aboutsummaryrefslogtreecommitdiff
path: root/src/map_settings_manager.cpp
blob: 7ef4bf12e30e160caf69bff7b42e64918d816db7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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 "debug.h"
#include "filesys.h"
#include "log.h"
#include "mapgen/mapgen.h"
#include "settings.h"

#include "map_settings_manager.h"

MapSettingsManager::MapSettingsManager(Settings *user_settings,
		const std::string &map_meta_path):
	m_map_meta_path(map_meta_path),
	m_map_settings(new Settings()),
	m_user_settings(user_settings)
{
	assert(m_user_settings != NULL);
	Mapgen::setDefaultSettings(m_map_settings);
}


MapSettingsManager::~MapSettingsManager()
{
	delete m_map_settings;
	delete mapgen_params;
}


bool MapSettingsManager::getMapSetting(
	const std::string &name, std::string *value_out)
{
	if (m_map_settings->getNoEx(name, *value_out))
		return true;

	// Compatibility kludge
	if (m_user_settings == g_settings && name == "seed")
		return m_user_settings->getNoEx("fixed_map_seed", *value_out);

	return m_user_settings->getNoEx(name, *value_out);
}


bool MapSettingsManager::getMapSettingNoiseParams(
	const std::string &name, NoiseParams *value_out)
{
	return m_map_settings->getNoiseParams(name, *value_out) ||
		m_user_settings->getNoiseParams(name, *value_out);
}


bool MapSettingsManager::setMapSetting(
	const std::string &name, const std::string &value, bool override_meta)
{
	if (mapgen_params)
		return false;

	if (override_meta)
		m_map_settings->set(name, value);
	else
		m_map_settings->setDefault(name, value);

	return true;
}


bool MapSettingsManager::setMapSettingNoiseParams(
	const std::string &name, const NoiseParams *value, bool override_meta)
{
	if (mapgen_params)
		return false;

	m_map_settings->setNoiseParams(name, *value, !override_meta);
	return true;
}


bool MapSettingsManager::loadMapMeta()
{
	std::ifstream is(m_map_meta_path.c_str(), std::ios_base::binary);

	if (!is.good()) {
		errorstream << "loadMapMeta: could not open "
			<< m_map_meta_path << std::endl;
		return false;
	}

	if (!m_map_settings->parseConfigLines(is, "[end_of_params]")) {
		errorstream << "loadMapMeta: [end_of_params] not found!" << std::endl;
		return false;
	}

	return true;
}


bool MapSettingsManager::saveMapMeta()
{
	// If mapgen params haven't been created yet; abort
	if (!mapgen_params)
		return false;

	if (!fs::CreateAllDirs(fs::RemoveLastPathComponent(m_map_meta_path))) {
		errorstream << "saveMapMeta: could not create dirs to "
			<< m_map_meta_path;
		return false;
	}

	std::ostringstream oss(std::ios_base::binary);
	Settings conf;

	mapgen_params->MapgenParams::writeParams(&conf);
	mapgen_params->writeParams(&conf);
	conf.writeLines(oss);

	// NOTE: If there are ever types of map settings other than
	// those relating to map generation, save them here

	oss << "[end_of_params]\n";

	if (!fs::safeWriteToFile(m_map_meta_path, oss.str())) {
		errorstream << "saveMapMeta: could not write "
			<< m_map_meta_path << std::endl;
		return false;
	}

	return true;
}


MapgenParams *MapSettingsManager::makeMapgenParams()
{
	if (mapgen_params)
		return mapgen_params;

	assert(m_user_settings != NULL);
	assert(m_map_settings != NULL);

	// At this point, we have (in order of precedence):
	// 1). m_mapgen_settings->m_settings containing map_meta.txt settings or
	//     explicit overrides from scripts
	// 2). m_mapgen_settings->m_defaults containing script-set mgparams without
	//     overrides
	// 3). g_settings->m_settings containing all user-specified config file
	//     settings
	// 4). g_settings->m_defaults containing any low-priority settings from
	//     scripts, e.g. mods using Lua as an enhanced config file)

	// Now, get the mapgen type so we can create the appropriate MapgenParams
	std::string mg_name;
	MapgenType mgtype = getMapSetting("mg_name", &mg_name) ?
		Mapgen::getMapgenType(mg_name) : MAPGEN_DEFAULT;
	if (mgtype == MAPGEN_INVALID) {
		errorstream << "EmergeManager: mapgen '" << mg_name <<
			"' not valid; falling back to " <<
			Mapgen::getMapgenName(MAPGEN_DEFAULT) << std::endl;
		mgtype = MAPGEN_DEFAULT;
	}

	// Create our MapgenParams
	MapgenParams *params = Mapgen::createMapgenParams(mgtype);
	if (!params)
		return nullptr;

	params->mgtype = mgtype;

	// Load the rest of the mapgen params from our active settings
	params->MapgenParams::readParams(m_user_settings);
	params->MapgenParams::readParams(m_map_settings);
	params->readParams(m_user_settings);
	params->readParams(m_map_settings);

	// Hold onto our params
	mapgen_params = params;

	return params;
}
754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059
/*
Minetest
Copyright (C) 2010-2015 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 "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v6.h"

FlagDesc flagdesc_mapgen_v6[] = {
	{"jungles",    MGV6_JUNGLES},
	{"biomeblend", MGV6_BIOMEBLEND},
	{"mudflow",    MGV6_MUDFLOW},
	{"snowbiomes", MGV6_SNOWBIOMES},
	{"flat",       MGV6_FLAT},
	{"trees",      MGV6_TREES},
	{NULL,         0}
};

///////////////////////////////////////////////////////////////////////////////


MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
	: Mapgen(mapgenid, params, emerge)
{
	this->m_emerge = emerge;
	this->ystride = csize.X; //////fix this

	this->heightmap = new s16[csize.X * csize.Z];

	MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
	this->spflags     = sp->spflags;
	this->freq_desert = sp->freq_desert;
	this->freq_beach  = sp->freq_beach;

	np_cave        = &sp->np_cave;
	np_humidity    = &sp->np_humidity;
	np_trees       = &sp->np_trees;
	np_apple_trees = &sp->np_apple_trees;

	//// Create noise objects
	noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
	noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
	noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
	noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
	noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
	noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
	noise_biome          = new Noise(&sp->np_biome,          seed,
			csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
	noise_humidity       = new Noise(&sp->np_humidity,       seed,
			csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);

	//// Resolve nodes to be used
	INodeDefManager *ndef = emerge->ndef;

	c_stone           = ndef->getId("mapgen_stone");
	c_dirt            = ndef->getId("mapgen_dirt");
	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
	c_sand            = ndef->getId("mapgen_sand");
	c_water_source    = ndef->getId("mapgen_water_source");
	c_lava_source     = ndef->getId("mapgen_lava_source");
	c_gravel          = ndef->getId("mapgen_gravel");
	c_desert_stone    = ndef->getId("mapgen_desert_stone");
	c_desert_sand     = ndef->getId("mapgen_desert_sand");
	c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
	c_snow            = ndef->getId("mapgen_snow");
	c_snowblock       = ndef->getId("mapgen_snowblock");
	c_ice             = ndef->getId("mapgen_ice");

	c_cobble          = ndef->getId("mapgen_cobble");
	c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
	c_mossycobble     = ndef->getId("mapgen_mossycobble");

	if (c_desert_sand == CONTENT_IGNORE)
		c_desert_sand = c_sand;
	if (c_desert_stone == CONTENT_IGNORE)
		c_desert_stone = c_stone;
	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_dirt_with_snow == CONTENT_IGNORE)
		c_dirt_with_snow = c_dirt_with_grass;
	if (c_snow == CONTENT_IGNORE)
		c_snow = CONTENT_AIR;
	if (c_snowblock == CONTENT_IGNORE)
		c_snowblock = c_dirt_with_grass;
	if (c_ice == CONTENT_IGNORE)
		c_ice = c_water_source;
}


MapgenV6::~MapgenV6()
{
	delete noise_terrain_base;
	delete noise_terrain_higher;
	delete noise_steepness;
	delete noise_height_select;
	delete noise_mud;
	delete noise_beach;
	delete noise_biome;
	delete noise_humidity;

	delete[] heightmap;
}


MapgenV6Params::MapgenV6Params()
{
	spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
	freq_desert = 0.45;
	freq_beach  = 0.15;

	np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
	np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
	np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
	np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
	np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
	np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
	np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
	np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
	np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
	np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
	np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
}


void MapgenV6Params::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
	settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
	settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);

	settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
	settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
	settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
	settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
	settings->getNoiseParams("mgv6_np_mud",            np_mud);
	settings->getNoiseParams("mgv6_np_beach",          np_beach);
	settings->getNoiseParams("mgv6_np_biome",          np_biome);
	settings->getNoiseParams("mgv6_np_cave",           np_cave);
	settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
	settings->getNoiseParams("mgv6_np_trees",          np_trees);
	settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
}


void MapgenV6Params::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
	settings->setFloat("mgv6_freq_desert", freq_desert);
	settings->setFloat("mgv6_freq_beach",  freq_beach);

	settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
	settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
	settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
	settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
	settings->setNoiseParams("mgv6_np_mud",            np_mud);
	settings->setNoiseParams("mgv6_np_beach",          np_beach);
	settings->setNoiseParams("mgv6_np_biome",          np_biome);
	settings->setNoiseParams("mgv6_np_cave",           np_cave);
	settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
	settings->setNoiseParams("mgv6_np_trees",          np_trees);
	settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
}


//////////////////////// Some helper functions for the map generator


// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d)
{
	v3s16 em = vm->m_area.getExtent();
	s16 y_nodes_max = vm->m_area.MaxEdge.Y;
	s16 y_nodes_min = vm->m_area.MinEdge.Y;
	u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
	s16 y;

	for (y = y_nodes_max; y >= y_nodes_min; y--) {
		content_t c = vm->m_data[i].getContent();
		if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
			break;

		vm->m_area.add_y(em, i, -1);
	}
	return (y >= y_nodes_min) ? y : y_nodes_min - 1;
}


// 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;
}


//////////////////////// Base terrain height functions

float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
	float steepness, float height_select)
{
	float base   = 1 + terrain_base;
	float higher = 1 + terrain_higher;

	// Limit higher ground level to at least base
	if(higher < base)
		higher = base;

	// Steepness factor of cliffs
	float b = steepness;
	b = rangelim(b, 0.0, 1000.0);
	b = 5 * b * b * b * b * b * b * b;
	b = rangelim(b, 0.5, 1000.0);

	// Values 1.5...100 give quite horrible looking slopes
	if (b > 1.5 && b < 100.0)
		b = (b < 10.0) ? 1.5 : 100.0;

	float a_off = -0.20; // Offset to more low
	float a = 0.5 + b * (a_off + height_select);
	a = rangelim(a, 0.0, 1.0); // Limit

	return base * (1.0 - a) + higher * a;
}


float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
{
	if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
		return water_level;

	float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
							p.X, 0.5, p.Y, 0.5, seed);
	float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
							p.X, 0.5, p.Y, 0.5, seed);
	float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
							p.X, 0.5, p.Y, 0.5, seed);
	float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
							p.X, 0.5, p.Y, 0.5, seed);

	return baseTerrainLevel(terrain_base, terrain_higher,
							steepness, height_select);
}


float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
{
	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
	return baseTerrainLevelFromMap(index);
}


float MapgenV6::baseTerrainLevelFromMap(int index)
{
	if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
		return water_level;

	float terrain_base   = noise_terrain_base->result[index];
	float terrain_higher = noise_terrain_higher->result[index];
	float steepness      = noise_steepness->result[index];
	float height_select  = noise_height_select->result[index];

	return baseTerrainLevel(terrain_base, terrain_higher,
							steepness, height_select);
}


s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
	return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
}


int MapgenV6::getGroundLevelAtPoint(v2s16 p)
{
	return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
}


//////////////////////// Noise functions

float MapgenV6::getMudAmount(v2s16 p)
{
	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
	return getMudAmount(index);
}


bool MapgenV6::getHaveBeach(v2s16 p)
{
	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
	return getHaveBeach(index);
}


BiomeV6Type MapgenV6::getBiome(v2s16 p)
{
	int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
			+ (p.X - full_node_min.X);
	return getBiome(index, p);
}


float MapgenV6::getHumidity(v2s16 p)
{
	/*double noise = noise2d_perlin(
		0.5+(float)p.X/500, 0.5+(float)p.Y/500,
		seed+72384, 4, 0.66);
	noise = (noise + 1.0)/2.0;*/

	int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
			+ (p.X - full_node_min.X);
	float noise = noise_humidity->result[index];

	if (noise < 0.0)
		noise = 0.0;
	if (noise > 1.0)
		noise = 1.0;
	return noise;
}


float MapgenV6::getTreeAmount(v2s16 p)
{
	/*double noise = noise2d_perlin(
			0.5+(float)p.X/125, 0.5+(float)p.Y/125,
			seed+2, 4, 0.66);*/

	float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
	float zeroval = -0.39;
	if (noise < zeroval)
		return 0;
	else
		return 0.04 * (noise - zeroval) / (1.0 - zeroval);
}


bool MapgenV6::getHaveAppleTree(v2s16 p)
{
	/*is_apple_tree = noise2d_perlin(
		0.5+(float)p.X/100, 0.5+(float)p.Z/100,
		data->seed+342902, 3, 0.45) > 0.2;*/

	float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);

	return noise > 0.2;
}


float MapgenV6::getMudAmount(int index)
{
	if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
		return MGV6_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));*/

	return noise_mud->result[index];
}


bool MapgenV6::getHaveBeach(int index)
{
	// Determine whether to have sand here
	/*double sandnoise = noise2d_perlin(
			0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
			seed+59420, 3, 0.50);*/

	float sandnoise = noise_beach->result[index];
	return (sandnoise > freq_beach);
}


BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
	// Just do something very simple as for now
	/*double d = noise2d_perlin(
			0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
			seed+9130, 3, 0.50);*/

	float d = noise_biome->result[index];
	float h = noise_humidity->result[index];

	if (spflags & MGV6_SNOWBIOMES) {
		float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;

		if (d > MGV6_FREQ_HOT + blend) {
			if (h > MGV6_FREQ_JUNGLE + blend)
				return BT_JUNGLE;
			else
				return BT_DESERT;
		} else if (d < MGV6_FREQ_SNOW + blend) {
			if (h > MGV6_FREQ_TAIGA + blend)
				return BT_TAIGA;
			else
				return BT_TUNDRA;
		} else {
			return BT_NORMAL;
		}
	} else {
		if (d > freq_desert)
			return BT_DESERT;

		if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
				((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
			return BT_DESERT;

		if ((spflags & MGV6_JUNGLES) && h > 0.75)
			return BT_JUNGLE;
		else
			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;
}


//////////////////////// Map generator

void MapgenV6::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;

	// Hack: use minimum block coords for old code that assumes a single block
	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;

	// 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
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	central_area_size = node_max - node_min + v3s16(1, 1, 1);
	assert(central_area_size.X == central_area_size.Z);

	int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
					  * (blockpos_max.Y - blockpos_min.Y + 1)
					  * (blockpos_max.Z - blockpos_max.Z + 1);

	volume_nodes = volume_blocks *
		MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;

	// Create a block-specific seed
	blockseed = get_blockseed(data->seed, full_node_min);

	// Make some noise
	calculateNoise();

	// Maximum height of the stone surface and obstacles.
	// This is used to guide the cave generation
	s16 stone_surface_max_y;

	// Generate general ground level to full area
	stone_surface_max_y = generateGround();

	// Create initial heightmap to limit caves
	updateHeightmap(node_min, node_max);

	const s16 max_spread_amount = MAP_BLOCKSIZE;
	// Limit dirt flow area by 1 because mud is flown into neighbors.
	s16 mudflow_minpos = -max_spread_amount + 1;
	s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;

	// Loop this part, it will make stuff look older and newer nicely
	const u32 age_loops = 2;
	for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
		// Make caves (this code is relatively horrible)
		if (flags & MG_CAVES)
			generateCaves(stone_surface_max_y);

		// Add mud to the central chunk
		addMud();

		// Flow mud away from steep edges
		if (spflags & MGV6_MUDFLOW)
			flowMud(mudflow_minpos, mudflow_maxpos);

	}

	// Update heightmap after mudflow
	updateHeightmap(node_min, node_max);

	// Add dungeons
	if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
		DungeonParams dp;

		dp.np_rarity  = nparams_dungeon_rarity;
		dp.np_density = nparams_dungeon_density;
		dp.np_wetness = nparams_dungeon_wetness;
		dp.c_water    = c_water_source;
		if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
			dp.c_cobble = c_desert_stone;
			dp.c_moss   = c_desert_stone;
			dp.c_stair  = c_desert_stone;

			dp.diagonal_dirs = true;
			dp.mossratio     = 0.0;
			dp.holesize      = v3s16(2, 3, 2);
			dp.roomsize      = v3s16(2, 5, 2);
			dp.notifytype    = GENNOTIFY_TEMPLE;
		} else {
			dp.c_cobble = c_cobble;
			dp.c_moss   = c_mossycobble;
			dp.c_stair  = c_stair_cobble;

			dp.diagonal_dirs = false;
			dp.mossratio     = 3.0;
			dp.holesize      = v3s16(1, 2, 1);
			dp.roomsize      = v3s16(0, 0, 0);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		}

		DungeonGen dgen(this, &dp);
		dgen.generate(blockseed, full_node_min, full_node_max);
	}

	// Add top and bottom side of water to transforming_liquid queue
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	// Add surface nodes
	growGrass();

	// Generate some trees, and add grass, if a jungle
	if ((spflags & MGV6_TREES) || (flags & MG_TREES))
		placeTreesAndJungleGrass();

	// 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);

	// Calculate lighting
	if (flags & MG_LIGHT)
		calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
			full_node_min, full_node_max);

	this->generating = false;
}


void MapgenV6::calculateNoise()
{
	int x = node_min.X;
	int z = node_min.Z;
	int fx = full_node_min.X;
	int fz = full_node_min.Z;

	if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
		noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
	}

	noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);

	noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
	noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
	// Humidity map does not need range limiting 0 to 1,
	// only humidity at point does
}


int MapgenV6::generateGround()
{
	//TimeTaker timer1("Generating ground level");
	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
	MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
	MapNode n_ice(c_ice);
	int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;

	u32 index = 0;
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		// Surface height
		s16 surface_y = (s16)baseTerrainLevelFromMap(index);

		// Log it
		if (surface_y > stone_surface_max_y)
			stone_surface_max_y = surface_y;

		BiomeV6Type bt = getBiome(v2s16(x, z));

		// Fill ground with stone
		v3s16 em = vm->m_area.getExtent();
		u32 i = vm->m_area.index(x, node_min.Y, z);
		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
				if (y <= surface_y) {
					vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
							&& bt == BT_DESERT) ?
						n_desert_stone : n_stone;
				} else if (y <= water_level) {
					vm->m_data[i] = (y >= MGV6_ICE_BASE
							&& bt == BT_TUNDRA) ?
						n_ice : n_water_source;
				} else {
					vm->m_data[i] = n_air;
				}
			}
			vm->m_area.add_y(em, i, 1);
		}
	}

	return stone_surface_max_y;
}


void MapgenV6::addMud()
{
	// 15ms @cs=8
	//TimeTaker timer1("add mud");
	MapNode n_dirt(c_dirt), n_gravel(c_gravel);
	MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
	MapNode addnode;

	u32 index = 0;
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		// Randomize mud amount
		s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;

		// Find ground level
		s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!

		// Handle area not found
		if (surface_y == vm->m_area.MinEdge.Y - 1)
			continue;

		BiomeV6Type bt = getBiome(v2s16(x, z));
		addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;

		if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
			addnode = n_sand;
		} else if (mud_add_amount <= 0) {
			mud_add_amount = 1 - mud_add_amount;
			addnode = n_gravel;
		} else if (bt != BT_DESERT && getHaveBeach(index) &&
				surface_y + mud_add_amount <= water_level + 2) {
			addnode = n_sand;
		}

		if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
			mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);

		/* If topmost node is grass, change it to mud.  It might be if it was
		// flown to there from a neighboring chunk and then converted.
		u32 i = vm->m_area.index(x, surface_y, z);
		if (vm->m_data[i].getContent() == c_dirt_with_grass)
			vm->m_data[i] = n_dirt;*/

		// Add mud on ground
		s16 mudcount = 0;
		v3s16 em = vm->m_area.getExtent();
		s16 y_start = surface_y + 1;
		u32 i = vm->m_area.index(x, y_start, z);
		for (s16 y = y_start; y <= node_max.Y; y++) {
			if (mudcount >= mud_add_amount)
				break;

			vm->m_data[i] = addnode;
			mudcount++;

			vm->m_area.add_y(em, i, 1);
		}
	}
}


void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
{
	// 340ms @cs=8
	//TimeTaker timer1("flow mud");

	// Iterate a few times
	for (s16 k = 0; k < 3; k++) {
		for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
		for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
			// Invert coordinates every 2nd iteration
			if (k % 2 == 0) {
				x = mudflow_maxpos - (x - mudflow_minpos);
				z = mudflow_maxpos - (z - mudflow_minpos);
			}

			// Node position in 2d
			v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);

			v3s16 em = vm->m_area.getExtent();
			u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
			s16 y = node_max.Y;

			while (y >= node_min.Y) {

			for (;; y--) {
				MapNode *n = NULL;
				// Find mud
				for (; y >= node_min.Y; y--) {
					n = &vm->m_data[i];
					if (n->getContent() == c_dirt ||
							n->getContent() == c_dirt_with_grass ||
							n->getContent() == c_gravel)
						break;

					vm->m_area.add_y(em, i, -1);
				}

				// Stop if out of area
				//if(vmanip.m_area.contains(i) == false)
				if (y < node_min.Y)
					break;

				if (n->getContent() == c_dirt ||
						n->getContent() == c_dirt_with_grass) {
					// Make it exactly mud
					n->setContent(c_dirt);

					// Don't flow it if the stuff under it is not mud
					{
						u32 i2 = i;
						vm->m_area.add_y(em, i2, -1);
						// Cancel if out of area
						if (vm->m_area.contains(i2) == false)
							continue;
						MapNode *n2 = &vm->m_data[i2];
						if (n2->getContent() != c_dirt &&
								n2->getContent() != c_dirt_with_grass)
							continue;
					}
				}

				v3s16 dirs4[4] = {
					v3s16(0, 0, 1), // back
					v3s16(1, 0, 0), // right
					v3s16(0, 0, -1), // front
					v3s16(-1, 0, 0), // left
				};

				// Check that upper is air or doesn't exist.
				// Cancel dropping if upper keeps it in place
				u32 i3 = i;
				vm->m_area.add_y(em, i3, 1);
				if (vm->m_area.contains(i3) == true &&
						ndef->get(vm->m_data[i3]).walkable)
					continue;

				// Drop mud on side
				for(u32 di = 0; di < 4; di++) {
					v3s16 dirp = dirs4[di];
					u32 i2 = i;
					// Move to side
					vm->m_area.add_p(em, i2, dirp);
					// Fail if out of area
					if (vm->m_area.contains(i2) == false)
						continue;
					// Check that side is air
					MapNode *n2 = &vm->m_data[i2];
					if (ndef->get(*n2).walkable)
						continue;
					// Check that under side is air
					vm->m_area.add_y(em, i2, -1);
					if (vm->m_area.contains(i2) == false)
						continue;
					n2 = &vm->m_data[i2];
					if (ndef->get(*n2).walkable)
						continue;
					// Loop further down until not air
					bool dropped_to_unknown = false;
					do {
						vm->m_area.add_y(em, i2, -1);
						n2 = &vm->m_data[i2];
						// if out of known area
						if(vm->m_area.contains(i2) == false ||
								n2->getContent() == CONTENT_IGNORE) {
							dropped_to_unknown = true;
							break;
						}
					} while (ndef->get(*n2).walkable == false);
					// Loop one up so that we're in air
					vm->m_area.add_y(em, i2, 1);
					n2 = &vm->m_data[i2];

					bool old_is_water = (n->getContent() == c_water_source);
					// Move mud to new place
					if (!dropped_to_unknown) {
						*n2 = *n;
						// Set old place to be air (or water)
						if(old_is_water)
							*n = MapNode(c_water_source);
						else
							*n = MapNode(CONTENT_AIR);
					}

					// Done
					break;
				}
			}
			}
		}
	}
}


void MapgenV6::placeTreesAndJungleGrass()
{
	//TimeTaker t("placeTrees");
	if (node_max.Y < water_level)
		return;

	PseudoRandom grassrandom(blockseed + 53);
	content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
	// if we don't have junglegrass, don't place cignore... that's bad
	if (c_junglegrass == CONTENT_IGNORE)
		c_junglegrass = CONTENT_AIR;
	MapNode n_junglegrass(c_junglegrass);
	v3s16 em = vm->m_area.getExtent();

	// Divide area into parts
	s16 div = 8;
	s16 sidelen = central_area_size.X / div;
	double area = sidelen * sidelen;

	// N.B.  We must add jungle grass first, since tree leaves will
	// obstruct the ground, giving us a false ground level
	for (s16 z0 = 0; z0 < div; z0++)
	for (s16 x0 = 0; x0 < div; x0++) {
		// Center position of part of division
		v2s16 p2d_center(
			node_min.X + sidelen / 2 + sidelen * x0,
			node_min.Z + sidelen / 2 + sidelen * z0
		);
		// Minimum edge of part of division
		v2s16 p2d_min(
			node_min.X + sidelen * x0,
			node_min.Z + sidelen * z0
		);
		// Maximum edge of part of division
		v2s16 p2d_max(
			node_min.X + sidelen + sidelen * x0 - 1,
			node_min.Z + sidelen + sidelen * z0 - 1
		);

		// Get biome at center position of part of division
		BiomeV6Type bt = getBiome(p2d_center);

		// Amount of trees
		u32 tree_count;
		if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
			tree_count = area * getTreeAmount(p2d_center);
			if (bt == BT_JUNGLE)
				tree_count *= 4;
		} else {