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authorMarkus Koch <markus@notsyncing.net>2020-04-25 17:34:33 +0200
committerMarkus Koch <markus@notsyncing.net>2020-04-25 17:34:33 +0200
commit5b5ce97a1a0a8e2bac0b875baddcd59fd8b54b67 (patch)
treee0fa4a302bedfc20a319d7c017ce1509a6bd299e
parentd229044ebfaf0a2d09d002c4c490de2d9248dcfd (diff)
downloadlifomapserver-5b5ce97a1a0a8e2bac0b875baddcd59fd8b54b67.tar.gz
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Fix search behavior
Before, it was always searching for the current term without the last entered (or with the last deleted) character. This behavior is fixed now. Also, an empty query will now match (hopefully) nothing instead of everything.
-rw-r--r--htdocs/mapscript.js8
1 files changed, 5 insertions, 3 deletions
diff --git a/htdocs/mapscript.js b/htdocs/mapscript.js
index ff1d22e..57fa0f8 100644
--- a/htdocs/mapscript.js
+++ b/htdocs/mapscript.js
@@ -292,7 +292,7 @@ function toggle_search() {
search_element.style.overflow = "scroll";
search_element.style.padding = "6px";
search_element.style.height = "100%";
- search_element.innerHTML = '<input style="width:100%;" id="search_query" name="lifo_map_search" type="search" placeholder="Start typing to search..." onkeypress="search(event)"><div id="search_results"></div>' ;
+ search_element.innerHTML = '<input style="width:100%;" id="search_query" name="lifo_map_search" type="search" placeholder="Start typing to search..." oninput="search(event)"><div id="search_results"></div>' ;
}
td = document.getElementById('windowtr').insertCell(0);
@@ -302,7 +302,7 @@ function toggle_search() {
td.id = "searchbar";
td.appendChild(search_element);
- document.getElementById('search_query').focus();
+ document.getElementById('search_query').select();
}
function htmlEntities(str) {
@@ -321,7 +321,9 @@ var default_street_color = "#3388ff";
function search(e) {
var query = document.getElementById("search_query").value;
document.getElementById('search_results').innerHTML = "";
- if (query.length > 0 || e.key == "Enter") {
+ if (true) {
+ if (query.length == 0)
+ query = "!@#$%^&"; // Cheap workaround to (hopefully) match nothing
results = document.createElement("ul");
for (var i = 0; i < layers._layers.length; i++) {
if (!layers._layers[i].layer._layers)
f='#n184'>184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017
/*
Minetest Valleys C
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>

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 "treegen.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, MapgenParams *params, EmergeManager *emerge)
	: Mapgen(mapgenid, params, emerge)
{
	this->m_emerge = emerge;
	this->bmgr = emerge->biomemgr;

	//// amount of elements to skip for the next index
	//// for noise/height/biome maps (not vmanip)
	this->ystride = csize.X;
	this->zstride = csize.X * (csize.Y + 2);
	// 1-down overgeneration
	this->zstride_1d = csize.X * (csize.Y + 1);

	this->biomemap  = new u8[csize.X * csize.Z];
	this->heightmap = new s16[csize.X * csize.Z];
	this->heatmap   = NULL;
	this->humidmap  = NULL;

	this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
			g_settings->getU16("map_generation_limit"));

	MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;

	this->spflags            = sp->spflags;
	this->altitude_chill     = sp->altitude_chill;
	this->large_cave_depth   = sp->large_cave_depth;
	this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
	this->massive_cave_depth = sp->massive_cave_depth;
	this->river_depth_bed    = sp->river_depth + 1.f;
	this->river_size_factor  = sp->river_size / 100.f;
	this->water_features_lim = rangelim(sp->water_features, 0, 10);
	this->cave_width         = sp->cave_width;

	//// 2D Terrain noise
	noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
	noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
	noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
	noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
	noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
	noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);

	//// 3D Terrain noise
	// 1-up 1-down overgeneration
	noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
	// 1-down overgeneraion
	noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
	noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
	noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);

	//// Biome noise
	noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
	noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
	noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
	noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);

	this->humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
	this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
	this->humidity_adjust    = params->np_biome_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];

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

	c_cobble               = ndef->getId("mapgen_cobble");
	c_desert_stone         = ndef->getId("mapgen_desert_stone");
	c_dirt                 = ndef->getId("mapgen_dirt");
	c_lava_source          = ndef->getId("mapgen_lava_source");
	c_mossycobble          = ndef->getId("mapgen_mossycobble");
	c_river_water_source   = ndef->getId("mapgen_river_water_source");
	c_sand                 = ndef->getId("mapgen_sand");
	c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
	c_sandstone            = ndef->getId("mapgen_sandstone");
	c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
	c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
	c_stone                = ndef->getId("mapgen_stone");
	c_water_source         = ndef->getId("mapgen_water_source");

	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_river_water_source == CONTENT_IGNORE)
		c_river_water_source = c_water_source;
	if (c_sand == CONTENT_IGNORE)
		c_sand = c_stone;
	if (c_sandstonebrick == CONTENT_IGNORE)
		c_sandstonebrick = c_sandstone;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_stair_sandstonebrick == CONTENT_IGNORE)
		c_stair_sandstonebrick = c_sandstone;
}


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 noise_heat;
	delete noise_heat_blend;
	delete noise_humidity;
	delete noise_humidity_blend;

	delete[] biomemap;
	delete[] heightmap;
	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         = 0.3;

	np_cave1              = NoiseParams(0,     12,   v3f(96,   96,   96),   52534, 4, 0.5,   2.0);
	np_cave2              = NoiseParams(0,     12,   v3f(96,   96,   96),   10325, 4, 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 noise maps and base terrain height.
	calculateNoise();

	// Generate base terrain with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();

	// Create biomemap at heightmap surface
	bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);

	// Actually place the biome-specific nodes
	MgStoneType stone_type = generateBiomes(heatmap, humidmap);

	// Cave creation.
	if (flags & MG_CAVES)
		generateCaves(stone_surface_max_y);

	// Dungeon creation
	if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (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 (stone_type == STONE) {
			dp.c_cobble = c_cobble;
			dp.c_moss   = c_mossycobble;
			dp.c_stair  = c_stair_cobble;

			dp.diagonal_dirs = false;
			dp.mossratio     = 3.f;
			dp.holesize      = v3s16(1, 2, 1);
			dp.roomsize      = v3s16(0, 0, 0);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		} else if (stone_type == DESERT_STONE) {
			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.f;
			dp.holesize      = v3s16(2, 3, 2);
			dp.roomsize      = v3s16(2, 5, 2);
			dp.notifytype    = GENNOTIFY_TEMPLE;
		} else if (stone_type == SANDSTONE) {
			dp.c_cobble = c_sandstonebrick;
			dp.c_moss   = c_sandstonebrick;
			dp.c_stair  = c_sandstonebrick;

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

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

	// 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_filler_depth->perlinMap2D(x, z);
	noise_heat_blend->perlinMap2D(x, z);
	noise_heat->perlinMap2D(x, z);
	noise_humidity_blend->perlinMap2D(x, z);
	noise_humidity->perlinMap2D(x, z);
	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++) {
		noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset;
		noise_humidity->result[index] *= humidity_scale;
		noise_humidity->result[index] += noise_humidity_blend->result[index];
	}

	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;
	}

	heatmap  = noise_heat->result;
	humidmap = noise_humidity->result;
}


// 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