/* Minetest Copyright (C) 2013-2016 kwolekr, Ryan Kwolek Copyright (C) 2014-2017 paramat 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 "content_sao.h" #include "nodedef.h" #include "voxelalgorithms.h" //#include "profiler.h" // For TimeTaker #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v7.h" FlagDesc flagdesc_mapgen_v7[] = { {"mountains", MGV7_MOUNTAINS}, {"ridges", MGV7_RIDGES}, {"floatlands", MGV7_FLOATLANDS}, {"caverns", MGV7_CAVERNS}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) { this->spflags = params->spflags; this->cave_width = params->cave_width; this->float_mount_density = params->float_mount_density; this->floatland_level = params->floatland_level; this->shadow_limit = params->shadow_limit; this->cavern_limit = params->cavern_limit; this->cavern_taper = params->cavern_taper; this->cavern_threshold = params->cavern_threshold; // This is to avoid a divide-by-zero. // Parameter will be saved to map_meta.txt in limited form. params->float_mount_height = MYMAX(params->float_mount_height, 1.0f); this->float_mount_height = params->float_mount_height; // 2D noise noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); if (spflags & MGV7_MOUNTAINS) noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); if (spflags & MGV7_FLOATLANDS) { noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z); noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z); } if (spflags & MGV7_RIDGES) { noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); // 3D noise, 1-up 1-down overgeneration noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); } // 3D noise, 1 up, 1 down overgeneration if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); // 3D noise, 1 down overgeneration MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; } MapgenV7::~MapgenV7() { delete noise_terrain_base; delete noise_terrain_alt; delete noise_terrain_persist; delete noise_height_select; delete noise_filler_depth; if (spflags & MGV7_MOUNTAINS) delete noise_mount_height; if (spflags & MGV7_FLOATLANDS) { delete noise_floatland_base; delete noise_float_base_height; } if (spflags & MGV7_RIDGES) { delete noise_ridge_uwater; delete noise_ridge; } if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) delete noise_mountain; } MapgenV7Params::MapgenV7Params() { spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS; cave_width = 0.09; float_mount_density = 0.6; float_mount_height = 128.0; floatland_level = 1280; shadow_limit = 1024; cavern_limit = -256; cavern_taper = 256; cavern_threshold = 0.7; np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0); np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0); np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0); np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0); np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0); np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0); np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0); np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0); np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0); np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0); np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0); np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0); np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0); } void MapgenV7Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); settings->getFloatNoEx("mgv7_cave_width", cave_width); settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density); settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height); settings->getS16NoEx("mgv7_floatland_level", floatland_level); settings->getS16NoEx("mgv7_shadow_limit", shadow_limit); settings->getS16NoEx("mgv7_cavern_limit", cavern_limit); settings->getS16NoEx("mgv7_cavern_taper", cavern_taper); settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold); settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); settings->getNoiseParams("mgv7_np_height_select", np_height_select); settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base); settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height); settings->getNoiseParams("mgv7_np_mountain", np_mountain); settings->getNoiseParams("mgv7_np_ridge", np_ridge); settings->getNoiseParams("mgv7_np_cavern", np_cavern); settings->getNoiseParams("mgv7_np_cave1", np_cave1); settings->getNoiseParams("mgv7_np_cave2", np_cave2); } void MapgenV7Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX); settings->setFloat("mgv7_cave_width", cave_width); settings->setFloat("mgv7_float_mount_density", float_mount_density); settings->setFloat("mgv7_float_mount_height", float_mount_height); settings->setS16("mgv7_floatland_level", floatland_level); settings->setS16("mgv7_shadow_limit", shadow_limit); settings->setS16("mgv7_cavern_limit", cavern_limit); settings->setS16("mgv7_cavern_taper", cavern_taper); settings->setFloat("mgv7_cavern_threshold", cavern_threshold); settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); settings->setNoiseParams("mgv7_np_height_select", np_height_select); settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base); settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height); settings->setNoiseParams("mgv7_np_mountain", np_mountain); settings->setNoiseParams("mgv7_np_ridge", np_ridge); settings->setNoiseParams("mgv7_np_cavern", np_cavern); settings->setNoiseParams("mgv7_np_cave1", np_cave1); settings->setNoiseParams("mgv7_np_cave2", np_cave2); } /////////////////////////////////////////////////////////////////////////////// int MapgenV7::getSpawnLevelAtPoint(v2s16 p) { // Base terrain calculation s16 y = baseTerrainLevelAtPoint(p.X, p.Y); // If enabled, check if inside a river if (spflags & MGV7_RIDGES) { float width = 0.2; float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; if (fabs(uwatern) <= width) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } // If mountains are disabled, terrain level is base terrain level // Avoids spawn on non-existant mountain terrain if (!(spflags & MGV7_MOUNTAINS)) { if (y <= water_level || y > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else return y; } // Mountain terrain calculation int iters = 128; while (iters--) { if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above if (y <= water_level || y > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else return y; } y++; } // Unsuitable spawn point, no mountain surface found return MAX_MAP_GENERATION_LIMIT; } void MapgenV7::makeChunk(BlockMakeData *data) { // Pre-conditions 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); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; node_max = (blockpos_max + v3s16(1, 1, 1)) * 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); blockseed = getBlockSeed2(full_node_min, seed); // Generate base and mountain terrain // An initial heightmap is no longer created here for use in generateRidgeTerrain() s16 stone_surface_max_y = generateTerrain(); // Generate rivers if (spflags & MGV7_RIDGES) generateRidgeTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap biomegen->calcBiomeNoise(node_min); MgStoneType stone_type = generateBiomes(); // Generate caverns, tunnels and classic caves if (flags & MG_CAVES) { bool near_cavern = false; // Generate caverns if (spflags & MGV7_CAVERNS) near_cavern = generateCaverns(stone_surface_max_y); // Generate tunnels and classic caves if (near_cavern) // Disable classic caves in this mapchunk by setting // 'large cave depth' to world base. Avoids excessive liquid in // large caverns and floating blobs of overgenerated liquid. generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT); else generateCaves(stone_surface_max_y, water_level); } // Generate dungeons if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); // Update liquids updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting // Limit floatland shadow bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) && node_min.Y <= shadow_limit && node_max.Y >= shadow_limit); if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max, propagate_shadow); //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); this->generating = false; } float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z) { float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); hselect = rangelim(hselect, 0.0, 1.0); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); noise_terrain_base->np.persist = persist; float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); noise_terrain_alt->np.persist = persist; float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } float MapgenV7::baseTerrainLevelFromMap(int index) { float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); float height_base = noise_terrain_base->result[index]; float height_alt = noise_terrain_alt->result[index]; if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z) { float mnt_h_n = MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f); float density_gradient = -((float)y / mnt_h_n); float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); return mnt_n + density_gradient >= 0.0; } bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) { float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f); float density_gradient = -((float)y / mounthn); float mountn = noise_mountain->result[idx_xyz]; return mountn + density_gradient >= 0.0; } bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y) { // Make rim 2 nodes thick to match floatland base terrain float density_gradient = (y >= floatland_level) ? -pow((float)(y - floatland_level) / float_mount_height, 0.75f) : -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f); float floatn = noise_mountain->result[idx_xyz] + float_mount_density; return floatn + density_gradient >= 0.0f; } void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz) { // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT s16 base_min = MAX_MAP_GENERATION_LIMIT + 1; s16 base_max = MAX_MAP_GENERATION_LIMIT; float n_base = noise_floatland_base->result[idx_xz]; if (n_base > 0.0f) { float n_base_height = MYMAX(noise_float_base_height->result[idx_xz], 1.0f); float amp = n_base * n_base_height; float ridge = n_base_height / 3.0f; base_min = floatland_level - amp / 1.5f; if (amp > ridge * 2.0f) { // Lake bed base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f; } else { // Hills and ridges float diff = fabs(amp - ridge) / ridge; // Smooth ridges using the 'smoothstep function' float smooth_diff = diff * diff * (3.0f - 2.0f * diff); base_max = floatland_level + ridge - smooth_diff * ridge; } } *float_base_min = base_min; *float_base_max = base_max; } int MapgenV7::generateTerrain() { MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); //// Calculate noise for terrain generation noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z); float *persistmap = noise_terrain_persist->result; noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_height_select->perlinMap2D(node_min.X, node_min.Z); if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) { noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); } if (spflags & MGV7_MOUNTAINS) { noise_mount_height->perlinMap2D(node_min.X, node_min.Z); } if (spflags & MGV7_FLOATLANDS) { noise_floatland_base->perlinMap2D(node_min.X, node_min.Z); noise_float_base_height->perlinMap2D(node_min.X, node_min.Z); } //// Place nodes v3s16 em = vm->m_area.getExtent(); s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { s16 surface_y = baseTerrainLevelFromMap(index2d); if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; // Get extent of floatland base terrain // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1; s16 float_base_max = MAX_MAP_GENERATION_LIMIT; if (spflags & MGV7_FLOATLANDS) floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d); u32 vi = vm->m_area.index(x, node_min.Y - 1, z); u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { if (y <= surface_y) { vm->m_data[vi] = n_stone; // Base terrain } else if ((spflags & MGV7_MOUNTAINS) && getMountainTerrainFromMap(index3d, index2d, y)) { vm->m_data[vi] = n_stone; // Mountain terrain if (y > stone_surface_max_y) stone_surface_max_y = y; } else if ((spflags & MGV7_FLOATLANDS) && ((y >= float_base_min && y <= float_base_max) || getFloatlandMountainFromMap(index3d, index2d, y))) { vm->m_data[vi] = n_stone; // Floatland terrain stone_surface_max_y = node_max.Y; } else if (y <= water_level) { vm->m_data[vi] = n_water; // Ground level water } else if ((spflags & MGV7_FLOATLANDS) && (y >= float_base_max && y <= floatland_level)) { vm->m_data[vi] = n_water; // Floatland water } else { vm->m_data[vi] = n_air; } } vm->m_area.add_y(em, vi, 1); index3d += ystride; } } return stone_surface_max_y; } void MapgenV7::generateRidgeTerrain() { if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit)) return; noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z); MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; float width = 0.2; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { u32 vi = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { int j = (z - node_min.Z) * csize.X + (x - node_min.X); float uwatern = noise_ridge_uwater->result[j] * 2; if (fabs(uwatern) > width) continue; float altitude = y - water_level; float height_mod = (altitude + 17) / 2.5; float width_mod = width - fabs(uwatern); float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0; if (nridge + width_mod * height_mod < 0.6) continue; vm->m_data[vi] = (y > water_level) ? n_air : n_water; } } } //////////////////////////////////////////////////////////////////////////////// //// Code Boneyard //// //// Much of the stuff here has potential to become useful again at some point //// in the future, but we don't want it to get lost or forgotten in version //// control. //// #if 0 int MapgenV7::generateMountainTerrain(s16 ymax) { MapNode n_stone(c_stone); u32 j = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { u32 vi = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++) { int index = (z - node_min.Z) * csize.X + (x - node_min.X); content_t c = vm->m_data[vi].getContent(); if (getMountainTerrainFromMap(j, index, y) && (c == CONTENT_AIR || c == c_water_source)) { vm->m_data[vi] = n_stone; if (y > ymax) ymax = y; } vi++; j++; } } return ymax; } #endif #if 0 void MapgenV7::carveRivers() { MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone); u32 index = 0; int river_depth = 4; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { float terrain_mod = noise_terrain_mod->result[index]; NoiseParams *np = noise_terrain_river->np; np.persist = noise_terrain_persist->result[index]; float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); float height = terrain_river * (1 - abs(terrain_mod)) * noise_terrain_river->np.scale; height = log(height * height); //log(h^3) is pretty interesting for terrain s16 y = heightmap[index]; if (height < 1.0 && y > river_depth && y - river_depth >= node_min.Y && y <= node_max.Y) { for (s16 ry = y; ry != y - river_depth; ry--) { u32 vi = vm->m_area.index(x, ry, z); vm->m_data[vi] = n_air; } u32 vi = vm->m_area.index(x, y - river_depth, z); vm->m_data[vi] = n_water_source; } } } #endif #if 0 void MapgenV7::addTopNodes() { v3s16 em = vm->m_area.getExtent(); s16 ntopnodes; u32 index = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { Biome *biome = bmgr->biomes[biomemap[index]]; //////////////////// First, add top nodes below the ridge s16 y = ridge_heightmap[index]; // This cutoff is good enough, but not perfect. // It will cut off potentially placed top nodes at chunk boundaries if (y < node_min.Y) continue; if (y > node_max.Y) { y = node_max.Y; // Let's see if we can still go downward anyway u32 vi = vm->m_area.index(x, y, z); content_t c = vm->m_data[vi].getContent(); if (ndef->get(c).walkable) continue; } // N.B. It is necessary to search downward since ridge_heightmap[i] // might not be the actual height, just the lowest part in the chunk // where a ridge had been carved u32 i = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } if (y != node_min.Y - 1 && y >= water_level) { ridge_heightmap[index] = y; //update ridgeheight ntopnodes = biome->top_depth; for (; y <= node_max.Y && ntopnodes; y++) { ntopnodes--; vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. if (y > water_level - 10 && vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); } } //////////////////// Now, add top nodes on top of the ridge y = heightmap[index]; if (y > node_max.Y) { y = node_max.Y; // Let's see if we can still go downward anyway u32 vi = vm->m_area.index(x, y, z); content_t c = vm->m_data[vi].getContent(); if (ndef->get(c).walkable) continue; } i = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } if (y != node_min.Y - 1) { ntopnodes = biome->top_depth; // Let's see if we've already added it... if (y == ridge_heightmap[index] + ntopnodes - 1) continue; for (; y <= node_max.Y && ntopnodes; y++) { ntopnodes--; vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. if (y > water_level - 10 && vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); } } } } #endif