/* Minetest Valleys C Copyright (C) 2016-2017 Duane Robertson Copyright (C) 2016-2017 paramat Based on Valleys Mapgen by Gael de Sailly (https://forum.minetest.net/viewtopic.php?f=9&t=11430) and mapgen_v7, mapgen_flat by kwolekr and paramat. Licensing changed by permission of Gael de Sailly. 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 "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_valleys.h" #include "cavegen.h" //#undef NDEBUG //#include "assert.h" //#include "util/timetaker.h" //#include "profiler.h" //static Profiler mapgen_prof; //Profiler *mapgen_profiler = &mapgen_prof; static FlagDesc flagdesc_mapgen_valleys[] = { {"altitude_chill", MGVALLEYS_ALT_CHILL}, {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) { // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal this->m_bgen = (BiomeGenOriginal *)biomegen; BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams; this->spflags = params->spflags; this->altitude_chill = params->altitude_chill; this->large_cave_depth = params->large_cave_depth; this->lava_features_lim = rangelim(params->lava_features, 0, 10); this->massive_cave_depth = params->massive_cave_depth; this->river_depth_bed = params->river_depth + 1.f; this->river_size_factor = params->river_size / 100.f; this->water_features_lim = rangelim(params->water_features, 0, 10); this->cave_width = params->cave_width; //// 2D Terrain noise noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z); noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z); noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z); noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z); noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z); //// 3D Terrain noise // 1-up 1-down overgeneration noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); // 1-down overgeneraion noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); this->humidity_adjust = bp->np_humidity.offset - 50.f; // a small chance of overflows if the settings are very high this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50; this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50; tcave_cache = new float[csize.Y + 2]; } MapgenValleys::~MapgenValleys() { delete noise_cave1; delete noise_cave2; delete noise_filler_depth; delete noise_inter_valley_fill; delete noise_inter_valley_slope; delete noise_rivers; delete noise_massive_caves; delete noise_terrain_height; delete noise_valley_depth; delete noise_valley_profile; delete[] tcave_cache; } MapgenValleysParams::MapgenValleysParams() { spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL; altitude_chill = 90; // The altitude at which temperature drops by 20C. large_cave_depth = -33; lava_features = 0; // How often water will occur in caves. massive_cave_depth = -256; // highest altitude of massive caves river_depth = 4; // How deep to carve river channels. river_size = 5; // How wide to make rivers. water_features = 0; // How often water will occur in caves. cave_width = 0.09; 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); np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f); np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f); np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f); np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f); np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f); np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f); np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f); np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f); } void MapgenValleysParams::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys); settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill); settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth); settings->getU16NoEx("mgvalleys_lava_features", lava_features); settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth); settings->getU16NoEx("mgvalleys_river_depth", river_depth); settings->getU16NoEx("mgvalleys_river_size", river_size); settings->getU16NoEx("mgvalleys_water_features", water_features); settings->getFloatNoEx("mgvalleys_cave_width", cave_width); settings->getNoiseParams("mgvalleys_np_cave1", np_cave1); settings->getNoiseParams("mgvalleys_np_cave2", np_cave2); settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill); settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope); settings->getNoiseParams("mgvalleys_np_rivers", np_rivers); settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves); settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height); settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth); settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile); } void MapgenValleysParams::writeParams(Settings *settings) const { settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX); settings->setU16("mgvalleys_altitude_chill", altitude_chill); settings->setS16("mgvalleys_large_cave_depth", large_cave_depth); settings->setU16("mgvalleys_lava_features", lava_features); settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth); settings->setU16("mgvalleys_river_depth", river_depth); settings->setU16("mgvalleys_river_size", river_size); settings->setU16("mgvalleys_water_features", water_features); settings->setFloat("mgvalleys_cave_width", cave_width); settings->setNoiseParams("mgvalleys_np_cave1", np_cave1); settings->setNoiseParams("mgvalleys_np_cave2", np_cave2); settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill); settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope); settings->setNoiseParams("mgvalleys_np_rivers", np_rivers); settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves); settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height); settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth); settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile); } /////////////////////////////////////// void MapgenValleys::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 biome noises. Note this must be executed strictly before // generateTerrain, because generateTerrain depends on intermediate // biome-related noises. m_bgen->calcBiomeNoise(node_min); // Generate noise maps and base terrain height. // Modify heat and humidity maps. calculateNoise(); // Generate base terrain with initial heightmaps s16 stone_surface_max_y = generateTerrain(); // Recalculate heightmap updateHeightmap(node_min, node_max); // Place biome-specific nodes and build biomemap MgStoneType stone_type = generateBiomes(); // Cave creation. if (flags & MG_CAVES) generateCaves(stone_surface_max_y, large_cave_depth); // Dungeon creation if ((flags & MG_DUNGEONS) && node_max.Y < 50) 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(); //TimeTaker tll("liquid_lighting"); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) calcLighting( node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f); //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f); this->generating = false; } // Populate the noise tables and do most of the // calculation necessary to determine terrain height. void MapgenValleys::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; int y = node_min.Y - 1; int z = node_min.Z; //TimeTaker tcn("actualNoise"); noise_inter_valley_slope->perlinMap2D(x, z); noise_rivers->perlinMap2D(x, z); noise_terrain_height->perlinMap2D(x, z); noise_valley_depth->perlinMap2D(x, z); noise_valley_profile->perlinMap2D(x, z); noise_inter_valley_fill->perlinMap3D(x, y, z); //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f); float heat_offset = 0.f; float humidity_scale = 1.f; // Altitude chill tends to reduce the average heat. if (use_altitude_chill) heat_offset = 5.f; // River humidity tends to increase the humidity range. if (humid_rivers) { humidity_scale = 0.8f; } for (s32 index = 0; index < csize.X * csize.Z; index++) { m_bgen->heatmap[index] += heat_offset; m_bgen->humidmap[index] *= humidity_scale; } TerrainNoise tn; u32 index = 0; for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { // The parameters that we actually need to generate terrain // are passed by address (and the return value). tn.terrain_height = noise_terrain_height->result[index]; // River noise is replaced with base terrain, which // is basically the height of the water table. tn.rivers = &noise_rivers->result[index]; // Valley depth noise is replaced with the valley // number that represents the height of terrain // over rivers and is used to determine about // how close a river is for humidity calculation. tn.valley = &noise_valley_depth->result[index]; tn.valley_profile = noise_valley_profile->result[index]; // Slope noise is replaced by the calculated slope // which is used to get terrain height in the slow // method, to create sharper mountains. tn.slope = &noise_inter_valley_slope->result[index]; tn.inter_valley_fill = noise_inter_valley_fill->result[index]; // This is the actual terrain height. float mount = terrainLevelFromNoise(&tn); noise_terrain_height->result[index] = mount; } } // This keeps us from having to maintain two similar sets of // complicated code to determine ground level. float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) { // The square function changes the behaviour of this noise: // very often small, and sometimes very high. float valley_d = MYSQUARE(*tn->valley); // valley_d is here because terrain is generally higher where valleys // are deep (mountains). base represents the height of the // rivers, most of the surface is above. float base = tn->terrain_height + valley_d; // "river" represents the distance from the river, in arbitrary units. float river = fabs(*tn->rivers) - river_size_factor; // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. // Making "a" vary (0 < a <= 1) changes the shape of the valleys. // Try it with a geometry software ! // (here x = "river" and a = valley_profile). // "valley" represents the height of the terrain, from the rivers. { float t = river / tn->valley_profile; *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t))); } // approximate height of the terrain at this point float mount = base + *tn->valley; *tn->slope *= *tn->valley; // Rivers are placed where "river" is negative, so where the original // noise value is close to zero. // Base ground is returned as rivers since it's basically the water table. *tn->rivers = base; if (river < 0.f) { // Use the the function -sqrt(1-x^2) which models a circle. float depth; { float t = river / river_size_factor + 1; depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t)))); } // base - depth : height of the bottom of the river // water_level - 3 : don't make rivers below 3 nodes under the surface // We use three because that's as low as the swamp biomes go. // There is no logical equivalent to this using rangelim. mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount); // Slope has no influence on rivers. *tn->slope = 0.f; } return mount; } // This avoids duplicating the code in terrainLevelFromNoise, adding // only the final step of terrain generation without a noise map. float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) { float mount = terrainLevelFromNoise(tn); s16 y_start = myround(mount); for (s16 y = y_start; y <= y_start + 1000; y++) { float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); if (fill * *tn->slope < y - mount) { mount = MYMAX(y - 1, mount); break; } } return mount; } int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) { // Check to make sure this isn't a request for a location in a river. float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); if (fabs(rivers) < river_size_factor) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point s16 level_at_point = terrainLevelAtPoint(p.X, p.Y); if (level_at_point <= water_level || level_at_point > water_level + 32) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else return level_at_point; } float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) { TerrainNoise tn; float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); tn.x = x; tn.z = z; tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed); tn.rivers = &rivers; tn.valley = &valley; tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); tn.slope = &inter_valley_slope; tn.inter_valley_fill = 0.f; return adjustedTerrainLevelFromNoise(&tn); } int MapgenValleys::generateTerrain() { // Raising this reduces the rate of evaporation. static const float evaporation = 300.f; // from the lua static const float humidity_dropoff = 4.f; // constant to convert altitude chill (compatible with lua) to heat static const float alt_to_heat = 20.f; // humidity reduction by altitude static const float alt_to_humid = 10.f; MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); MapNode n_stone(c_stone); MapNode n_water(c_water_source); v3s16 em = vm->m_area.getExtent(); s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index_2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { float river_y = noise_rivers->result[index_2d]; float surface_y = noise_terrain_height->result[index_2d]; float slope = noise_inter_valley_slope->result[index_2d]; float t_heat = m_bgen->heatmap[index_2d]; heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; if (surface_y > surface_max_y) surface_max_y = ceil(surface_y); if (humid_rivers) { // Derive heat from (base) altitude. This will be most correct // at rivers, since other surface heights may vary below. if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f)) t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill; // If humidity is low or heat is high, lower the water table. float delta = m_bgen->humidmap[index_2d] - 50.f; if (delta < 0.f) { float t_evap = (t_heat - 32.f) / evaporation; river_y += delta * MYMAX(t_evap, 0.08f); } } u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); // Mapgens concern themselves with stone and water. for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { float fill = noise_inter_valley_fill->result[index_3d]; float surface_delta = (float)y - surface_y; bool river = y + 1 < river_y; if (slope * fill > surface_delta) { // ground vm->m_data[index_data] = n_stone; if (y > heightmap[index_2d]) heightmap[index_2d] = y; if (y > surface_max_y) surface_max_y = y; } else if (y <= water_level) { // sea vm->m_data[index_data] = n_water; } else if (river) { // river vm->m_data[index_data] = n_river_water; } else { // air vm->m_data[index_data] = n_air; } } vm->m_area.add_y(em, index_data, 1); index_3d += ystride; } if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) { s16 surface_y_int = myround(surface_y); if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) { // If surface_y is outside the chunk, it's good enough. heightmap[index_2d] = surface_y_int; } else { // If the ground is outside of this chunk, but surface_y // is within the chunk, give a value outside. heightmap[index_2d] = node_min.Y - 2; } } if (humid_rivers) { // Use base ground (water table) in a riverbed, to // avoid an unnatural rise in humidity. float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); float humid = m_bgen->humidmap[index_2d]; float water_depth = (t_alt - river_y) / humidity_dropoff; humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f)); // Reduce humidity with altitude (ignoring riverbeds). // This is similar to the lua version's seawater adjustment, // but doesn't increase the base humidity, which causes // problems with the default biomes. if (t_alt > 0.f) humid -= alt_to_humid * t_alt / altitude_chill; m_bgen->humidmap[index_2d] = humid; } // Assign the heat adjusted by any changed altitudes. // The altitude will change about half the time. if (use_altitude_chill) { // ground height ignoring riverbeds float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) // The altitude hasn't changed. Use the first result. m_bgen->heatmap[index_2d] = t_heat; else if (t_alt > 0.f) m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill; } } return surface_max_y; } void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth) { if (max_stone_y < node_min.Y) return; noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); PseudoRandom ps(blockseed + 72202); MapNode n_air(CONTENT_AIR); MapNode n_lava(c_lava_source); MapNode n_water(c_river_water_source); v3s16 em = vm->m_area.getExtent(); // Cave blend distance near YMIN, YMAX const float massive_cave_blend = 128.f; // noise threshold for massive caves const float massive_cave_threshold = 0.6f; // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume. float yblmin = -mapgen_limit + massive_cave_blend * 1.5f; float yblmax = massive_cave_depth - massive_cave_blend * 1.5f; bool made_a_big_one = false; // Cache the tcave values as they only vary by altitude. if (node_max.Y <= massive_cave_depth) { noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) { float tcave = massive_cave_threshold; if (y < yblmin) { float t = (yblmin - y) / massive_cave_blend; tcave += MYSQUARE(t); } else if (y > yblmax) { float t = (y - yblmax) / massive_cave_blend; tcave += MYSQUARE(t); } tcave_cache[y - node_min.Y + 1] = tcave; } } // lava_depth varies between one and ten as you approach // the bottom of the world. s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit); // This allows random lava spawns to be less common at the surface. s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth; // water_depth varies between ten and one on the way down. s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit); // This allows random water spawns to be more common at the surface. s16 water_chance = MYCUBE(water_features_lim) * water_depth; // Reduce the odds of overflows even further. if (node_max.Y > water_level) { lava_chance /= 3; water_chance /= 3; } u32 index_2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]); bool tunnel_air_above = false; bool is_under_river = false; bool underground = false; u32 index_data = vm->m_area.index(x, node_max.Y, z); u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); // Dig caves on down loop to check for air above. // Don't excavate the overgenerated stone at node_max.Y + 1, // this creates a 'roof' over the tunnel, preventing light in // tunnels at mapchunk borders when generating mapchunks upwards. // This 'roof' is removed when the mapchunk above is generated. for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) { float terrain = noise_terrain_height->result[index_2d]; // Saves some time. if (y > terrain + 10) continue; else if (y < terrain - 40) underground = true; // Dig massive caves. if (node_max.Y <= massive_cave_depth && noise_massive_caves->result[index_3d] > tcave_cache[y - node_min.Y + 1]) { vm->m_data[index_data] = n_air; made_a_big_one = true; continue; } content_t c = vm->m_data[index_data].getContent(); // Detect river water to place riverbed nodes in tunnels if (c == biome->c_river_water) is_under_river = true; float d1 = contour(noise_cave1->result[index_3d]); float d2 = contour(noise_cave2->result[index_3d]); if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { // in a tunnel vm->m_data[index_data] = n_air; tunnel_air_above = true; } else if (c == biome->c_filler || c == biome->c_stone) { if (tunnel_air_above) { // at the tunnel floor s16 sr = ps.range(0, 39); u32 j = index_data; vm->m_area.add_y(em, j, 1); if (sr > terrain - y) { // Put biome nodes in tunnels near the surface if (is_under_river) vm->m_data[index_data] = MapNode(biome->c_riverbed); else if (underground) vm->m_data[index_data] = MapNode(biome->c_filler); else vm->m_data[index_data] = MapNode(biome->c_top); } else if (sr < 3 && underground) { sr = abs(ps.next()); if (lava_features_lim > 0 && y <= lava_max_height && c == biome->c_stone && sr < lava_chance) vm->m_data[j] = n_lava; sr -= lava_chance; // If sr < 0 then we should have already placed lava -- // don't immediately dump water on it. if (water_features_lim > 0 && y <= cave_water_max_height && sr >= 0 && sr < water_chance) vm->m_data[j] = n_water; } } tunnel_air_above = false; underground = true; } else { tunnel_air_above = false; } } } if (node_max.Y <= large_cave_depth && !made_a_big_one) { u32 bruises_count = ps.range(0, 2); for (u32 i = 0; i < bruises_count; i++) { CavesRandomWalk cave(ndef, &gennotify, seed, water_level, c_water_source, c_lava_source); cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap); } } }