +void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) { + enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT}; + + VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE, + nmax + v3s16(1,0,1) * MAP_BLOCKSIZE); + bool block_is_underground = (water_level > nmax.Y); + bool sunlight = !block_is_underground; + + ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG); + for (int i = 0; i < 2; i++) { + enum LightBank bank = banks[i]; + std::set light_sources; + std::map unlight_from; + + voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef, + light_sources, unlight_from); + voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef); + vm->unspreadLight(bank, unlight_from, light_sources, ndef); + vm->spreadLight(bank, light_sources, ndef); + } +} + + +//////////////////////// Mapgen V6 parameter read/write bool MapgenV6Params::readParams(Settings *settings) { freq_desert = settings->getFloat("mgv6_freq_desert"); @@ -116,2183 +167,3 @@ double Mapgen::tree_amount_2d(u64 seed, v2s16 p) { else return 0.04 * (noise-zeroval) / (1.0-zeroval); } - - -#if 0 /// BIG COMMENT -namespace mapgen -{ - -/* - Some helper functions for the map generator -*/ - -#if 1 -// Returns Y one under area minimum if not found -static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, - INodeDefManager *ndef) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(ndef->get(n).walkable) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; -} - -#if 0 -// Returns Y one under area minimum if not found -static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d, - INodeDefManager *ndef) -{ - if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y))) - return vmanip.m_area.MinEdge.Y-1; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - content_t c_tree = ndef->getId("mapgen_tree"); - content_t c_leaves = ndef->getId("mapgen_leaves"); - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(ndef->get(n).walkable - && n.getContent() != c_tree - && n.getContent() != c_leaves) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; -} -#endif - -// Returns Y one under area minimum if not found -static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, - INodeDefManager *ndef) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - content_t c_stone = ndef->getId("mapgen_stone"); - content_t c_desert_stone = ndef->getId("mapgen_desert_stone"); - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - content_t c = n.getContent(); - if(c != CONTENT_IGNORE && ( - c == c_stone || c == c_desert_stone)) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; -} -#endif - - -#if 0 - -static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0, - INodeDefManager *ndef) -{ - MapNode papyrusnode(ndef->getId("mapgen_papyrus")); - - s16 trunk_h = myrand_range(2, 3); - v3s16 p1 = p0; - for(s16 ii=0; iigetId("mapgen_cactus")); - - s16 trunk_h = 3; - v3s16 p1 = p0; - for(s16 ii=0; iigetId("mapgen_nyancat"), facedir_i); - u32 length = random.range(3,15); - for(u32 j=0; jgetId("mapgen_nyancat_rainbow")); - } -} -#endif - -/* - Noise functions. Make sure seed is mangled differently in each one. -*/ - -#if 0 -/* - Scaling the output of the noise function affects the overdrive of the - contour function, which affects the shape of the output considerably. -*/ -#define CAVE_NOISE_SCALE 12.0 -//#define CAVE_NOISE_SCALE 10.0 -//#define CAVE_NOISE_SCALE 7.5 -//#define CAVE_NOISE_SCALE 5.0 -//#define CAVE_NOISE_SCALE 1.0 - -//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE) -#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) - -NoiseParams get_cave_noise1_params(u64 seed) -{ - /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7, - 200, CAVE_NOISE_SCALE);*/ - /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7, - 100, CAVE_NOISE_SCALE);*/ - /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6, - 100, CAVE_NOISE_SCALE);*/ - /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3, - 100, CAVE_NOISE_SCALE);*/ - return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5, - 50, CAVE_NOISE_SCALE); - //return NoiseParams(NOISE_CONSTANT_ONE); -} - -NoiseParams get_cave_noise2_params(u64 seed) -{ - /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7, - 200, CAVE_NOISE_SCALE);*/ - /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7, - 100, CAVE_NOISE_SCALE);*/ - /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3, - 100, CAVE_NOISE_SCALE);*/ - return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5, - 50, CAVE_NOISE_SCALE); - //return NoiseParams(NOISE_CONSTANT_ONE); -} - -NoiseParams get_ground_noise1_params(u64 seed) -{ - return NoiseParams(NOISE_PERLIN, seed+983240, 4, - 0.55, 80.0, 40.0); -} - -NoiseParams get_ground_crumbleness_params(u64 seed) -{ - return NoiseParams(NOISE_PERLIN, seed+34413, 3, - 1.3, 20.0, 1.0); -} - -NoiseParams get_ground_wetness_params(u64 seed) -{ - return NoiseParams(NOISE_PERLIN, seed+32474, 4, - 1.1, 40.0, 1.0); -} - -bool is_cave(u64 seed, v3s16 p) -{ - double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z); - double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z); - return d1*d2 > CAVE_NOISE_THRESHOLD; -} - -/* - Ground density noise shall be interpreted by using this. - - TODO: No perlin noises here, they should be outsourced - and buffered - NOTE: The speed of these actually isn't terrible -*/ -bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed) -{ - //return ((double)p.Y < ground_noise1_val); - - double f = 0.55 + noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Z/250, - seed+920381, 3, 0.45); - if(f < 0.01) - f = 0.01; - else if(f >= 1.0) - f *= 1.6; - double h = WATER_LEVEL + 10 * noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Z/250, - seed+84174, 4, 0.5); - /*double f = 1; - double h = 0;*/ - return ((double)p.Y - h < ground_noise1_val * f); -} - -/* - Queries whether a position is ground or not. -*/ -bool is_ground(u64 seed, v3s16 p) -{ - double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); - return val_is_ground(val1, p, seed); -} -#endif - -// Amount of trees per area in nodes -double tree_amount_2d(u64 seed, v2s16 p) -{ - /*double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+2, 5, 0.66);*/ - double noise = noise2d_perlin( - 0.5+(float)p.X/125, 0.5+(float)p.Y/125, - seed+2, 4, 0.66); - double zeroval = -0.39; - if(noise < zeroval) - return 0; - else - return 0.04 * (noise-zeroval) / (1.0-zeroval); -} - -#if 0 -double surface_humidity_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/500, 0.5+(float)p.Y/500, - seed+72384, 4, 0.66); - noise = (noise + 1.0)/2.0; - if(noise < 0.0) - noise = 0.0; - if(noise > 1.0) - noise = 1.0; - return noise; -} - -/* - Incrementally find ground level from 3d noise -*/ -s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) -{ - // Start a bit fuzzy to make averaging lower precision values - // more useful - s16 level = myrand_range(-precision/2, precision/2); - s16 dec[] = {31000, 100, 20, 4, 1, 0}; - s16 i; - for(i = 1; dec[i] != 0 && precision <= dec[i]; i++) - { - // First find non-ground by going upwards - // Don't stop in caves. - { - s16 max = level+dec[i-1]*2; - v3s16 p(p2d.X, level, p2d.Y); - for(; p.Y < max; p.Y += dec[i]) - { - if(!is_ground(seed, p)) - { - level = p.Y; - break; - } - } - } - // Then find ground by going downwards from there. - // Go in caves, too, when precision is 1. - { - s16 min = level-dec[i-1]*2; - v3s16 p(p2d.X, level, p2d.Y); - for(; p.Y>min; p.Y-=dec[i]) - { - bool ground = is_ground(seed, p); - /*if(dec[i] == 1 && is_cave(seed, p)) - ground = false;*/ - if(ground) - { - level = p.Y; - break; - } - } - } - } - - // This is more like the actual ground level - level += dec[i-1]/2; - - return level; -} - -double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4); - -double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p) -{ - v2s16 node_min = sectorpos*MAP_BLOCKSIZE; - v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); - double a = 0; - a += find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_min.X, node_max.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_max.X, node_max.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_max.X, node_min.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p); - a /= 5; - return a; -} - -double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4); - -double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) -{ - v2s16 node_min = sectorpos*MAP_BLOCKSIZE; - v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); - double a = -31000; - // Corners - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_max.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_max.X, node_max.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - // Center - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); - // Side middle points - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); - return a; -} - -double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4); - -double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) -{ - v2s16 node_min = sectorpos*MAP_BLOCKSIZE; - v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); - double a = 31000; - // Corners - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_max.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_max.X, node_max.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - // Center - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); - // Side middle points - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); - return a; -} -#endif - -// Required by mapgen.h -bool block_is_underground(u64 seed, v3s16 blockpos) -{ - /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( - seed, v2s16(blockpos.X, blockpos.Z));*/ - // Nah, this is just a heuristic, just return something - s16 minimum_groundlevel = WATER_LEVEL; - - if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) - return true; - else - return false; -} - -#define AVERAGE_MUD_AMOUNT 4 - -double base_rock_level_2d(u64 seed, v2s16 p) -{ - // The base ground level - double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT - + 20. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+82341, 5, 0.6); - - /*// A bit hillier one - double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+93413, 6, 0.69); - if(base2 > base) - base = base2;*/ -#if 1 - // Higher ground level - double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+85039, 5, 0.6); - //higher = 30; // For debugging - - // Limit higher to at least base - if(higher < base) - higher = base; - - // Steepness factor of cliffs - double b = 0.85 + 0.5 * noise2d_perlin( - 0.5+(float)p.X/125., 0.5+(float)p.Y/125., - seed-932, 5, 0.7); - b = rangelim(b, 0.0, 1000.0); - b = b*b*b*b*b*b*b; - b *= 5; - b = rangelim(b, 0.5, 1000.0); - // Values 1.5...100 give quite horrible looking slopes - if(b > 1.5 && b < 100.0){ - if(b < 10.0) - b = 1.5; - else - b = 100.0; - } - //dstream<<"b="<vmanip); - assert(data->nodedef); - assert(data->blockpos_requested.X >= data->blockpos_min.X && - data->blockpos_requested.Y >= data->blockpos_min.Y && - data->blockpos_requested.Z >= data->blockpos_min.Z); - assert(data->blockpos_requested.X <= data->blockpos_max.X && - data->blockpos_requested.Y <= data->blockpos_max.Y && - data->blockpos_requested.Z <= data->blockpos_max.Z); - - INodeDefManager *ndef = data->nodedef; - - // Hack: use minimum block coordinates for old code that assumes - // a single block - v3s16 blockpos = data->blockpos_requested; - - /*dstream<<"makeBlock(): ("<blockpos_min; - v3s16 blockpos_max = data->blockpos_max; - v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1); - v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); - - ManualMapVoxelManipulator &vmanip = *(data->vmanip); - // Area of central chunk - v3s16 node_min = blockpos_min*MAP_BLOCKSIZE; - v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); - // Full allocated area - v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; - v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - - v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); - - const s16 max_spread_amount = MAP_BLOCKSIZE; - - int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) - * (blockpos_max.Y - blockpos_min.Y + 1) - * (blockpos_max.Z - blockpos_max.Z + 1); - - int volume_nodes = volume_blocks * - MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; - - // Generated surface area - //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; - - // Horribly wrong heuristic, but better than nothing - bool block_is_underground = (WATER_LEVEL > node_max.Y); - - /* - Create a block-specific seed - */ - u32 blockseed = get_blockseed(data->seed, full_node_min); - - /* - Cache some ground type values for speed - */ - -// Creates variables c_name=id and n_name=node -#define CONTENT_VARIABLE(ndef, name)\ - content_t c_##name = ndef->getId("mapgen_" #name);\ - MapNode n_##name(c_##name); -// Default to something else if was CONTENT_IGNORE -#define CONTENT_VARIABLE_FALLBACK(name, dname)\ - if(c_##name == CONTENT_IGNORE){\ - c_##name = c_##dname;\ - n_##name = n_##dname;\ - } - - CONTENT_VARIABLE(ndef, stone); - CONTENT_VARIABLE(ndef, air); - CONTENT_VARIABLE(ndef, water_source); - CONTENT_VARIABLE(ndef, dirt); - CONTENT_VARIABLE(ndef, sand); - CONTENT_VARIABLE(ndef, gravel); - CONTENT_VARIABLE(ndef, clay); - CONTENT_VARIABLE(ndef, lava_source); - CONTENT_VARIABLE(ndef, cobble); - CONTENT_VARIABLE(ndef, mossycobble); - CONTENT_VARIABLE(ndef, dirt_with_grass); - CONTENT_VARIABLE(ndef, junglegrass); - CONTENT_VARIABLE(ndef, stone_with_coal); - CONTENT_VARIABLE(ndef, stone_with_iron); - CONTENT_VARIABLE(ndef, mese); - CONTENT_VARIABLE(ndef, desert_sand); - CONTENT_VARIABLE_FALLBACK(desert_sand, sand); - CONTENT_VARIABLE(ndef, desert_stone); - CONTENT_VARIABLE_FALLBACK(desert_stone, stone); - - // Maximum height of the stone surface and obstacles. - // This is used to guide the cave generation - s16 stone_surface_max_y = 0; - - /* - Generate general ground level to full area - */ - { -#if 1 - TimeTaker timer1("Generating ground level"); - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d = v2s16(x,z); - - /* - Skip of already generated - */ - /*{ - v3s16 p(p2d.X, node_min.Y, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - }*/ - - // Ground height at this point - float surface_y_f = 0.0; - - // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(data->seed, p2d); - - /*// Experimental stuff - { - float a = highlands_level_2d(data->seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ - - // Convert to integer - s16 surface_y = (s16)surface_y_f; - - // Log it - if(surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - - BiomeType bt = get_biome(data->seed, p2d); - /* - Fill ground with stone - */ - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) - { - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){ - if(y <= surface_y){ - if(y > WATER_LEVEL && bt == BT_DESERT) - vmanip.m_data[i] = n_desert_stone; - else - vmanip.m_data[i] = n_stone; - } else if(y <= WATER_LEVEL){ - vmanip.m_data[i] = MapNode(c_water_source); - } else { - vmanip.m_data[i] = MapNode(c_air); - } - } - vmanip.m_area.add_y(em, i, 1); - } - } - } -#endif - - }//timer1 - - // Limit dirt flow area by 1 because mud is flown into neighbors. - assert(central_area_size.X == central_area_size.Z); - s16 mudflow_minpos = 0-max_spread_amount+1; - s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2; - - /* - Loop this part, it will make stuff look older and newer nicely - */ - - const u32 age_loops = 2; - for(u32 i_age=0; i_ageseed+34329, 3, 0.50); - cave_amount = MYMAX(0.0, cave_amount); - u32 caves_count = cave_amount * volume_nodes / 50000; - u32 bruises_count = 1; - PseudoRandom ps(blockseed+21343); - PseudoRandom ps2(blockseed+1032); - if(ps.range(1, 6) == 1) - bruises_count = ps.range(0, ps.range(0, 2)); - if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){ - caves_count /= 3; - bruises_count /= 3; - } - for(u32 jj=0; jj= caves_count); - s16 min_tunnel_diameter = 2; - s16 max_tunnel_diameter = ps.range(2,6); - int dswitchint = ps.range(1,14); - u16 tunnel_routepoints = 0; - int part_max_length_rs = 0; - if(large_cave){ - part_max_length_rs = ps.range(2,4); - tunnel_routepoints = ps.range(5, ps.range(15,30)); - min_tunnel_diameter = 5; - max_tunnel_diameter = ps.range(7, ps.range(8,24)); - } else { - part_max_length_rs = ps.range(2,9); - tunnel_routepoints = ps.range(10, ps.range(15,30)); - } - bool large_cave_is_flat = (ps.range(0,1) == 0); - - v3f main_direction(0,0,0); - - // Allowed route area size in nodes - v3s16 ar = central_area_size; - - // Area starting point in nodes - v3s16 of = node_min; - - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - //s16 insure = 5; // Didn't work with max_d = 20 - s16 insure = 10; - s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; - - s16 route_y_min = 0; - // Allow half a diameter + 7 over stone surface - s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; - - /*// If caves, don't go through surface too often - if(large_cave == false) - route_y_max -= ps.range(0, max_tunnel_diameter*2);*/ - - // Limit maximum to area - route_y_max = rangelim(route_y_max, 0, ar.Y-1); - - if(large_cave) - { - /*// Minimum is at y=0 - route_y_min = -of.Y - 0;*/ - // Minimum is at y=max_tunnel_diameter/4 - //route_y_min = -of.Y + max_tunnel_diameter/4; - //s16 min = -of.Y + max_tunnel_diameter/4; - //s16 min = -of.Y + 0; - s16 min = 0; - if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL) - { - min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y; - route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y; - } - route_y_min = ps.range(min, min + max_tunnel_diameter); - route_y_min = rangelim(route_y_min, 0, route_y_max); - } - - /*dstream<<"route_y_min = "<seed, p2d) / 2.0 + 0.5; - - // Find ground level - s16 surface_y = find_stone_level(vmanip, p2d, ndef); - // Handle area not found - if(surface_y == vmanip.m_area.MinEdge.Y - 1) - continue; - - MapNode addnode(c_dirt); - BiomeType bt = get_biome(data->seed, p2d); - - if(bt == BT_DESERT) - addnode = MapNode(c_desert_sand); - - if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){ - addnode = MapNode(c_sand); - } else if(mud_add_amount <= 0){ - mud_add_amount = 1 - mud_add_amount; - addnode = MapNode(c_gravel); - } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) && - surface_y + mud_add_amount <= WATER_LEVEL+2){ - addnode = MapNode(c_sand); - } - - if(bt == BT_DESERT){ - if(surface_y > 20){ - mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5); - } - } - - /* - If topmost node is grass, change it to mud. - It might be if it was flown to there from a neighboring - chunk and then converted. - */ - { - u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() == c_dirt_with_grass) - *n = MapNode(c_dirt); - } - - /* - Add mud on ground - */ - { - s16 mudcount = 0; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y<=node_max.Y; y++) - { - if(mudcount >= mud_add_amount) - break; - - MapNode &n = vmanip.m_data[i]; - n = addnode; - mudcount++; - - vmanip.m_area.add_y(em, i, 1); - } - } - - } - - }//timer1 -#endif - - /* - Add blobs of dirt and gravel underground - */ - if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL) - { - PseudoRandom pr(blockseed+983); - for(int i=0; i -32 && pr.range(0,1) == 0) - n1 = MapNode(c_dirt); - else - n1 = MapNode(c_gravel); - for(int x1=0; x1= node_min.Y) - { - - for(;; y--) - { - MapNode *n = NULL; - // Find mud - for(; y>=node_min.Y; y--) - { - n = &vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->getContent() == c_dirt || - n->getContent() == c_dirt_with_grass || - n->getContent() == c_gravel) - break; - - vmanip.m_area.add_y(em, i, -1); - } - - // Stop if out of area - //if(vmanip.m_area.contains(i) == false) - if(y < node_min.Y) - break; - - /*// If not mud, do nothing to it - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ - - if(n->getContent() == c_dirt || - n->getContent() == c_dirt_with_grass) - { - // Make it exactly mud - n->setContent(c_dirt); - - /* - Don't flow it if the stuff under it is not mud - */ - { - u32 i2 = i; - vmanip.m_area.add_y(em, i2, -1); - // Cancel if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - MapNode *n2 = &vmanip.m_data[i2]; - if(n2->getContent() != c_dirt && - n2->getContent() != c_dirt_with_grass) - continue; - } - } - - /*s16 recurse_count = 0; - mudflow_recurse:*/ - - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - - // Theck that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place - u32 i3 = i; - vmanip.m_area.add_y(em, i3, 1); - if(vmanip.m_area.contains(i3) == true - && ndef->get(vmanip.m_data[i3]).walkable) - { - continue; - } - - // Drop mud on side - - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - // Move to side - vmanip.m_area.add_p(em, i2, dirp); - // Fail if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - // Check that side is air - MapNode *n2 = &vmanip.m_data[i2]; - if(ndef->get(*n2).walkable) - continue; - // Check that under side is air - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(ndef->get(*n2).walkable) - continue; - /*// Check that under that is air (need a drop of 2) - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue;*/ - // Loop further down until not air - bool dropped_to_unknown = false; - do{ - vmanip.m_area.add_y(em, i2, -1); - n2 = &vmanip.m_data[i2]; - // if out of known area - if(vmanip.m_area.contains(i2) == false - || n2->getContent() == CONTENT_IGNORE){ - dropped_to_unknown = true; - break; - } - }while(ndef->get(*n2).walkable == false); - // Loop one up so that we're in air - vmanip.m_area.add_y(em, i2, 1); - n2 = &vmanip.m_data[i2]; - - bool old_is_water = (n->getContent() == c_water_source); - // Move mud to new place - if(!dropped_to_unknown) { - *n2 = *n; - // Set old place to be air (or water) - if(old_is_water) - *n = MapNode(c_water_source); - else - *n = MapNode(CONTENT_AIR); - } - - // Done - break; - } - } - } - } - - } - - }//timer1 -#endif - - } // Aging loop - /*********************** - END OF AGING LOOP - ************************/ - - /* - Add top and bottom side of water to transforming_liquid queue - */ - - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - bool water_found = false; - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); - for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) - { - if(y == full_node_max.Y){ - water_found = - (vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source); - } - else if(water_found == false) - { - if(vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = true; - } - } - else - { - // This can be done because water_found can only - // turn to true and end up here after going through - // a single block. - if(vmanip.m_data[i+1].getContent() != c_water_source || - vmanip.m_data[i+1].getContent() != c_lava_source) - { - v3s16 p = v3s16(p2d.X, y+1, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = false; - } - } - - vmanip.m_area.add_y(em, i, -1); - } - } - } - - /* - Grow grass - */ - - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position in 2d - v2s16 p2d = v2s16(x,z); - - /* - 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 = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); - s16 y; - // Go to ground level - for(y=node_max.Y; y>=full_node_min.Y; y--) - { - MapNode &n = vmanip.m_data[i]; - if(ndef->get(n).param_type != CPT_LIGHT - || ndef->get(n).liquid_type != LIQUID_NONE) - break; - vmanip.m_area.add_y(em, i, -1); - } - if(y >= full_node_min.Y) - surface_y = y; - else - surface_y = full_node_min.Y; - } - - u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() == c_dirt){ - // Well yeah, this can't be overground... - if(surface_y < WATER_LEVEL - 20) - continue; - n->setContent(c_dirt_with_grass); - } - } - - /* - Generate some trees - */ - assert(central_area_size.X == central_area_size.Z); - { - PseudoRandom ps (blockseed); - // Divide area into parts - s16 div = 8; - s16 sidelen = central_area_size.X / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; i node_max.Y - 6) - continue; - v3s16 p(x,y,z); - /* - Trees grow only on mud and grass - */ - { - u32 i = vmanip.m_area.index(v3s16(p)); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() != c_dirt - && n->getContent() != c_dirt_with_grass) - continue; - } - p.Y++; - // Make a tree - treegen::make_tree(vmanip, p, false, ndef, ps.next()); - } - } - } - -#if 0 - /* - Make base ground level - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) - { - // Only modify places that have no content - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) - { - // First priority: make air and water. - // This avoids caves inside water. - if(all_is_ground_except_caves == false - && val_is_ground(noisebuf_ground.get(x,y,z), - v3s16(x,y,z), data->seed) == false) - { - if(y <= WATER_LEVEL) - vmanip.m_data[i] = n_water_source; - else - vmanip.m_data[i] = n_air; - } - else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) - vmanip.m_data[i] = n_air; - else - vmanip.m_data[i] = n_stone; - } - - vmanip->m_area.add_y(em, i, 1); - } - } - } - - /* - Add mud and sand and others underground (in place of stone) - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); - for(s16 y=node_max.Y; y>=node_min.Y; y--) - { - if(vmanip.m_data[i].getContent() == c_stone) - { - if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) - { - if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = n_dirt; - else - vmanip.m_data[i] = n_sand; - } - else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) - { - if(noisebuf_ground_wetness.get(x,y,z) < -0.6) - vmanip.m_data[i] = n_gravel; - } - else if(noisebuf_ground_crumbleness.get(x,y,z) < - -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) - { - vmanip.m_data[i] = n_lava_source; - for(s16 x1=-1; x1<=1; x1++) - for(s16 y1=-1; y1<=1; y1++) - for(s16 z1=-1; z1<=1; z1++) - data->transforming_liquid.push_back( - v3s16(p2d.X+x1, y+y1, p2d.Y+z1)); - } - } - - vmanip->m_area.add_y(em, i, -1); - } - } - } - - /* - Add dungeons - */ - - //if(node_min.Y < approx_groundlevel) - //if(myrand() % 3 == 0) - //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel) - //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel) - //float dungeon_rarity = g_settings.getFloat("dungeon_rarity"); - float dungeon_rarity = 0.02; - if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0) - < dungeon_rarity - && node_min.Y < approx_groundlevel) - { - // Dungeon generator doesn't modify places which have this set - vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE - | VMANIP_FLAG_DUNGEON_PRESERVE); - - // Set all air and water to be untouchable to make dungeons open - // to caves and open air - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); - for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) - { - if(vmanip.m_data[i].getContent() == CONTENT_AIR) - vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - else if(vmanip.m_data[i].getContent() == c_water_source) - vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - vmanip->m_area.add_y(em, i, -1); - } - } - } - - PseudoRandom random(blockseed+2); - - // Add it - make_dungeon1(vmanip, random, ndef); - - // Convert some cobble to mossy cobble - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); - for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) - { - // (noisebuf not used because it doesn't contain the - // full area) - double wetness = noise3d_param( - get_ground_wetness_params(data->seed), x,y,z); - double d = noise3d_perlin((float)x/2.5, - (float)y/2.5,(float)z/2.5, - blockseed, 2, 1.4); - if(vmanip.m_data[i].getContent() == c_cobble) - { - if(d < wetness/3.0) - { - vmanip.m_data[i].setContent(c_mossycobble); - } - } - /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) - { - if(wetness > 1.2) - vmanip.m_data[i].setContent(c_dirt); - }*/ - vmanip->m_area.add_y(em, i, -1); - } - } - } - } - - /* - Add NC - */ - { - PseudoRandom ncrandom(blockseed+9324342); - if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3) - { - make_nc(vmanip, ncrandom, ndef); - } - } - - /* - Add top and bottom side of water to transforming_liquid queue - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - bool water_found = false; - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); - for(s16 y=node_max.Y; y>=node_min.Y; y--) - { - if(water_found == false) - { - if(vmanip.m_data[i].getContent() == c_water_source) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = true; - } - } - else - { - // This can be done because water_found can only - // turn to true and end up here after going through - // a single block. - if(vmanip.m_data[i+1].getContent() != c_water_source) - { - v3s16 p = v3s16(p2d.X, y+1, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = false; - } - } - - vmanip->m_area.add_y(em, i, -1); - } - } - } - - /* - If close to ground level - */ - - //if(abs(approx_ground_depth) < 30) - if(minimum_ground_depth < 5 && maximum_ground_depth > -5) - { - /* - Add grass and mud - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - bool possibly_have_sand = get_have_beach(data->seed, p2d); - bool have_sand = false; - u32 current_depth = 0; - bool air_detected = false; - bool water_detected = false; - bool have_clay = false; - - // Use fast index incrementing - s16 start_y = node_max.Y+2; - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); - for(s16 y=start_y; y>=node_min.Y-3; y--) - { - if(vmanip.m_data[i].getContent() == c_water_source) - water_detected = true; - if(vmanip.m_data[i].getContent() == CONTENT_AIR) - air_detected = true; - - if((vmanip.m_data[i].getContent() == c_stone - || vmanip.m_data[i].getContent() == c_dirt_with_grass - || vmanip.m_data[i].getContent() == c_dirt - || vmanip.m_data[i].getContent() == c_sand - || vmanip.m_data[i].getContent() == c_gravel - ) && (air_detected || water_detected)) - { - if(current_depth == 0 && y <= WATER_LEVEL+2 - && possibly_have_sand) - have_sand = true; - - if(current_depth < 4) - { - if(have_sand) - { - vmanip.m_data[i] = MapNode(c_sand); - } - #if 1 - else if(current_depth==0 && !water_detected - && y >= WATER_LEVEL && air_detected) - vmanip.m_data[i] = MapNode(c_dirt_with_grass); - #endif - else - vmanip.m_data[i] = MapNode(c_dirt); - } - else - { - if(vmanip.m_data[i].getContent() == c_dirt - || vmanip.m_data[i].getContent() == c_dirt_with_grass) - vmanip.m_data[i] = MapNode(c_stone); - } - - current_depth++; - - if(current_depth >= 8) - break; - } - else if(current_depth != 0) - break; - - vmanip->m_area.add_y(em, i, -1); - } - } - } - - /* - Calculate some stuff - */ - - float surface_humidity = surface_humidity_2d(data->seed, p2d_center); - bool is_jungle = surface_humidity > 0.75; - // Amount of trees - u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center); - if(is_jungle) - tree_count *= 5; - - /* - Add trees - */ - PseudoRandom treerandom(blockseed); - // Put trees in random places on part of division - for(u32 i=0; iseed, v2s16(x,z), 4); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - // Make sure tree fits (only trees whose starting point is - // at this block are added) - if(y < node_min.Y || y > node_max.Y) - continue; - /* - Find exact ground level - */ - v3s16 p(x,y+6,z); - bool found = false; - for(; p.Y >= y-6; p.Y--) - { - u32 i = vmanip->m_area.index(p); - MapNode *n = &vmanip->m_data[i]; - if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) - { - found = true; - break; - } - } - // If not found, handle next one - if(found == false) - continue; - - { - u32 i = vmanip->m_area.index(p); - MapNode *n = &vmanip->m_data[i]; - - if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) - continue; - - // Papyrus grows only on mud and in water - if(n->getContent() == c_dirt && y <= WATER_LEVEL) - { - p.Y++; - make_papyrus(vmanip, p, ndef); - } - // Trees grow only on mud and grass, on land - else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2) - { - p.Y++; - //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) - if(is_jungle == false) - { - bool is_apple_tree; - if(myrand_range(0,4) != 0) - is_apple_tree = false; - else - is_apple_tree = noise2d_perlin( - 0.5+(float)p.X/100, 0.5+(float)p.Z/100, - data->seed+342902, 3, 0.45) > 0.2; - make_tree(vmanip, p, is_apple_tree, ndef); - } - else - make_jungletree(vmanip, p, ndef); - } - // Cactii grow only on sand, on land - else if(n->getContent() == c_sand && y > WATER_LEVEL + 2) - { - p.Y++; - make_cactus(vmanip, p, ndef); - } - } - } - - /* - Add jungle grass - */ - if(is_jungle) - { - PseudoRandom grassrandom(blockseed); - for(u32 i=0; iseed, v2s16(x,z), 4); - if(y < WATER_LEVEL) - continue; - if(y < node_min.Y || y > node_max.Y) - continue; - /* - Find exact ground level - */ - v3s16 p(x,y+6,z); - bool found = false; - for(; p.Y >= y-6; p.Y--) - { - u32 i = vmanip->m_area.index(p); - MapNode *n = &vmanip->m_data[i]; - if(data->nodedef->get(*n).is_ground_content) - { - found = true; - break; - } - } - // If not found, handle next one - if(found == false) - continue; - p.Y++; - if(vmanip.m_area.contains(p) == false) - continue; - if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR) - continue; - /*p.Y--; - if(vmanip.m_area.contains(p)) - vmanip.m_data[vmanip.m_area.index(p)] = c_dirt; - p.Y++;*/ - if(vmanip.m_area.contains(p)) - vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass; - } - } - -#if 0 - /* - Add some kind of random stones - */ - - u32 random_stone_count = gen_area_nodes * - randomstone_amount_2d(data->seed, p2d_center); - // Put in random places on part of division - for(u32 i=0; iseed, v2s16(x,z), 1); - // Don't add under water level - /*if(y < WATER_LEVEL) - continue;*/ - // Don't add if doesn't belong to this block - if(y < node_min.Y || y > node_max.Y) - continue; - v3s16 p(x,y,z); - // Filter placement - /*{ - u32 i = vmanip->m_area.index(v3s16(p)); - MapNode *n = &vmanip->m_data[i]; - if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) - continue; - }*/ - // Will be placed one higher - p.Y++; - // Add it - make_randomstone(vmanip, p); - } -#endif - -#if 0 - /* - Add larger stones - */ - - u32 large_stone_count = gen_area_nodes * - largestone_amount_2d(data->seed, p2d_center); - //u32 large_stone_count = 1; - // Put in random places on part of division - for(u32 i=0; iseed, v2s16(x,z), 1); - // Don't add under water level - /*if(y < WATER_LEVEL) - continue;*/ - // Don't add if doesn't belong to this block - if(y < node_min.Y || y > node_max.Y) - continue; - v3s16 p(x,y,z); - // Filter placement - /*{ - u32 i = vmanip->m_area.index(v3s16(p)); - MapNode *n = &vmanip->m_data[i]; - if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) - continue; - }*/ - // Will be placed one lower - p.Y--; - // Add it - make_largestone(vmanip, p); - } -#endif - } - - /* - Add minerals - */ - - { - PseudoRandom mineralrandom(blockseed); - - /* - Add meseblocks - */ - for(s16 i=0; i 0.0) - new_content = MapNode(c_stone_with_iron); - /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(c_dirt); - else - vmanip.m_data[i] = MapNode(c_sand);*/ - } - /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) - { - }*/ - - if(new_content.getContent() != CONTENT_IGNORE) - { - for(u16 i=0; i<27; i++) - { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].getContent() == base_content) - { - if(mineralrandom.next()%sparseness == 0) - vmanip.m_data[vi] = new_content; - } - } - } - } - } - /* - Add coal - */ - //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) - //for(s16 i=0; i<50; i++) - u16 coal_amount = 30; - u16 coal_rareness = 60 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(mineralrandom.next()%coal_rareness == 0) - { - u16 a = mineralrandom.next() % 16; - u16 amount = coal_amount * a*a*a / 1000; - for(s16 i=0; i light_sources; - std::map unlight_from; - - voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, - light_sources, unlight_from); - - bool inexistent_top_provides_sunlight = !block_is_underground; - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - vmanip, a, inexistent_top_provides_sunlight, - light_sources, ndef); - // TODO: Do stuff according to bottom_sunlight_valid - - vmanip.unspreadLight(bank, unlight_from, light_sources, ndef); - - vmanip.spreadLight(bank, light_sources, ndef); - } - } -} - -#endif ///BIG COMMENT - diff --git a/src/mapgen.h b/src/mapgen.h index 911e8753..67ea9fbd 100644 --- a/src/mapgen.h +++ b/src/mapgen.h @@ -72,6 +72,11 @@ public: int water_level; bool generating; int id; + ManualMapVoxelManipulator *vm; + INodeDefManager *ndef; + + void updateLiquid(UniqueQueue *trans_liquid, v3s16 nmin, v3s16 nmax); + void updateLighting(v3s16 nmin, v3s16 nmax); virtual void makeChunk(BlockMakeData *data) {}; virtual int getGroundLevelAtPoint(v2s16 p) = 0; diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index f4366c15..b6075831 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "main.h" // For g_profiler #include "emerge.h" #include "dungeongen.h" +#include "treegen.h" #include "mapgen_v6.h" /////////////////// Mapgen V6 perlin noise default values @@ -83,15 +84,6 @@ MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) { noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y); noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y); noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y); - - map_terrain_base = noise_terrain_base->result; - map_terrain_higher = noise_terrain_higher->result; - map_steepness = noise_steepness->result; - map_height_select = noise_height_select->result; - map_trees = noise_trees->result; - map_mud = noise_mud->result; - map_beach = noise_beach->result; - map_biome = noise_biome->result; } @@ -107,162 +99,47 @@ MapgenV6::~MapgenV6() { } -/* - Some helper functions for the map generator -*/ +//////////////////////// Some helper functions for the map generator -#if 1 // Returns Y one under area minimum if not found -s16 MapgenV6::find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, - INodeDefManager *ndef) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); +s16 MapgenV6::find_ground_level(v2s16 p2d) { + v3s16 em = vm->m_area.getExtent(); + s16 y_nodes_max = vm->m_area.MaxEdge.Y; + s16 y_nodes_min = vm->m_area.MinEdge.Y; + u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y); s16 y; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; + + for (y = y_nodes_max; y >= y_nodes_min; y--) { + MapNode &n = vm->m_data[i]; if(ndef->get(n).walkable) break; - vmanip.m_area.add_y(em, i, -1); + vm->m_area.add_y(em, i, -1); } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; + return (y >= y_nodes_min) ? y : y_nodes_min - 1; } // Returns Y one under area minimum if not found -s16 MapgenV6::find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, - INodeDefManager *ndef) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); +s16 MapgenV6::find_stone_level(v2s16 p2d) { + v3s16 em = vm->m_area.getExtent(); + s16 y_nodes_max = vm->m_area.MaxEdge.Y; + s16 y_nodes_min = vm->m_area.MinEdge.Y; + u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y); s16 y; - content_t c_stone = ndef->getId("mapgen_stone"); - content_t c_desert_stone = ndef->getId("mapgen_desert_stone"); - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; + + for (y = y_nodes_max; y >= y_nodes_min; y--) { + MapNode &n = vm->m_data[i]; content_t c = n.getContent(); - if(c != CONTENT_IGNORE && ( - c == c_stone || c == c_desert_stone)) + if (c != CONTENT_IGNORE && ( + c == c_stone || c == c_desert_stone)) break; - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; -} -#endif - -void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, - bool is_apple_tree, INodeDefManager *ndef) -{ - MapNode treenode(ndef->getId("mapgen_tree")); - MapNode leavesnode(ndef->getId("mapgen_leaves")); - MapNode applenode(ndef->getId("mapgen_apple")); - - s16 trunk_h = myrand_range(4, 5); - v3s16 p1 = p0; - for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); - Buffer leaves_d(leaves_a.getVolume()); - for(s32 i=0; im_area.add_y(em, i, -1); } + return (y >= y_nodes_min) ? y : y_nodes_min - 1; } -/* - Noise functions. Make sure seed is mangled differently in each one. -*/ - - -// Amount of trees per area in nodes -double MapgenV6::tree_amount_2d(u64 seed, v2s16 p) -{ - /*double noise = noise2d_perlin( - 0.5+(float)p.X/125, 0.5+(float)p.Y/125, - seed+2, 4, 0.66);*/ - double noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)]; - double zeroval = -0.39; - if(noise < zeroval) - return 0; - else - return 0.04 * (noise-zeroval) / (1.0-zeroval); -} - // Required by mapgen.h bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) { @@ -278,105 +155,125 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) } -double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p) -{ - if (flags & MG_FLAT) - return water_level; - - int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); +//////////////////////// Base terrain height functions - // The base ground level - /*double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT - + 20. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+82341, 5, 0.6);*/ - double base = water_level + map_terrain_base[index]; +float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, + float steepness, float height_select) { + float base = water_level + terrain_base; + float higher = water_level + terrain_higher; - // Higher ground level - /*double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+85039, 5, 0.6);*/ - double higher = water_level + map_terrain_higher[index]; - - // Limit higher to at least base + // Limit higher ground level to at least base if(higher < base) higher = base; // Steepness factor of cliffs - /*double b = 0.85 + 0.5 * noise2d_perlin( - 0.5+(float)p.X/125., 0.5+(float)p.Y/125., - seed-932, 5, 0.7);*/ - double b = map_steepness[index]; + float b = steepness; b = rangelim(b, 0.0, 1000.0); - b = pow(b, 7); - b *= 5; + b = 5 * b * b * b * b * b * b * b; b = rangelim(b, 0.5, 1000.0); // Values 1.5...100 give quite horrible looking slopes - if(b > 1.5 && b < 100.0){ - if(b < 10.0) - b = 1.5; - else - b = 100.0; - } + if (b > 1.5 && b < 100.0) + b = (b < 10.0) ? 1.5 : 100.0; - // Offset to more low - double a_off = -0.20; + float a_off = -0.20; // Offset to more low + float a = 0.5 + b * (a_off + height_select); + a = rangelim(a, 0.0, 1.0); // Limit + + return base * (1.0 - a) + higher * a; +} - // High/low selector - /*double a = (double)0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+4213, 5, 0.69));*/ - double a = 0.5 + b * (a_off + map_height_select[index]); - // Limit - a = rangelim(a, 0.0, 1.0); +float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) { + if (flags & MG_FLAT) + return water_level; + + float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np, + p.X, 0.5, p.Y, 0.5, seed); + float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np, + p.X, 0.5, p.Y, 0.5, seed); + float steepness = NoisePerlin2DPosOffset(noise_steepness->np, + p.X, 0.5, p.Y, 0.5, seed); + float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np, + p.X, 0.5, p.Y, 0.5, seed); + + return baseTerrainLevel(terrain_base, terrain_higher, + steepness, height_select); +} - double h = base*(1.0-a) + higher*a; - return h; +float MapgenV6::baseTerrainLevelFromMap(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return baseTerrainLevelFromMap(index); } -double MapgenV6::baseRockLevelFromNoise(v2s16 p) { + +float MapgenV6::baseTerrainLevelFromMap(int index) { if (flags & MG_FLAT) return water_level; - double base = water_level + - NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed); - double higher = water_level + - NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed); + float terrain_base = noise_terrain_base->result[index]; + float terrain_higher = noise_terrain_higher->result[index]; + float steepness = noise_steepness->result[index]; + float height_select = noise_height_select->result[index]; + + return baseTerrainLevel(terrain_base, terrain_higher, + steepness, height_select); +} - if (higher < base) - higher = base; - double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed); - b = rangelim(b, 0.0, 1000.0); - b = b*b*b*b*b*b*b; - b *= 5; - b = rangelim(b, 0.5, 1000.0); +s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { + return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; +} - if(b > 1.5 && b < 100.0){ - if(b < 10.0) - b = 1.5; - else - b = 100.0; - } - - double a_off = -0.20; - double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset( - noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed)); - a = rangelim(a, 0.0, 1.0); - return base * (1.0 - a) + higher * a; +int MapgenV6::getGroundLevelAtPoint(v2s16 p) { + return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; } -s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) +//////////////////////// Noise functions + +float MapgenV6::getTreeAmount(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getTreeAmount(index); +} + + +float MapgenV6::getMudAmount(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getMudAmount(index); +} + + +bool MapgenV6::getHaveBeach(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getHaveBeach(index); +} + + +BiomeType MapgenV6::getBiome(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getBiome(index, p); +} + + +float MapgenV6::getTreeAmount(int index) { - return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; + /*double noise = noise2d_perlin( + 0.5+(float)p.X/125, 0.5+(float)p.Y/125, + seed+2, 4, 0.66);*/ + + float noise = noise_trees->result[index]; + float zeroval = -0.39; + if (noise < zeroval) + return 0; + else + return 0.04 * (noise-zeroval) / (1.0-zeroval); } -double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p) + +float MapgenV6::getMudAmount(int index) { if (flags & MG_FLAT) return AVERAGE_MUD_AMOUNT; @@ -384,39 +281,42 @@ double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p) /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin( 0.5+(float)p.X/200, 0.5+(float)p.Y/200, seed+91013, 3, 0.55));*/ - int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); - return map_mud[index]; + + return noise_mud->result[index]; } -bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d) + +bool MapgenV6::getHaveBeach(int index) { // Determine whether to have sand here /*double sandnoise = noise2d_perlin( 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250, seed+59420, 3, 0.50);*/ - int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X); - double sandnoise = map_beach[index]; - + + float sandnoise = noise_beach->result[index]; return (sandnoise > freq_beach); } -BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d) + +BiomeType MapgenV6::getBiome(int index, v2s16 p) { // Just do something very simple as for now /*double d = noise2d_perlin( 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250, seed+9130, 3, 0.50);*/ - int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X); - double d = map_biome[index]; - if(d > freq_desert) + + float d = noise_biome->result[index]; + if (d > freq_desert) return BT_DESERT; - if (flags & MGV6_BIOME_BLEND) { - if(d > freq_desert - 0.10 && - (noise2d(p2d.X, p2d.Y, seed) + 1.0) > (freq_desert - d) * 20.0) - return BT_DESERT; - } + + if ((flags & MGV6_BIOME_BLEND) && + (d > freq_desert - 0.10) && + ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0)) + return BT_DESERT; + return BT_NORMAL; -}; +} + u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) { @@ -425,275 +325,548 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) } -int MapgenV6::getGroundLevelAtPoint(v2s16 p) { - return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; -} - -#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 - -void MapgenV6::makeChunk(BlockMakeData *data) -{ - this->generating = true; +//////////////////////// Map generator +void MapgenV6::makeChunk(BlockMakeData *data) { assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && - data->blockpos_requested.Y >= data->blockpos_min.Y && - data->blockpos_requested.Z >= data->blockpos_min.Z); + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && - data->blockpos_requested.Y <= data->blockpos_max.Y && - data->blockpos_requested.Z <= data->blockpos_max.Z); - - INodeDefManager *ndef = data->nodedef; - - // Hack: use minimum block coordinates for old code that assumes - // a single block + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; + + // Hack: use minimum block coords for old code that assumes a single block v3s16 blockpos = data->blockpos_requested; - - /*dstream<<"makeBlock(): ("<blockpos_min; v3s16 blockpos_max = data->blockpos_max; v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1); v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); - ManualMapVoxelManipulator &vmanip = *(data->vmanip); // Area of central chunk node_min = blockpos_min*MAP_BLOCKSIZE; node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); + // Full allocated area - v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; - v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); + full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; + full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); + + central_area_size = node_max - node_min + v3s16(1,1,1); + assert(central_area_size.X == central_area_size.Z); - v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); + int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) + * (blockpos_max.Y - blockpos_min.Y + 1) + * (blockpos_max.Z - blockpos_max.Z + 1); + + volume_nodes = volume_blocks * + MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; + + // Create a block-specific seed + blockseed = get_blockseed(data->seed, full_node_min); + + // Make some noise + calculateNoise(); + + c_stone = ndef->getId("mapgen_stone"); + c_dirt = ndef->getId("mapgen_dirt"); + c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); + c_sand = ndef->getId("mapgen_sand"); + c_water_source = ndef->getId("mapgen_water_source"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_gravel = ndef->getId("mapgen_gravel"); + c_cobble = ndef->getId("mapgen_cobble"); + c_desert_sand = ndef->getId("mapgen_desert_sand"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + if (c_desert_sand == CONTENT_IGNORE) + c_desert_sand = c_sand; + if (c_desert_stone == CONTENT_IGNORE) + c_desert_stone = c_stone; + + // Maximum height of the stone surface and obstacles. + // This is used to guide the cave generation + s16 stone_surface_max_y; + + // Generate general ground level to full area + stone_surface_max_y = generateGround(); const s16 max_spread_amount = MAP_BLOCKSIZE; + // Limit dirt flow area by 1 because mud is flown into neighbors. + s16 mudflow_minpos = -max_spread_amount + 1; + s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2; - int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) - * (blockpos_max.Y - blockpos_min.Y + 1) - * (blockpos_max.Z - blockpos_max.Z + 1); - - int volume_nodes = volume_blocks * - MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; - - // Generated surface area - //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; - - // Horribly wrong heuristic, but better than nothing - bool block_is_underground = (water_level > node_max.Y); - - /* - Create a block-specific seed - */ - u32 blockseed = get_blockseed(data->seed, full_node_min); - - /* - Make some noise - */ - { - int x = node_min.X; - int z = node_min.Z; - - // Need to adjust for the original implementation's +.5 offset... - if (!(flags & MG_FLAT)) { - noise_terrain_base->perlinMap2D( - x + 0.5 * noise_terrain_base->np->spread.X, - z + 0.5 * noise_terrain_base->np->spread.Z); - noise_terrain_base->transformNoiseMap(); - - noise_terrain_higher->perlinMap2D( - x + 0.5 * noise_terrain_higher->np->spread.X, - z + 0.5 * noise_terrain_higher->np->spread.Z); - noise_terrain_higher->transformNoiseMap(); - - noise_steepness->perlinMap2D( - x + 0.5 * noise_steepness->np->spread.X, - z + 0.5 * noise_steepness->np->spread.Z); - noise_steepness->transformNoiseMap(); - - noise_height_select->perlinMap2D( - x + 0.5 * noise_height_select->np->spread.X, - z + 0.5 * noise_height_select->np->spread.Z); - } - + // Loop this part, it will make stuff look older and newer nicely + const u32 age_loops = 2; + for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop + // Make caves (this code is relatively horrible) + if (flags & MG_CAVES) + generateCaves(stone_surface_max_y); + + // Add mud to the central chunk + addMud(); + + // Add blobs of dirt and gravel underground + addDirtGravelBlobs(); + + // Flow mud away from steep edges + flowMud(mudflow_minpos, mudflow_maxpos); + + } + + // Add dungeons + if (flags & MG_DUNGEONS) { + DungeonGen dgen(ndef, data->seed, water_level); + dgen.generate(vm, blockseed, full_node_min, full_node_max); + } + + // Add top and bottom side of water to transforming_liquid queue + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + + // Grow grass + growGrass(); + + // Generate some trees + if (flags & MG_TREES) + placeTrees(); + + // Calculate lighting + updateLighting(node_min, node_max); + + this->generating = false; +} + + +void MapgenV6::calculateNoise() { + int x = node_min.X; + int z = node_min.Z; + + // Need to adjust for the original implementation's +.5 offset... + if (!(flags & MG_FLAT)) { + noise_terrain_base->perlinMap2D( + x + 0.5 * noise_terrain_base->np->spread.X, + z + 0.5 * noise_terrain_base->np->spread.Z); + noise_terrain_base->transformNoiseMap(); + + noise_terrain_higher->perlinMap2D( + x + 0.5 * noise_terrain_higher->np->spread.X, + z + 0.5 * noise_terrain_higher->np->spread.Z); + noise_terrain_higher->transformNoiseMap(); + + noise_steepness->perlinMap2D( + x + 0.5 * noise_steepness->np->spread.X, + z + 0.5 * noise_steepness->np->spread.Z); + noise_steepness->transformNoiseMap(); + + noise_height_select->perlinMap2D( + x + 0.5 * noise_height_select->np->spread.X, + z + 0.5 * noise_height_select->np->spread.Z); + } + + if (flags & MG_TREES) { noise_trees->perlinMap2D( x + 0.5 * noise_trees->np->spread.X, z + 0.5 * noise_trees->np->spread.Z); - - if (!(flags & MG_FLAT)) { - noise_mud->perlinMap2D( - x + 0.5 * noise_mud->np->spread.X, - z + 0.5 * noise_mud->np->spread.Z); - noise_mud->transformNoiseMap(); - } - noise_beach->perlinMap2D( - x + 0.2 * noise_beach->np->spread.X, - z + 0.7 * noise_beach->np->spread.Z); - - noise_biome->perlinMap2D( - x + 0.6 * noise_biome->np->spread.X, - z + 0.2 * noise_biome->np->spread.Z); } + + if (!(flags & MG_FLAT)) { + noise_mud->perlinMap2D( + x + 0.5 * noise_mud->np->spread.X, + z + 0.5 * noise_mud->np->spread.Z); + noise_mud->transformNoiseMap(); + } + noise_beach->perlinMap2D( + x + 0.2 * noise_beach->np->spread.X, + z + 0.7 * noise_beach->np->spread.Z); + noise_biome->perlinMap2D( + x + 0.6 * noise_biome->np->spread.X, + z + 0.2 * noise_biome->np->spread.Z); +} - /* - Cache some ground type values for speed - */ -// Creates variables c_name=id and n_name=node -#define CONTENT_VARIABLE(ndef, name)\ - content_t c_##name = ndef->getId("mapgen_" #name);\ - MapNode n_##name(c_##name); -// Default to something else if was CONTENT_IGNORE -#define CONTENT_VARIABLE_FALLBACK(name, dname)\ - if(c_##name == CONTENT_IGNORE){\ - c_##name = c_##dname;\ - n_##name = n_##dname;\ +int MapgenV6::generateGround() { + //TimeTaker timer1("Generating ground level"); + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone), n_desert_stone(c_desert_stone); + int stone_surface_max_y = -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++) { + // Surface height + s16 surface_y = (s16)baseTerrainLevelFromMap(index); + + // Log it + if (surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + + BiomeType bt = getBiome(index, v2s16(x, z)); + + // Fill ground with stone + v3s16 em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(x, node_min.Y, z); + for (s16 y = node_min.Y; y <= node_max.Y; y++) { + if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + if (y <= surface_y) { + vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? + n_desert_stone : n_stone; + } else if (y <= water_level) { + vm->m_data[i] = n_water_source; + } else { + vm->m_data[i] = n_air; + } + } + vm->m_area.add_y(em, i, 1); + } } + + return stone_surface_max_y; +} - CONTENT_VARIABLE(ndef, stone); - CONTENT_VARIABLE(ndef, air); - CONTENT_VARIABLE(ndef, water_source); - CONTENT_VARIABLE(ndef, dirt); - CONTENT_VARIABLE(ndef, sand); - CONTENT_VARIABLE(ndef, gravel); - CONTENT_VARIABLE(ndef, clay); - CONTENT_VARIABLE(ndef, lava_source); - CONTENT_VARIABLE(ndef, cobble); - CONTENT_VARIABLE(ndef, mossycobble); - CONTENT_VARIABLE(ndef, dirt_with_grass); - CONTENT_VARIABLE(ndef, junglegrass); - CONTENT_VARIABLE(ndef, stone_with_coal); - CONTENT_VARIABLE(ndef, stone_with_iron); - CONTENT_VARIABLE(ndef, mese); - CONTENT_VARIABLE(ndef, desert_sand); - CONTENT_VARIABLE_FALLBACK(desert_sand, sand); - CONTENT_VARIABLE(ndef, desert_stone); - CONTENT_VARIABLE_FALLBACK(desert_stone, stone); - // Maximum height of the stone surface and obstacles. - // This is used to guide the cave generation - s16 stone_surface_max_y = 0; +void MapgenV6::addMud() { + // 15ms @cs=8 + //TimeTaker timer1("add mud"); + MapNode n_dirt(c_dirt), n_gravel(c_gravel); + MapNode n_sand(c_sand), n_desert_sand(c_desert_sand); + MapNode addnode; + + 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++) { + // Randomize mud amount + s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5; - /* - Generate general ground level to full area - */ - { -#if 1 - TimeTaker timer1("Generating ground level"); + // Find ground level + s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this! + + // Handle area not found + if (surface_y == vm->m_area.MinEdge.Y - 1) + continue; + + BiomeType bt = getBiome(index, v2s16(x, z)); + addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt; - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d = v2s16(x,z); + if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) { + addnode = n_sand; + } else if (mud_add_amount <= 0) { + mud_add_amount = 1 - mud_add_amount; + addnode = n_gravel; + } else if (bt == BT_NORMAL && getHaveBeach(index) && + surface_y + mud_add_amount <= water_level + 2) { + addnode = n_sand; + } - /* - Skip of already generated - */ - /*{ - v3s16 p(p2d.X, node_min.Y, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - }*/ + if (bt == BT_DESERT && surface_y > 20) + mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5); + + // If topmost node is grass, change it to mud. It might be if it was + // flown to there from a neighboring chunk and then converted. + u32 i = vm->m_area.index(x, surface_y, z); + if (vm->m_data[i].getContent() == c_dirt_with_grass) + vm->m_data[i] = n_dirt; + + // Add mud on ground + s16 mudcount = 0; + v3s16 em = vm->m_area.getExtent(); + s16 y_start = surface_y + 1; + i = vm->m_area.index(x, y_start, z); + for (s16 y = y_start; y <= node_max.Y; y++) { + if (mudcount >= mud_add_amount) + break; - // Ground height at this point - float surface_y_f = 0.0; + vm->m_data[i] = addnode; + mudcount++; - // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(data->seed, p2d); + vm->m_area.add_y(em, i, 1); + } + } +} - /*// Experimental stuff - { - float a = highlands_level_2d(data->seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ - // Convert to integer - s16 surface_y = (s16)surface_y_f; +void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { + // 340ms @cs=8 + TimeTaker timer1("flow mud"); - // Log it - if(surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; + // Iterate a few times + for(s16 k = 0; k < 3; k++) { + for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++) + for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) { + // Invert coordinates every 2nd iteration + if (k % 2 == 0) { + x = mudflow_maxpos - (x - mudflow_minpos); + z = mudflow_maxpos - (z - mudflow_minpos); + } - BiomeType bt = get_biome(data->seed, p2d); - /* - Fill ground with stone - */ - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) + // Node position in 2d + v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z); + + v3s16 em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y); + s16 y = node_max.Y; + + while(y >= node_min.Y) + { + + for(;; y--) { - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){ - if(y <= surface_y){ - if(y > water_level && bt == BT_DESERT) - vmanip.m_data[i] = n_desert_stone; + MapNode *n = NULL; + // Find mud + for(; y >= node_min.Y; y--) { + n = &vm->m_data[i]; + if (n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass || + n->getContent() == c_gravel) + break; + + vm->m_area.add_y(em, i, -1); + } + + // Stop if out of area + //if(vmanip.m_area.contains(i) == false) + if (y < node_min.Y) + break; + + if (n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass) + { + // Make it exactly mud + n->setContent(c_dirt); + + // Don't flow it if the stuff under it is not mud + { + u32 i2 = i; + vm->m_area.add_y(em, i2, -1); + // Cancel if out of area + if(vm->m_area.contains(i2) == false) + continue; + MapNode *n2 = &vm->m_data[i2]; + if (n2->getContent() != c_dirt && + n2->getContent() != c_dirt_with_grass) + continue; + } + } + + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + + // Check that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + vm->m_area.add_y(em, i3, 1); + if (vm->m_area.contains(i3) == true && + ndef->get(vm->m_data[i3]).walkable) + continue; + + // Drop mud on side + for(u32 di=0; di<4; di++) { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + vm->m_area.add_p(em, i2, dirp); + // Fail if out of area + if (vm->m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &vm->m_data[i2]; + if (ndef->get(*n2).walkable) + continue; + // Check that under side is air + vm->m_area.add_y(em, i2, -1); + if (vm->m_area.contains(i2) == false) + continue; + n2 = &vm->m_data[i2]; + if (ndef->get(*n2).walkable) + continue; + // Loop further down until not air + bool dropped_to_unknown = false; + do { + vm->m_area.add_y(em, i2, -1); + n2 = &vm->m_data[i2]; + // if out of known area + if(vm->m_area.contains(i2) == false || + n2->getContent() == CONTENT_IGNORE) { + dropped_to_unknown = true; + break; + } + } while (ndef->get(*n2).walkable == false); + // Loop one up so that we're in air + vm->m_area.add_y(em, i2, 1); + n2 = &vm->m_data[i2]; + + bool old_is_water = (n->getContent() == c_water_source); + // Move mud to new place + if (!dropped_to_unknown) { + *n2 = *n; + // Set old place to be air (or water) + if(old_is_water) + *n = MapNode(c_water_source); else - vmanip.m_data[i] = n_stone; - } else if(y <= water_level){ - vmanip.m_data[i] = MapNode(c_water_source); - } else { - vmanip.m_data[i] = MapNode(c_air); + *n = MapNode(CONTENT_AIR); } + + // Done + break; } - vmanip.m_area.add_y(em, i, 1); + } } } } -#endif +} - }//timer1 - // Limit dirt flow area by 1 because mud is flown into neighbors. - assert(central_area_size.X == central_area_size.Z); - s16 mudflow_minpos = 0-max_spread_amount+1; - s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2; +void MapgenV6::addDirtGravelBlobs() { + if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL) + return; + + PseudoRandom pr(blockseed + 983); + for (int i = 0; i < volume_nodes/10/10/10; i++) { + bool only_fill_cave = (myrand_range(0,1) != 0); + v3s16 size( + pr.range(1, 8), + pr.range(1, 8), + pr.range(1, 8) + ); + v3s16 p0( + pr.range(node_min.X, node_max.X) - size.X / 2, + pr.range(node_min.Y, node_max.Y) - size.Y / 2, + pr.range(node_min.Z, node_max.Z) - size.Z / 2 + ); + + MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel); + for (int z1 = 0; z1 < size.Z; z1++) + for (int y1 = 0; y1 < size.Y; y1++) + for (int x1 = 0; x1 < size.X; x1++) { + v3s16 p = p0 + v3s16(x1, y1, z1); + u32 i = vm->m_area.index(p); + if (!vm->m_area.contains(i)) + continue; + // Cancel if not stone and not cave air + if (vm->m_data[i].getContent() != c_stone && + !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) + continue; + if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) + continue; + vm->m_data[i] = n1; + } + } +} - /* - Loop this part, it will make stuff look older and newer nicely - */ - /*double cave_amount = 6.0 + 6.0 * noise2d_perlin( - 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250, - data->seed+34329, 3, 0.50);*/ +void MapgenV6::placeTrees() { + // Divide area into parts + s16 div = 8; + s16 sidelen = central_area_size.X / div; + double area = sidelen * sidelen; + + for (s16 z0 = 0; z0 < div; z0++) + for (s16 x0 = 0; x0 < div; x0++) { + // Center position of part of division + v2s16 p2d_center( + node_min.X + sidelen / 2 + sidelen * x0, + node_min.Z + sidelen / 2 + sidelen * z0 + ); + // Minimum edge of part of division + v2s16 p2d_min( + node_min.X + sidelen * x0, + node_min.Z + sidelen * z0 + ); + // Maximum edge of part of division + v2s16 p2d_max( + node_min.X + sidelen + sidelen * x0 - 1, + node_min.Z + sidelen + sidelen * z0 - 1 + ); + // Amount of trees + u32 tree_count = area * getTreeAmount(p2d_center); /////////////optimize this! + // Put trees in random places on part of division + for (u32 i = 0; i < tree_count; i++) { + s16 x = myrand_range(p2d_min.X, p2d_max.X); + s16 z = myrand_range(p2d_min.Y, p2d_max.Y); + s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this! + // Don't make a tree under water level + // Don't make a tree so high that it doesn't fit + if(y < water_level || y > node_max.Y - 6) + continue; + + v3s16 p(x,y,z); + // Trees grow only on mud and grass + { + u32 i = vm->m_area.index(p); + MapNode *n = &vm->m_data[i]; + if (n->getContent() != c_dirt && + n->getContent() != c_dirt_with_grass) + continue; + } + p.Y++; + // Make a tree + treegen::make_tree(*vm, p, false, ndef, myrand()); + } + } +} - double cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, data->seed); - const u32 age_loops = 2; - for(u32 i_age=0; i_agem_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 >= full_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; + vm->m_area.add_y(em, i, -1); + } + surface_y = (y >= full_node_min.Y) ? y : full_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); + } +} + + +void MapgenV6::generateCaves(int max_stone_y) { // 24ms @cs=8 //TimeTaker timer1("caves"); + + /*double cave_amount = 6.0 + 6.0 * noise2d_perlin( + 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250, + data->seed+34329, 3, 0.50);*/ + const s16 max_spread_amount = MAP_BLOCKSIZE; + float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); - /* - Make caves (this code is relatively horrible) - */ cave_amount = MYMAX(0.0, cave_amount); u32 caves_count = cave_amount * volume_nodes / 50000; u32 bruises_count = 1; - PseudoRandom ps(blockseed+21343); - PseudoRandom ps2(blockseed+1032); - if(ps.range(1, 6) == 1) + PseudoRandom ps(blockseed + 21343); + PseudoRandom ps2(blockseed + 1032); + + if (ps.range(1, 6) == 1) bruises_count = ps.range(0, ps.range(0, 2)); - if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_DESERT){ - caves_count /= 3; + + if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) { + caves_count /= 3; bruises_count /= 3; } - for(u32 jj=0; jjseed, v2s16(node_min.X, node_min.Z)) + base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2); @@ -728,13 +901,13 @@ void MapgenV6::makeChunk(BlockMakeData *data) // Allow a bit more //(this should be more than the maximum radius of the tunnel) s16 insure = 10; - s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; + s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; s16 route_y_min = 0; // Allow half a diameter + 7 over stone surface - s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; + s16 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter/2 + 7; // Limit maximum to area route_y_max = rangelim(route_y_max, 0, ar.Y-1); @@ -881,9 +1054,9 @@ void MapgenV6::makeChunk(BlockMakeData *data) /*// Make better floors in small caves if(y0 <= -rs/2 && rs<=7) continue;*/ - if(large_cave_is_flat){ + if (large_cave_is_flat) { // Make large caves not so tall - if(rs > 7 && abs(y0) >= rs/3) + if (rs > 7 && abs(y0) >= rs/3) continue; } @@ -893,551 +1066,44 @@ void MapgenV6::makeChunk(BlockMakeData *data) v3s16 p(x,y,z); p += of; - if(vmanip.m_area.contains(p) == false) + if(vm->m_area.contains(p) == false) continue; - u32 i = vmanip.m_area.index(p); + u32 i = vm->m_area.index(p); - if(large_cave) - { - if(full_node_min.Y < water_level && - full_node_max.Y > water_level){ - if(p.Y <= water_level) - vmanip.m_data[i] = waternode; + if(large_cave) { + if (full_node_min.Y < water_level && + full_node_max.Y > water_level) { + if (p.Y <= water_level) + vm->m_data[i] = waternode; else - vmanip.m_data[i] = airnode; - } else if(full_node_max.Y < water_level){ - if(p.Y < startp.Y - 2) - vmanip.m_data[i] = lavanode; + vm->m_data[i] = airnode; + } else if (full_node_max.Y < water_level) { + if (p.Y < startp.Y - 2) + vm->m_data[i] = lavanode; else - vmanip.m_data[i] = airnode; + vm->m_data[i] = airnode; } else { - vmanip.m_data[i] = airnode; + vm->m_data[i] = airnode; } } else { // Don't replace air or water or lava or ignore - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE || - vmanip.m_data[i].getContent() == CONTENT_AIR || - vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source) + if (vm->m_data[i].getContent() == CONTENT_IGNORE || + vm->m_data[i].getContent() == CONTENT_AIR || + vm->m_data[i].getContent() == c_water_source || + vm->m_data[i].getContent() == c_lava_source) continue; - vmanip.m_data[i] = airnode; + vm->m_data[i] = airnode; // Set tunnel flag - vmanip.m_flags[i] |= VMANIP_FLAG_CAVE; + vm->m_flags[i] |= VMANIP_FLAG_CAVE; } } } } } - orp = rp; } - - } - - }//timer1 -#endif - -#if 1 - { - // 15ms @cs=8 - TimeTaker timer1("add mud"); - - /* - Add mud to the central chunk - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position in 2d - v2s16 p2d = v2s16(x,z); - - // Randomize mud amount - s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5; - - // Find ground level - s16 surface_y = find_stone_level(vmanip, p2d, ndef); - // Handle area not found - if(surface_y == vmanip.m_area.MinEdge.Y - 1) - continue; - - MapNode addnode(c_dirt); - BiomeType bt = get_biome(data->seed, p2d); - - if(bt == BT_DESERT) - addnode = MapNode(c_desert_sand); - - if(bt == BT_DESERT && surface_y + mud_add_amount <= water_level+1){ - addnode = MapNode(c_sand); - } else if(mud_add_amount <= 0){ - mud_add_amount = 1 - mud_add_amount; - addnode = MapNode(c_gravel); - } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) && - surface_y + mud_add_amount <= water_level+2){ - addnode = MapNode(c_sand); - } - - if(bt == BT_DESERT){ - if(surface_y > 20){ - mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5); - } - } - - /* - If topmost node is grass, change it to mud. - It might be if it was flown to there from a neighboring - chunk and then converted. - */ - { - u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() == c_dirt_with_grass) - *n = MapNode(c_dirt); - } - - /* - Add mud on ground - */ - { - s16 mudcount = 0; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y<=node_max.Y; y++) - { - if(mudcount >= mud_add_amount) - break; - - MapNode &n = vmanip.m_data[i]; - n = addnode; - mudcount++; - - vmanip.m_area.add_y(em, i, 1); - } - } - - } - - }//timer1 -#endif - - /* - Add blobs of dirt and gravel underground - */ - if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) - { - PseudoRandom pr(blockseed+983); - for(int i=0; i -32 && pr.range(0,1) == 0) - n1 = MapNode(c_dirt); - else - n1 = MapNode(c_gravel); - for(int x1=0; x1= node_min.Y) - { - - for(;; y--) - { - MapNode *n = NULL; - // Find mud - for(; y>=node_min.Y; y--) - { - n = &vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->getContent() == c_dirt || - n->getContent() == c_dirt_with_grass || - n->getContent() == c_gravel) - break; - - vmanip.m_area.add_y(em, i, -1); - } - - // Stop if out of area - //if(vmanip.m_area.contains(i) == false) - if(y < node_min.Y) - break; - - /*// If not mud, do nothing to it - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ - - if(n->getContent() == c_dirt || - n->getContent() == c_dirt_with_grass) - { - // Make it exactly mud - n->setContent(c_dirt); - - /* - Don't flow it if the stuff under it is not mud - */ - { - u32 i2 = i; - vmanip.m_area.add_y(em, i2, -1); - // Cancel if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - MapNode *n2 = &vmanip.m_data[i2]; - if(n2->getContent() != c_dirt && - n2->getContent() != c_dirt_with_grass) - continue; - } - } - - /*s16 recurse_count = 0; - mudflow_recurse:*/ - - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - - // Theck that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place - u32 i3 = i; - vmanip.m_area.add_y(em, i3, 1); - if(vmanip.m_area.contains(i3) == true - && ndef->get(vmanip.m_data[i3]).walkable) - { - continue; - } - - // Drop mud on side - - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - // Move to side - vmanip.m_area.add_p(em, i2, dirp); - // Fail if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - // Check that side is air - MapNode *n2 = &vmanip.m_data[i2]; - if(ndef->get(*n2).walkable) - continue; - // Check that under side is air - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(ndef->get(*n2).walkable) - continue; - /*// Check that under that is air (need a drop of 2) - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue;*/ - // Loop further down until not air - bool dropped_to_unknown = false; - do{ - vmanip.m_area.add_y(em, i2, -1); - n2 = &vmanip.m_data[i2]; - // if out of known area - if(vmanip.m_area.contains(i2) == false - || n2->getContent() == CONTENT_IGNORE){ - dropped_to_unknown = true; - break; - } - }while(ndef->get(*n2).walkable == false); - // Loop one up so that we're in air - vmanip.m_area.add_y(em, i2, 1); - n2 = &vmanip.m_data[i2]; - - bool old_is_water = (n->getContent() == c_water_source); - // Move mud to new place - if(!dropped_to_unknown) { - *n2 = *n; - // Set old place to be air (or water) - if(old_is_water) - *n = MapNode(c_water_source); - else - *n = MapNode(CONTENT_AIR); - } - - // Done - break; - } - } - } - } - - } - - }//timer1 -#endif - - } // Aging loop - /*********************** - END OF AGING LOOP - ************************/ - - /* - Add dungeons - */ - if (flags & MG_DUNGEONS) { - DungeonGen dgen(ndef, data->seed, water_level); - dgen.generate(&vmanip, blockseed, full_node_min, full_node_max); - } - - /* - Add top and bottom side of water to transforming_liquid queue - */ - - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - bool water_found = false; - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); - for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) - { - if(y == full_node_max.Y){ - water_found = - (vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source); - } - else if(water_found == false) - { - if(vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = true; - } - } - else - { - // This can be done because water_found can only - // turn to true and end up here after going through - // a single block. - if(vmanip.m_data[i+1].getContent() != c_water_source || - vmanip.m_data[i+1].getContent() != c_lava_source) - { - v3s16 p = v3s16(p2d.X, y+1, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = false; - } - } - - vmanip.m_area.add_y(em, i, -1); - } - } - } - - /* - Grow grass - */ - - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position in 2d - v2s16 p2d = v2s16(x,z); - - /* - 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 = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); - s16 y; - // Go to ground level - for(y=node_max.Y; y>=full_node_min.Y; y--) - { - MapNode &n = vmanip.m_data[i]; - if(ndef->get(n).param_type != CPT_LIGHT - || ndef->get(n).liquid_type != LIQUID_NONE) - break; - vmanip.m_area.add_y(em, i, -1); - } - if(y >= full_node_min.Y) - surface_y = y; - else - surface_y = full_node_min.Y; - } - - u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() == c_dirt){ - // Well yeah, this can't be overground... - if(surface_y < water_level - 20) - continue; - n->setContent(c_dirt_with_grass); - } } - - /* - Generate some trees - */ - assert(central_area_size.X == central_area_size.Z); - if (flags & MG_TREES) { - // Divide area into parts - s16 div = 8; - s16 sidelen = central_area_size.X / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; i node_max.Y - 6) - continue; - v3s16 p(x,y,z); - /* - Trees grow only on mud and grass - */ - { - u32 i = vmanip.m_area.index(v3s16(p)); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() != c_dirt - && n->getContent() != c_dirt_with_grass) - continue; - } - p.Y++; - // Make a tree - make_tree(vmanip, p, false, ndef); - } - } - } - - - /* - Calculate lighting - */ - { - ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", - SPT_AVG); - //VoxelArea a(node_min, node_max); - VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE, - node_max+v3s16(1,0,1)*MAP_BLOCKSIZE); - /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2, - node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/ - enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT}; - for(int i=0; i<2; i++) - { - enum LightBank bank = banks[i]; - - std::set light_sources; - std::map unlight_from; - - voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, - light_sources, unlight_from); - - bool inexistent_top_provides_sunlight = !block_is_underground; - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - vmanip, a, inexistent_top_provides_sunlight, - light_sources, ndef); - // TODO: Do stuff according to bottom_sunlight_valid - - vmanip.unspreadLight(bank, unlight_from, light_sources, ndef); - - vmanip.spreadLight(bank, light_sources, ndef); - } - } - this->generating = false; } diff --git a/src/mapgen_v6.h b/src/mapgen_v6.h index eb21794c..7b1e3102 100644 --- a/src/mapgen_v6.h +++ b/src/mapgen_v6.h @@ -20,10 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef MAPGENV6_HEADER #define MAPGENV6_HEADER -#include "dungeongen.h" #include "mapgen.h" #define AVERAGE_MUD_AMOUNT 4 +#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 enum BiomeType { @@ -74,13 +74,17 @@ struct MapgenV6Params : public MapgenParams { class MapgenV6 : public Mapgen { public: - //ManualMapVoxelManipulator &vmanip; - int ystride; v3s16 csize; + u32 flags; + u32 blockseed; v3s16 node_min; v3s16 node_max; + v3s16 full_node_min; + v3s16 full_node_max; + v3s16 central_area_size; + int volume_nodes; Noise *noise_terrain_base; Noise *noise_terrain_higher; @@ -90,21 +94,20 @@ public: Noise *noise_mud; Noise *noise_beach; Noise *noise_biome; - - float *map_terrain_base; - float *map_terrain_higher; - float *map_steepness; - float *map_height_select; - float *map_trees; - float *map_mud; - float *map_beach; - float *map_biome; - NoiseParams *np_cave; - - u32 flags; float freq_desert; float freq_beach; + + content_t c_stone; + content_t c_dirt; + content_t c_dirt_with_grass; + content_t c_sand; + content_t c_water_source; + content_t c_lava_source; + content_t c_gravel; + content_t c_cobble; + content_t c_desert_sand; + content_t c_desert_stone; MapgenV6(int mapgenid, MapgenV6Params *params); ~MapgenV6(); @@ -112,21 +115,37 @@ public: void makeChunk(BlockMakeData *data); int getGroundLevelAtPoint(v2s16 p); - double baseRockLevelFromNoise(v2s16 p); - static s16 find_ground_level(VoxelManipulator &vmanip, - v2s16 p2d, INodeDefManager *ndef); - static s16 find_stone_level(VoxelManipulator &vmanip, - v2s16 p2d, INodeDefManager *ndef); - void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, - bool is_apple_tree, INodeDefManager *ndef); - double tree_amount_2d(u64 seed, v2s16 p); + float baseTerrainLevel(float terrain_base, float terrain_higher, + float steepness, float height_select); + float baseTerrainLevelFromNoise(v2s16 p); + float baseTerrainLevelFromMap(v2s16 p); + float baseTerrainLevelFromMap(int index); + + s16 find_ground_level(v2s16 p2d); + s16 find_stone_level(v2s16 p2d); bool block_is_underground(u64 seed, v3s16 blockpos); - double base_rock_level_2d(u64 seed, v2s16 p); s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision); - double get_mud_add_amount(u64 seed, v2s16 p); - bool get_have_beach(u64 seed, v2s16 p2d); - BiomeType get_biome(u64 seed, v2s16 p2d); + + float getTreeAmount(v2s16 p); + float getTreeAmount(int index); + float getMudAmount(v2s16 p); + float getMudAmount(int index); + bool getHaveBeach(v2s16 p); + bool getHaveBeach(int index); + BiomeType getBiome(v2s16 p); + BiomeType getBiome(int index, v2s16 p); + u32 get_blockseed(u64 seed, v3s16 p); + + + void calculateNoise(); + int generateGround(); + void addMud(); + void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos); + void addDirtGravelBlobs(); + void growGrass(); + void placeTrees(); + void generateCaves(int max_stone_y); }; struct MapgenFactoryV6 : public MapgenFactory { diff --git a/src/treegen.cpp b/src/treegen.cpp index a8500026..5ddf1132 100644 --- a/src/treegen.cpp +++ b/src/treegen.cpp @@ -28,15 +28,16 @@ with this program; if not, write to the Free Software Foundation, Inc., namespace treegen { + void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, - bool is_apple_tree, INodeDefManager *ndef,int seed) + bool is_apple_tree, INodeDefManager *ndef, int seed) { MapNode treenode(ndef->getId("mapgen_tree")); MapNode leavesnode(ndef->getId("mapgen_leaves")); MapNode applenode(ndef->getId("mapgen_apple")); - PseudoRandom ps(seed); - s16 trunk_h = ps.range(4, 5); + PseudoRandom pr(seed); + s16 trunk_h = pr.range(4, 5); v3s16 p1 = p0; for(s16 ii=0; iigetServerMap(); std::map modified_blocks; @@ -506,17 +507,17 @@ v3f transposeMatrix(irr::core::matrix4 M, v3f v) return translated; } -#if 0 -static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0, - INodeDefManager *ndef) +void make_jungletree(VoxelManipulator &vmanip, v3s16 p0, + INodeDefManager *ndef, int seed) { MapNode treenode(ndef->getId("mapgen_jungletree")); MapNode leavesnode(ndef->getId("mapgen_leaves")); + PseudoRandom pr(seed); for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { - if(myrand_range(0, 2) == 0) + if(pr.range(0, 2) == 0) continue; v3s16 p1 = p0 + v3s16(x,0,z); v3s16 p2 = p0 + v3s16(x,-1,z); @@ -527,7 +528,7 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0, vmanip.m_data[vmanip.m_area.index(p1)] = treenode; } - s16 trunk_h = myrand_range(8, 12); + s16 trunk_h = pr.range(8, 12); v3s16 p1 = p0; for(s16 ii=0; ii