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authorkwolekr <mirrorisim@gmail.com>2012-12-22 00:34:35 -0500
committerPerttu Ahola <celeron55@gmail.com>2013-01-21 21:41:37 +0200
commitd5029958b9017ad89775bc4f68c4de3db603e618 (patch)
tree757d6e545217c3b0da34d66d00f1e5a99aeb22a2 /src/mapgen_v6.cpp
parentbddd5f2b98a56fc735d5687ecd0b43767aec8066 (diff)
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Readded and optimized mapgen V6
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-rw-r--r--src/mapgen_v6.cpp1391
1 files changed, 1391 insertions, 0 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
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+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+//#include "serverobject.h"
+#include "content_sao.h"
+#include "nodedef.h"
+#include "content_mapnode.h" // For content_mapnode_get_new_name
+#include "voxelalgorithms.h"
+#include "profiler.h"
+#include "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+
+#define AVERAGE_MUD_AMOUNT 4
+
+
+NoiseParams nparams_v6_def_terrain_base =
+ {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
+NoiseParams nparams_v6_def_terrain_higher =
+ {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85309, 5, 0.6};
+NoiseParams nparams_v6_def_steepness =
+ {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
+NoiseParams nparams_v6_def_height_select =
+ {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
+NoiseParams nparams_v6_def_trees =
+ {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
+NoiseParams nparams_v6_def_mud =
+ {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
+NoiseParams nparams_v6_def_beach =
+ {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
+NoiseParams nparams_v6_def_biome =
+ {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
+//NoiseParams nparams_v6_def_cave =
+// {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
+
+
+NoiseParams *np_terrain_base = &nparams_v6_def_terrain_base;
+NoiseParams *np_terrain_higher = &nparams_v6_def_terrain_higher;
+NoiseParams *np_steepness = &nparams_v6_def_steepness;
+NoiseParams *np_height_select = &nparams_v6_def_height_select;
+NoiseParams *np_trees = &nparams_v6_def_trees;
+NoiseParams *np_mud = &nparams_v6_def_mud;
+NoiseParams *np_beach = &nparams_v6_def_beach;
+NoiseParams *np_biome = &nparams_v6_def_biome;
+//NoiseParams *np_cave = &nparams_v6_def_cave;
+
+
+MapgenV6::MapgenV6(int mapgenid, u64 seed) {
+ this->generating = false;
+ this->id = mapgenid;
+ this->seed = (int)seed;
+
+ this->water_level = 1;
+
+ this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
+ this->ystride = csize.X;
+
+ this->use_smooth_biome_trans = g_settings->getBool("mgv6_use_smooth_biome_trans");
+
+ noise_terrain_base = new Noise(np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(np_height_select, seed, csize.X, csize.Y);
+ noise_trees = new Noise(np_trees, seed, csize.X, csize.Y);
+ noise_mud = new Noise(np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(np_biome, seed, csize.X, csize.Y);
+ //noise_cave = new Noise(np_cave, 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;
+ //map_cave = noise_cave->result;
+}
+
+
+MapgenV6::~MapgenV6() {
+ delete noise_terrain_base;
+ delete noise_terrain_higher;
+ delete noise_steepness;
+ delete noise_height_select;
+ delete noise_trees;
+ delete noise_mud;
+ delete noise_beach;
+ delete noise_biome;
+ delete noise_cave;
+}
+
+
+/*
+ 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 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;
+}
+
+// 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 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
+
+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<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ p1.Y++;
+ }
+
+ // p1 is now the last piece of the trunk
+ p1.Y -= 1;
+
+ VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
+ //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+ Buffer<u8> leaves_d(leaves_a.getVolume());
+ for(s32 i=0; i<leaves_a.getVolume(); i++)
+ leaves_d[i] = 0;
+
+ // Force leaves at near the end of the trunk
+ {
+ s16 d = 1;
+ for(s16 z=-d; z<=d; z++)
+ for(s16 y=-d; y<=d; y++)
+ for(s16 x=-d; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Add leaves randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+ myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+ myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Blit leaves to vmanip
+ for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+ for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+ for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p1;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+ u32 i = leaves_a.index(x,y,z);
+ if(leaves_d[i] == 1) {
+ bool is_apple = myrand_range(0,99) < 10;
+ if(is_apple_tree && is_apple) {
+ vmanip.m_data[vi] = applenode;
+ } else {
+ vmanip.m_data[vi] = leavesnode;
+ }
+ }
+ }
+}
+
+
+/*
+ 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)
+{
+ /*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;
+}
+
+
+double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
+{
+ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+
+ // 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];
+ //return base;
+//printf("%f ", base);
+//return base;
+ // 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
+ 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];
+ b = rangelim(b, 0.0, 1000.0);
+ b = pow(b, 7);
+ 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="<<b<<std::endl;
+ //double b = 20;
+ //b = 0.25;
+
+ // Offset to more low
+ double a_off = -0.20;
+ // 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);
+
+ //dstream<<"a="<<a<<std::endl;
+
+ double h = base*(1.0-a) + higher*a;
+
+ return h;
+}
+
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+}
+
+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];
+}
+
+bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d)
+{
+ // 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];
+
+ return (sandnoise > 0.15);
+}
+
+BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
+{
+ // 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 > 0.45)
+ return BT_DESERT;
+ if (use_smooth_biome_trans) {
+ if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
+ return BT_DESERT;
+ }
+ return BT_NORMAL;
+};
+
+u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
+{
+ s32 x=p.X, y=p.Y, z=p.Z;
+ return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+}
+
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
+
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
+ if(data->no_op)
+ {
+ //dstream<<"makeBlock: no-op"<<std::endl;
+ return;
+ }
+
+ this->generating = true;
+
+ 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);
+ 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.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
+
+ v3s16 blockpos_min = data->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);
+
+ 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);
+
+ /*
+ Make some noise
+ */
+ {
+ int x = node_min.X;
+ int z = node_min.Z;
+
+ // Need to adjust for the original implementation's +.5 offset...
+ 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);
+
+ 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);
+
+/* noise_cave->perlinMap2D(
+ x + 0.5 * noise_cave->np->spread.X,
+ z + 0.5 * noise_cave->np->spread.Z);
+ noise_cave->transformNoiseMap();*/
+ }
+
+
+ /*
+ 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
+ */
+
+ 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 u32 age_loops = 2;
+ for(u32 i_age=0; i_age<age_loops; i_age++)
+ { // Aging loop
+ /******************************
+ BEGINNING OF AGING LOOP
+ ******************************/
+
+#if 1
+ {
+ // 24ms @cs=8
+ //TimeTaker timer1("caves");
+
+ /*
+ 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)
+ 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+bruises_count; jj++)
+ {
+ bool large_cave = (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 = 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;
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y-1);
+
+ if(large_cave)
+ {
+ 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);
+ }
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+
+ // Randomize starting position
+ v3f orp(
+ (float)(ps.next()%ar.X)+0.5,
+ (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+ (float)(ps.next()%ar.Z)+0.5
+ );
+
+ v3s16 startp(orp.X, orp.Y, orp.Z);
+ startp += of;
+
+ MapNode airnode(CONTENT_AIR);
+ MapNode waternode(c_water_source);
+ MapNode lavanode(c_lava_source);
+
+ /*
+ Generate some tunnel starting from orp
+ */
+
+ for(u16 j=0; j<tunnel_routepoints; j++)
+ {
+ if(j%dswitchint==0 && large_cave == false)
+ {
+ main_direction = v3f(
+ ((float)(ps.next()%20)-(float)10)/10,
+ ((float)(ps.next()%20)-(float)10)/30,
+ ((float)(ps.next()%20)-(float)10)/10
+ );
+ main_direction *= (float)ps.range(0, 10)/10;
+ }
+
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = ps.range(min_d, max_d);
+
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
+ v3s16 maxlen;
+ if(large_cave)
+ {
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ rs*part_max_length_rs/2,
+ rs*part_max_length_rs
+ );
+ }
+ else
+ {
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ ps.range(1, rs*part_max_length_rs),
+ rs*part_max_length_rs
+ );
+ }
+
+ v3f vec;
+
+ vec = v3f(
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
+ );
+
+ // Jump downward sometimes
+ if(!large_cave && ps.range(0,12) == 0)
+ {
+ vec = v3f(
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
+ );
+ }
+
+ /*if(large_cave){
+ v3f p = orp + vec;
+ s16 h = find_ground_level_clever(vmanip,
+ v2s16(p.X, p.Z), ndef);
+ route_y_min = h - rs/3;
+ route_y_max = h + rs;
+ }*/
+
+ vec += main_direction;
+
+ v3f rp = orp + vec;
+ if(rp.X < 0)
+ rp.X = 0;
+ else if(rp.X >= ar.X)
+ rp.X = ar.X-1;
+ if(rp.Y < route_y_min)
+ rp.Y = route_y_min;
+ else if(rp.Y >= route_y_max)
+ rp.Y = route_y_max-1;
+ if(rp.Z < 0)
+ rp.Z = 0;
+ else if(rp.Z >= ar.Z)
+ rp.Z = ar.Z-1;
+ vec = rp - orp;
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ v3f fp = orp + vec * f;
+ fp.X += 0.1*ps.range(-10,10);
+ fp.Z += 0.1*ps.range(-10,10);
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs;
+ if(randomize_xz){
+ d0 += ps.range(-1,1);
+ d1 += ps.range(-1,1);
+ }
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+ for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
+ {
+ s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+ s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+ for(s16 y0=-si2; y0<=si2; y0++)
+ {
+ /*// Make better floors in small caves
+ if(y0 <= -rs/2 && rs<=7)
+ continue;*/
+ if(large_cave_is_flat){
+ // Make large caves not so tall
+ if(rs > 7 && abs(y0) >= rs/3)
+ continue;
+ }
+
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ p += of;
+
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+
+ u32 i = vmanip.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;
+ 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;
+ else
+ vmanip.m_data[i] = airnode;
+ } else {
+ vmanip.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)
+ continue;
+
+ vmanip.m_data[i] = airnode;
+
+ // Set tunnel flag
+ vmanip.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.Y)) == BT_NORMAL)
+ {
+ 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;
+ if(p0.Y > -32 && pr.range(0,1) == 0)
+ n1 = MapNode(c_dirt);
+ else
+ n1 = MapNode(c_gravel);
+ for(int x1=0; x1<size.X; x1++)
+ for(int y1=0; y1<size.Y; y1++)
+ for(int z1=0; z1<size.Z; z1++)
+ {
+ v3s16 p = p0 + v3s16(x1,y1,z1);
+ u32 i = vmanip.m_area.index(p);
+ if(!vmanip.m_area.contains(i))
+ continue;
+ // Cancel if not stone and not cave air
+ if(vmanip.m_data[i].getContent() != c_stone &&
+ !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ vmanip.m_data[i] = n1;
+ }
+ }
+ }
+
+#if 1
+ {
+ // 340ms @cs=8
+ TimeTaker timer1("flow mud");
+
+ /*
+ Flow mud away from steep edges
+ */
+
+ // Iterate a few times
+ for(s16 k=0; k<3; k++)
+ {
+
+ for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
+ for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
+ {
+ // Invert coordinates every 2nd iteration
+ if(k%2 == 0)
+ {
+ x = mudflow_maxpos - (x-mudflow_minpos);
+ z = mudflow_maxpos - (z-mudflow_minpos);
+ }
+
+ // Node position in 2d
+ v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
+
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y=node_max.Y;
+
+ while(y >= 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);
+ {
+ // Divide area into parts
+ s16 div = 8;
+ s16 sidelen = central_area_size.X / div;
+ double area = sidelen * sidelen;
+ for(s16 x0=0; x0<div; x0++)
+ for(s16 z0=0; z0<div; z0++)
+ {
+ // 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 * tree_amount_2d(data->seed, p2d_center);
+ // 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(vmanip, v2s16(x,z), ndef);
+ // Don't make a tree under water level
+ if(y < water_level)
+ continue;
+ // Don't make a tree so high that it doesn't fit
+ if(y > 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];
+
+ core::map<v3s16, bool> light_sources;
+ core::map<v3s16, u8> 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);
+ }
+ }
+}