/* Minetest Copyright (C) 2010-2013 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 #include "emerge.h" #include "mapgen_v6.h" /////////////////// Mapgen V6 perlin noise default values 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), 85039, 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}; /////////////////////////////////////////////////////////////////////////////// MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) { this->generating = false; this->id = mapgenid; this->seed = (int)params->seed; this->water_level = params->water_level; this->flags = params->flags; this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; this->freq_desert = params->freq_desert; this->freq_beach = params->freq_beach; this->ystride = csize.X; //////fix this np_cave = params->np_cave; noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y); noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y); noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y); noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y); noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y); 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; } 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; } /* 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) { if (flags & MG_FLAT) return water_level; 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]; // 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; } // 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); double h = base*(1.0-a) + higher*a; return h; } double MapgenV6::baseRockLevelFromNoise(v2s16 p) { 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); 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); 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; } s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; } double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p) { if (flags & MG_FLAT) return AVERAGE_MUD_AMOUNT; /*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 > freq_beach); } 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 > 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; } 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; } int MapgenV6::getGroundLevelAtPoint(v2s16 p) { return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; } #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... 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); } 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); } /* 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);*/ 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_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.Z)) == BT_DESERT){ caves_count /= 3; bruises_count /= 3; } for(u32 jj=0; jj<caves_count+bruises_count; jj++) { if (!(flags & MG_CAVES)) continue; /*int avg_height = (int) ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) + base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2); if ((node_max.Y + node_min.Y) / 2 > avg_height) break;*/ 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.Z)) == 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); 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; 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); } } }